Weapons and Attachments

The weapons in Call of Duty Black Ops are very similar to the weapons of the past Call of Duty games. In Black Ops you can created a class like past COD games for online multiplayer. You can choose a primary weapon, secondary weapon, and three sets of equipment. Weapon classes include Submachine Guns, Assault Rifles, Light Machine Guns, Sniper Rifles, Pistols, Launchers, and Specials. Purchase two weapons from each class to unlock a secret weapon for purchase.

Gun Stats

When choosing the right gun there are a few stats to consider on each weapon. They are power/damage, penetration power, range, accuracy, fire rate, and mobility. A stat I will quickly mention is the reload time. All weapons have different reload times depending on how much ammo is in the gun. Some weapons must reload one round at a time. Other weapons take longer to reload if you full emptied the magazine instead of leaving one round in the chamber. You also have to add time for the gun being raised. I gave the quickest to longest reload times for each gun. Reload time isn’t that important of a stat. The other stats are very important and should be taken into account:

Damage/Power
You can’t kill people if your gun doesn’t do any damage! One thing to take into account when choosing the right gun is the amount of damage is does. I try to list the damage values for each bullet on each gun. I tested every weapon myself and estimated the damage values in comparison to past games. I should note that headshots give an extra 40% damage for each bullet that hits the head.

Penetration Power
If an enemy is behind a surface, you must depend on your penetration power to kill them! Each set of guns usually have the same amount of penetration power. Light Machine Guns and Sniper Rifles have high power, Assault Rifles have medium-high power, Submachine Guns have medium power, and lastly Pistols and Shotguns have the lowest penetration power.

It’s not always the gun that you must take into account when firing through surfaces. There are many different surfaces in a Call of Duty game, but there are usually only 3 types that vary in thickness. The thinnest surfaces are things like glass, plywood, and sheet medal. All weapons can penetrate through those surfaces. The surfaces that has the medium thickness are usually walls in houses. The thickest surfaces is stone or concrete. No weapon can penetrate stone/concrete unless they have the hardened perk. Even then the pistols and shotguns cannot penetrate. Through my research I would say that each thickness of surfaces takes away a third of bullet power.

Range
Your gun may have killed someone quickly at point blank range, but it took longer down range. The range stat may be the most overlooked stat in the game. Each gun, with the exception of sniper rifles and some LMGs, have certain power at certain distances. The further away you are from the target, the weaker your gun is. Lets say I give you the gun stats 30-40 damage with 20-50 Meter Range. This means that the gun will kill someone with 3 bullets up to 20 meters. The damage will be between 39-41 when it’s under 20 meters, but once it reaches 50 meters or more the weapon will kill in 4 bullets (be 30 damage). Suppressors reduce the range in all guns except sniper rifles, instead the power is reduced. Lets not forget to take accuracy into account while firing down range.

call_of_duty_black_ops_black_ops_range

The bus on nuketown is roughly 10 meters long in the Call of Duty World.

Accuracy
So you have a lot of power in your gun, but you can’t hit anything with all the recoil! Accuracy is an important thing to take into account when choosing the right gun. Some guns have high power yet low accuracy. Usually the weapons with higher rates of fire have the lowest accuracy, such as SMGs and LMGs. The best way to tell accuracy is by looking at the crosshairs when standing still. If the crosshairs are bigger, the weapon is less accurate – this does not apply to shotguns and sniper rifles. When aiming down your sights your gun may still pop up from the recoil. It is possible to use every weapon accurately by controlling the rate of fire manually. Fire fully automatic weapons in bursts when firing long range.

Fire Rate
So your gun has weak power? Counter the weak power with fire rate! Fire rate is the amount of bullets you can put on a target. This is usually counted in rounds per minute or RPM. Automatic guns will always have higher fire rates than bolt or pump action guns. Semi Automatic guns depend on the person shooting them.

Mobility
You have an awesome gun but are as slow as a slug, whats the deal? This is mobility. The bigger the gun, the slower you go usually. The Lightweight perk helps to increase your mobility. Each weapon class gives you a certain amount of mobility. Even secondary weapons have different mobility compared to your primary weapons. Submachine Guns, Shotguns, Pistols, and Special weapons all have the best mobility since they are the lightest. Sniper Rifles and Assault Rifles have medium mobility. Light Machine Guns and Launchers have the lowest mobility since they are the heaviest. To be more accurate: SMGs, Shotguns, and Pistols allow you to move at 100% speed. Sniper Rifles, Assault Rifles, and Specials allow you to move at 95% speed. LMGs and Launchers allow you to move at 87.5% speed.

Submachine Guns

call_of_duty_black_ops_submachine_guns

Submachine Guns, or “SMGs,” are best suited for close quarter battling. They usually have high rates of fire and lower accuracy for the “spray and pray” type gameplay.

MP5K

Fully-Automatic Submachine Gun
Unlocked at Level 1.
20-40 Damage Per Bullet
30 Rounds per Mag + 90 Rounds Extra.
45 Rounds per Extended Mag. 240 Extra Rounds with Scavenger
750 RPM, 1000 RPM with Rapid Fire.
18.75 – 25 Meter Range, 8.75 – 17.5 Meter Range while Silenced.
2.1 – 2.6 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Suppressor
Rapid Fire

Skorpion

Fully-Automatic Submachine Gun/Machine Pistol
Unlocked at Level 7. Purchase for C2000
20-50 Damage per Bullet. 20-40 Damage per bullet when used with dual wield.
20 Rounds per Mag + 60 Rounds Extra
30 Rounds Per Extended Mag. 160 Extra Rounds with Scavenger.
750 RPM, 1000 RPM with Rapid Fire.
5 – 10 Meter Range, 2.5 – 7.5 Meter Range While Silenced, 10 – 13 Meter Range with Dual Wield.
2 – 2.8 Second Reload Time

Attachments:
Extended Mag
Grip
Dual Wield
Suppressor
Rapid Fire

MAC11

Fully-Automatic Machine Pistol
Unlocked at Level 11. Purchase for C2000
20-30 Damage per Bullet
20 Rounds per Mag + 60 Rounds Extra
30 Rounds Per Extended Mag. 160 Extra Rounds with Scavenger.
937.5 RPM, 1250 RPM with Rapid Fire.
18.75 – 25 Meter Range, 8.75 – 17.5 Meter Range while Silenced.
2 – 2.6 Second Reload Time

Attachments:
Extended Mag
Red Dot Sight
Reflex Sight
Grip
Dual wield
Suppressor
Rapid Fire

AK74u

Fully-Automatic Carbine
Unlocked at Level 17. Purchase for C2000
20-40 Damage per Bullet
30 Rounds per Mag + 90 Rounds Extra
45 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger.
750 RPM, 1000 RPM with Rapid Fire.
18.75 – 25 Meter Range, 8.75 – 17.5 Meter Range while Silenced.
1.8 – 2.6 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Grip
Suppressor
Grenade Launcher
Rapid Fire

Uzi

Fully-Automatic Submachine Gun
Unlocked at Level 23. Purchase for C2000
20-30 Damage Per Bullet
32 Rounds per Mag + 96 Rounds Extra
48 Rounds Per Extended Mag. 256 Extra Rounds with Scavenger.
937.5 RPM, 1250 RPM with Rapid Fire.
2 – 2.8 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Grip
Suppressor
Rapid Fire

PM63

Fully-Automatic Submachine Gun
Unlocked at Level 29. Purchase for C2000
20-30 Damage Per Bullet
20 Rounds per Mag + 60 Rounds Extra
30 Rounds Per Extended Mag. 160 Extra Rounds with Scavenger.
937.5 RPM, 1250 RPM with Rapid Fire.
18.75 – 25 Meter Range, 8.75 – 17.5 Meter Range while Silenced.
1.6 – 2.6 Second Reload Time

Attachments:
Extended Mag
Grip (Called Folding Stock instead of Grip)
Dual Wield
Rapid Fire

MPL

Fully-Automatic Submachine Gun
Unlocked at Level 35. Purchase for C2000
20-30 Damage Per Bullet
32 Rounds per Mag + 96 Rounds Extra
256 Extra Rounds with Scavenger.
937.5 RPM, 1250 RPM with Rapid Fire.
18.75 – 25 Meter Range, 8.75 – 17.5 Meter Range while Silenced.
2 – 2.6 Second Reload Time

Attachments:
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Grip
Suppressor
Rapid Fire

Spectre

Fully-Automatic Submachine Gun
Unlocked at Level 41. Purchase for C2000
20-30 Damage Per Bullet
30 Rounds Per Mag + 90 Rounds Extra
45 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger.
937.5 RPM, 1250 RPM with Rapid Fire.
18.75 – 25 Meter Range, 8.75 – 17.5 Meter Range while Silenced.
2 – 2.75 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Grip
Suppressor
Rapid Fire

Kiparis

Fully-Automatic Submachine Gun
Unlocked after purchasing all other SMGs. Purchase for C2000
20-30 Damage Per Bullet
20 Rounds Per Mag + 60 Rounds Extra
30 Rounds Per Extended Mag. 160 Extra Rounds with Scavenger.
937.5 RPM, 1250 RPM with Rapid Fire.
18.75 – 25 Meter Range, 8.75 – 17.5 Meter Range while Silenced.
1.6 – 2.4 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Red Dot Sight
Grip
Dual Wield
Suppressor
Rapid Fire

Assault Rifles

call_of_duty_black_ops_assault_rifles

Assault Rifles are best for medium to long range. Sometimes they can fill in for close range so they are the most common guns on the battlefield.

M16

3 Round Burst Assault Rifle
Unlocked at Level 1.
30-40 Damage Per Bullet
30 Rounds per Mag + 90 Rounds Extra
45 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger.
450 RPM
50-75 Meter Range, 20-30 Meter Range While Silenced.
1.5 – 2 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

Enfield

Fully-Automatic Assault Rifle
Unlocked at Level 5. Purchase for C2000
25-35 Damage Per Bullet
30 Rounds per Mag + 90 Rounds Extra
45 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger.
750 RPM
37.5 – 50 Meter Range, 12.5 – 25 Meter Range While Silenced.
2 – 2.6 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

M14

Semi-Automatic Rifle
Unlocked at Level 9. Purchase for C2000
40-50 Damage per Bullet
20 Rounds per Mag + 60 Rounds Extra
30 Rounds Per Extended Mag. 160 Extra Rounds with Scavenger.
625 RPM
37.5 – 50 Meter Range, 12.5 – 25 Meter Range While Silenced.
2 – 3.1 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Grip
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

Famas

Fully-Automatic Assault Rifle
Unlocked at Level 14. Purchase for C2000
25-35 Damage per Bullet
30 Rounds per Mag + 90 Rounds Extra
45 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger
937.5 RPM
37.5 – 50 Meter Range, 12.5 – 25 Meter Range While Silenced.
2 – 2.7 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

Galil

Fully-Automatic Assault Rifle
Unlocked at Level 20. Purchase for C2000
30-40 Damage per Bullet
35 Rounds per Mag + 105 Rounds Extra
50 Rounds Per Extended Mag. 280 Extra Rounds with Scavenger.
750 RPM
37.5 – 50 Meter Range, 12.5 – 25 Meter Range While Silenced.
2.4 – 3.3 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

AUG

Fully-Automatic Assault Rifle
Unlocked at Level 26. Purchase for C2000
25-35 Damage per Bullet
30 Rounds per Mag + 90 Rounds Extra
45 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger.
937.5 RPM
37.5 – 50 Meter Range, 12.5 – 25 Meter Range While Silenced.
2 – 2.7 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

FN FAL

Semi-Automatic Rifle
Unlocked at Level 32. Purchase for C2000
40-50 Damage per Bullet
20 Rounds per Mag + 60 Rounds Extra
30 Rounds Per Extended Mag. 160 Rounds with Scavenger
625 RPM
37.5 – 50 Meter Range, 12.5 – 25 Meter Range While Silenced.
2.3 – 2.8 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

AK47

Fully-Automatic Assault Rifle
Unlocked at Level 38. Purchase for C2000
30-40 Damage per Bullet
30 Rounds per Mag + 90 Rounds Extra
45 Rounds Per Extended Mag. 240 Rounds with Scavenger.
750 RPM
37.5 – 50 Meter Range, 12.5 – 25 Meter Range While Silenced.
2 – 3.1 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

Commando

Fully-Automatic Assault Rifle
Unlocked at Level 44. Purchase for C2000
30-40 Damage per Bullet
30 Rounds per Mag + 90 Rounds Extra
45 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger.
750 RPM
37.5 – 50 Meter Range, 12.5 – 25 Meter Range While Silenced.
1.8 – 2.2 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Masterkey
Flamethrower
Infrared Scope
Suppressor
Grenade Launcher

G11

3 Round Burst Assault Rifle
Unlocked after purchasing all other Assault Rifles. Purchase for C2000
25-35 Damage per Bullet
48 Rounds per Mag + 144 Rounds Extra
384 Extra Rounds with Scavenger
525 RPM
37.5 – 50 Meter Range.
2.4 – 3.8 Second Reload Time

Attachments:
Low Power Scope
Variable Zoom

Shotguns

call_of_duty_black_ops_shotguns

Shotguns are best for close range because after a certain range they lose ALL power and will not reach you. They return to the call of duty scene as primary weapons only. Shotguns are very unique weapons. Not only does their damage vary depending on range, but there are a certain amount of pellets in each shotgun shell. In Black Ops there are 8 pellets for each shot. The more pellets you get on the enemy the higher the damage will be. It’s best to use steady aim with shotguns so you get more pellets on your enemy for easier kills.

Olympia

Double Barrel Shotgun
Unlocked at Level 1.
10-40 Damage and an 8X Multiplier
2 Round Shotgun + 18 Rounds Extra
212 RPM
10-15 Meter Range.
3 – 3.6 Second Reload Time

Attachments:
NONE

Stakeout

Pump-Action Shotgun
Unlocked at Level 8. Purchase for C2000
10-40 Damage and an 8X Multiplier
4 Round Shotgun + 12 Rounds Extra
92.3 RPM
7.5 – 15.25 Meter Range.
1.6 – 3.6 Second Reload Time

Attachments:
Grip

SPAS-12

Semi-Automatic Shotgun
Unlocked at Level 24. Purchase for C2000
10-30 Damage and an 8X Multiplier
8 Round Shotgun + 24 Rounds Extra
312.5 RPM
7.5 – 15 Meter Range. Range is not reduced when silenced on this weapon.
2.5 – 6.5 Second Reload Time

Attachments:
Suppressor

HS10

Semi-Automatic Shotgun
Unlocked after purchasing all other Shotguns. Purchase for C2000
10-30 Damage and an 8X Multiplier
4 Round Shotgun + 12 Rounds Extra
341 RPM
7.5 – 15 Meter Range.
2.2 – 4.2 Second Reload Time

Attachments:
Dual Wield

Light Machine Guns

call_of_duty_black_ops_light_machine_guns

Light Machine Guns or LMGs are similar to Assault Rifles. They are best are medium to long range. However, they usually have more ammo capacity and lower accuracy.

HK21

Fully-Automatic Light Machine Gun
Unlocked at Level 2.
40 Damage per Bullet
30 Rounds Per Mag + 90 Rounds Extra
60 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger.
750 RPM
3.1 – 4.5 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Infrared Scope

RPK

Fully-Automatic Light Machine Gun
Unlocked at Level 6. Purchase for C2000
40 Damage Per Bullet
40 Rounds Per Mag + 120 Rounds Extra
80 Rounds Per Extended Mag. 320 Extra Rounds with Scavenger.
750 RPM
3.5 – 5.3 Second Reload Time

Attachments:
Extended Mag
Dual Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Infrared Scope

M60

Fully-Automatic Light Machine Gun
Unlocked at Level 21. Purchase for C2000
40-50 Damage Per Bullet
100 Round Box Magazine + 100 Rounds Extra
200 Rounds Extended Box Mag. 300 Extra Rounds with Scavenger.
535 RPM
25 – 37.5 Meter Range.
7.75 – 9 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Red Dot Sight
Reflex Sight
Grip
Infrared Scope

Stoner63

Fully-Automatic Light Machine Gun
Unlocked after purchasing all other LMGs. Purchase for C2000
40 Damage Per Bullet
30 Rounds Per Mag + 90 Rounds Extra
60 Rounds Per Extended Mag. 240 Extra Rounds with Scavenger.
937 RPM
2.5 – 3.5 Second Reload Time

Attachments:
ACOG Sight
Red Dot Sight
Extended Mag
Infrared Scope
Reflex Sight

Death Machine

call_of_duty_black_ops_deatch_machine

The Death Machine in multiplayer can be obtained from the care package or wager matches only. It is a fully automatic portable mini gun. It holds 499 rounds (999 in Campaign) and slows you down considerably. You cannot ADS nor run while holding this gun. The Aim button will spin the barrels. Since you obtain this weapon from a killstreak, all kills with it will not count towards your next killstreak. If you obtain it in a round based game mode, you will not be able to use it in the next round after you deploy it. Once you die it will disappear from the game entirely, nobody can pick it back up. Can also be found in Zombie Mode and the campaign.

Sniper Rifles

call_of_duty_black_ops_sniper_rifles

Sniper Rifles are long range weapons that differ from the other weapons. Most weapons have different damage values depending on the distance to the target. Sniper Rifles are meant for long range kills; therefore, they have no drop in power over distance. Instead of losing power over distance, sniper rifles have damage multipliers on certain body parts. You may get a one shot kill to the head and chest, but not to the stomach or limbs.

Dragunov

Semi-Automatic Sniper Rifle
Unlocked at Level 3.
70 Damage Per Bullet. 50 Damage with Suppressors.
100% (2x) Damage to Head. 50% (1.5x) Damage to Chest.
10 Rounds Per Mag + 30 Rounds Extra
15 Rounds Per Extended Mag. 80 Extra Rounds with Scavenger.
235 RPM
2.3 – 3.75 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Infrared Scope
Suppressor
Variable Zoom

WA2000

Semi-Automatic Sniper Rifle
Unlocked at Level 10. Purchase for C2000
70 Damage Per Bullet. 50 Damage with Suppressors.
100% (2x) Damage to Head. 50% (1.5x) Damage to Chest.
6 Rounds Per Mag + 18 Rounds Extra
12 Rounds Per Extended Mag. 48 Extra Rounds with Scavenger.
235 RPM
2.4 – 3.7 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Infrared Scope
Suppressor
Variable Zoom

L96A1

Bolt-Action Sniper Rifle
Unlocked at Level 27. Purchase for C2000
70 Damage Per Bullet. 50 Damage with Suppressors.
100% (2x) Damage Extra to Head. 50% (1.5x) Damage to Chest, Stomach and Shoulder/Upper Arm.
5 Rounds Per Mag + 15 Rounds Extra
10 Rounds Per Extended Mag. 40 Extra Rounds with Scavenger.
60 RPM
2.75 – 3.5 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Infrared Scope
Suppressor
Variable Zoom

PSG1

Semi-Automatic Sniper Rifle
Unlocked after purchasing all other Sniper Rifles. Purchase for C2000
70 Damage Per Bullet. 50 Damage with Suppressors.
100% (2x) Damage to Head. 50% (1.5x) Damage Multiplier to Chest. If you don’t use any attachments, you will get a 50% (1.5x) Damage Multiplier to the Stomach.
5 Rounds Per Mag + 15 Rounds Extra
10 Rounds Per Extended Mag. 40 Extra Rounds with Scavenger.
235 RPM
2.2 – 3.4 Second Reload Time

Attachments:
Extended Mag
ACOG Sight
Infrared Scope
Suppressor
Variable Zoom

Pistols

call_of_duty_black_ops_pistols

When you’re out of ammo but still in a fire fight, it’s best to swap to your pistol quickly to take your target down.

ASP

Semi-Automatic Handgun
Unlocked at Level 4.
20-40 Damage Per Bullet
7 Rounds per Mag + 21 Rounds Extra. 56 Rounds Extra with Scavenger.
937.5 RPM
8.75 – 22.5 Meter Range
1 – 1.2 Second Reload Time

Attachments:
Dual Wield

M1911

Semi-Automatic Handgun
Unlocked at Level 4.
20-40 Damage Per Bullet
7 Rounds per Mag + 21 Rounds Extra.
14 Rounds Per Extended Mag. 56 Extra Rounds with Scavenger.
625 RPM
8.75 – 22.5 Meter Range, 6.25 – 12.5 Meter Range While Silenced.
1.3 – 1.7 Second Reload Time

Attachments:
Upgraded Iron Sights
Extended Mag
Dual Wield
Suppressor

Makarov

Semi-Automatic Handgun
Unlocked at Level 4.
20-40 Damage Per Bullet
8 Rounds per Mag + 24 Rounds Extra
12 Rounds Per Extended Mag. 64 Extra Rounds with Scavenger.
625 RPM
8.75 – 22.5 Meter Range, 6.25 – 12.5 Meter Range While Silenced.
1.3 – 1.6 Second Reload Time

Attachments:
Upgraded Iron Sights
Extended Mag
Dual Wield
Suppressor

Python

Semi-Automatic Revolver
Unlocked at Level 18. Purchase for C1500
30-50 Damage Per Bullet. 20-40 Damage Per Bullet with Snub Nose.
6 Shooter + 18 Rounds Extra. 48 Rounds Extra with Scavenger.
625 RPM
8.75 – 30 Meter Range. 15 – 30 Meter Range with ACOG Scope.
2.2 – 5 Second Reload Time.2.5 Second Reload Time with Speed Reloader.

Attachments:
ACOG Sight
Snub Nose
Speed Reloader
Dual Wield (Automatically Uses Speed Reloader With Dual Wield)

CZ75

Semi-Automatic Handgun
Unlocked after purchasing all other pistols. C1500
20-40 Damage Per Bullet, 20-30 Damage while on Full Auto.
12 Rounds per Mag + 36 Rounds Extra
18 Rounds Per Extended Mag. 96 Extra Rounds with Scavenger.
525 RPM
11.25 – 25 Meter Range,7.5 – 12.25 Meter Range While Silenced or on Full Auto
1.5 – 1.6 Second Reload Time

Attachments:
Upgraded Iron Sights
Extended Mag
Dual Wield
Suppressor
Full Auto Upgrade

Launchers

call_of_duty_black_ops_launchers

Launcher do not use attachment.

M72 LAW

Free Fire or Aircraft Lock-On Rocket Launcher.
Unlocked at Level 4.
Single Shot Launcher. 1 Rocket per Launcher. 1 Extra rocket with Scavenger Pro.
Has enough power to shoot down any aircraft, but most aircrafts pop flares to dodge a rocket.
3.5 Second Reload Time
70-160 Damage with a 5.7 Meter Blast Radius

RPG

Free Fire Rocket Launcher.
Unlocked at Level 12. Purchase for C2000
Single Shot Launcher. 1 Rocket per Launcher + 1 Extra. 2 Extra (instead of 1) with Scavenger Pro.
3 Second Reload Time
70-160 Damage with a 5.7 Meter Blast Radius

Strela-3

Aircraft Lock-On Only Rocket Launcher
Unlocked at Level 30. Purchase for C2000
Has enough power to shoot down any aircraft, but most aircrafts pop flares to dodge a rocket.
Single Shot Launcher. 1 Rocket per Launcher + 1 Extra.. 2 Extra (instead of 1) with Scavenger Pro.
2 Second Reload Time

China Lake

Pump-Action Grenade Launcher
Unlocked at Level 48. Purchase for C2000
2 Grenades per Launcher. 2 Extra grenades with Scavenger Pro.
1 second pump time.
4 Second reload time for 2 more grenades.
25-155 Damage with a 7.5 Meter Blast Radius.

Grim Reaper

call_of_duty_black_ops_grim_reaper

Semi-Automatic 4 Shot Rocket Launcher
4 Rounds Per “Mag.” 8 Rounds Extra.
4 – 6.5 Second Reload Time
The Grim Reaper in multiplayer can be obtained from the care package or in the wager matches only. Can also be found in the campaign and zombie mode. It has the ability to lock onto aircrafts. Since you obtain this weapon from a killstreak, all kills with it will not count towards your next killstreak. If you obtain it in a round based game mode, you will not be able to use it in the next round after you deploy it.

Specials

call_of_duty_black_ops_special_weapons

The Special weapons do not use attachments.

Ballistic Knife

Unlocked at level 15.
Purchase for C1500
Single Shot Knife + 1 Extra Knife.
A special weapon that shoots knives. The knives will kill in one shot if you can hit the enemy. The reticule is extremely small and inaccurate. You can also melee with the weapon for a one hit kill. You are given 2 knives. After you fire the knives you can pick them back up. Takes 1.3 seconds to reload.

Crossbow

Unlocked at Level 33.
Purchase for C2000.
Single Shot Crossbow. 1 Bolt + 1 Extra. 4 Extra (instead of 1) with Scavenger Pro. 4 Bolts Total in Sticks and Stones.
Fires Explosive Tip Bolts that explode after about 1.5 seconds. Takes 2.8 seconds to reload. The explosive bolts take 2 seconds to explode. 75-200 Damage with a 4 Meter Blast Radius. The direct impact of the bolt can kill in one shot on hardcore, but not core. Unlike all other guns in this game, the crossbow’s bolt will drop after a short distance. Aim high to make up for the drop.

Lethal Grenades

call_of_duty_black_ops_lethal

Frag

Unlocked at Level 1.
A cook-able frag grenade. You can hold it to cook it, but remember to throw it before a count of 5 or it can blow up in your face. It is possible to pick up a thrown frag grenade to throw it back.
75-200 Damage with a 6.5 Meter Blast Radius

Semtex

Unlocked at Level 4.
C2000
Semtex is another grenade that sticks to targets or your surroundings. It has a shorter timer than the frag grenade. You cannot cook nor throw back a semtex grenade.
55-200 Damage with a 6.5 Meter Blast Radius

Tomahawk

Unlocked at Level 4.
C2000
The tomahawk is a throw-able one hit kill hatchet. It can bounce off the floor and still hit an enemy. If it hits an enemy ANYWHERE, they will die instantly. Once thrown you can retrieve it.

Tactical Grenades

call_of_duty_black_ops_tactical_grenades

Willy Pete

Unlocked at Level 1.
Willy Pete is a grenade that puts up a smoke screen. It will cause about 5-10 points of damage to anyone standing near it when it first pops smoke.

Nova Gas

Unlocked at Level 4.
C1500
A gas grenade that blurs vision, impairs movement, and damages health over time. The gas lasts 7 seconds and takes away about 12.5 health each second you’re in the gas. 4.7 Meter Smoke Radius

Flashbang

Unlocked at Level 4.
C1500
Two flash grenades that blinds that targets, impairs hearing, moves the target’s crosshair, and temporarily disables enemy equipment and turrets. The effects will vary depending on the range from the flashbang grenade. Effects can last up to 5 seconds. It will cause 1 point of damage.

Concussion

Unlocked at Level 4.
C1500
Two stun grenades that slow movement, disorients targets, and temporarily disables enemy equipment and turrets. The effects will vary depending on the range from the concussion grenade. Effects can last up to 5 seconds on people and 5 seconds on equipment or turrets. It will cause 1 point of damage.

Decoy

Unlocked at Level 4.
C1500
Throw one of two devices anywhere to simulate gunfire/reload sounds and a red dot on the radar. Only a dot will appear on the radar; therefore, this becomes kind of useless when the blackbird is available. Each one lasts for 30 seconds.

Equipment

call_of_duty_black_ops_equipment

All pieces of Equipment can be picked up and moved. They will stay in the game until you die and respawn or until they’re destroyed.

Camera Spike

Unlocked at Level 4.
C2000
100 Health
Drop a small camera to monitor an area. The screen is black and white and covers your radar.

C4

Unlocked at Level 4.
C2000
Can be destroyed with 1 shot.
Two plastic explosive devices that are detonated remotely with the clacker or by double-tapping reload. 50-200 Damage with a 6.5 Meter Blast Radius

Tactical Insertion

Unlocked at Level 4.
C2500
Can be destroyed with 1 shot
A beacon you drop to spawn on top of it when you die. It will flash green for friendlies and red for enemies. While the kill cam is being showed, you have the option to cancel the tactical insertion so you aren’t spawn killed. Cannot be used in Free For All game modes.

Jammer

Unlocked at Level 4.
C2500
100 Health
An electronic device you drop that disables nearby enemy radar and equipment. Depending on the distance from the jammer, your radar will get static until it becomes blocked out. The voice that announces thing will also stop working.

Motion Sensor

Unlocked at Level 4.
C5000
100 Health
A sensor you drop that detects enemy movement in it’s radius.

Claymore

Unlocked at Level 4.
C5000
Can be destroyed with 1 shot.
One anti personal mine you drop that will explode in a forward blast. Explodes with any enemy movement in front of it.
50-200 Damage with a 6.5 Meter Blast Radius

Camo

Each primary gun can use one of sixteen camouflages. All camouflages are unlocked at level 22 with the exception of Gold which is unlocked at 14th prestige. Each camouflage costs C250, Gold costs C50,000. They include:

None (Default Color)
Dusty
Ice
Red
Olive
Nevada
Sahara
ERDL
Tiger
Berlin
Warsaw
Siberia
Yukon
Woodland
Flora
Gold

Face Paint

Face Paint is another customizable feature in Black Ops. Some are unlocked after buying them. Some are unlocked after certain prestiges. They are not available for purchase until level 31. There are 25 different face paints. Each face paint costs C500. They include:

call_of_duty_black_ops_face_paint

Clean (Default/None)
Stalker
Banshee
Highlander
Sidewinder
Mantis
Militia
Apache
Sandman
Zulu
Blitz
Commando
Tundra
Animal
Dutch
Ranger
Smoke
Black Widow – Unlocked after 3 face paint purchases.
Death – Unlocked after 7 face paint purchases.
Reaper – Unlocked after 11 face paint purchases.
Jester – Unlocked after 15 face paint purchases.
Dragon – Unlocked at Prestige 11
Lion – Unlocked at Prestige 11
Demon – Unlocked at Prestige 11
Spider – Unlocked at Prestige 11

Reticle

Reticles can be changed on the Red Dot Sight and the Reflex Sight. They are unlocked for purchase at level 25. Each Reticle costs C500. You must buy each reticle on each gun. There are 40 different reticules. They include:

call_of_duty_black_ops_reticles_hires

Dot
Semi-Circles
Lines With Dot
Hollow Circle
Smiley Face
Arrows Vertical
Arrows Horizontal
Arrows With Dot
Bones
Burst
Circle Within a Circle
Circle
Circle Outline
Circle Outline with Dot
Circle With Crosshairs
Circle With Outer Lines
Circle With Inner Lines
Circle With Arrows
Circle With Triangles
Outer Crosshairs
Small Crosshairs
Large Crosshairs
Crosshairs
Crosshairs With Dot
Diamond
Diamond Outline
Heart
Radiation
Skull
Square
Square Outline
Square With Crosshairs
Star
Three Dots
Treyarch
Triangle
Outer Triangles
X
X With Dot
Yin Yang

Reticle Color

Reticle Color can be changed on the Red Dot Sight and the Reflex Sight. They are unlocked for purchase at level 25. Each color costs C250. There are 7 Reticle Colors. They are:

Red
Green
Blue
Purple
Teal
Yellow
Orange

Lens

Lenses can be changed on the Red Dot Sight and the Reflex Sight. It is the color around the reticles. There are 6 Lens Colors. They are unlocked for purchase at level 28. Each one costs C500. They are:

Clear Lens
Red Lens
Blue Lens
Green Lens
Orange Lens
Yellow Lens

Playercard

When you kill an enemy you may notice an image come up. This is the playercard. You can customize your playercard by purchasing backgrounds and layers. Layers are for creating your own emblem on your playercard. You must buy each layer, each image for each layer, and each background image.

There are 197 different background images. The backgrounds vary in price, starting at C1000. Some are only unlocked after prestige.

There are 489 different images you can use on the 12 different layers. Some images must be unlocked at later levels or prestiges. It seems images cost C100 each. Each layer costs more and more:

Layer 1: C100
Layer 2: C200
Layer 3: C300
Layer 4: C400
Layer 5: C1000
Layer 6: C1500
Layer 7: C2500
Layer 8: C5000
Layer 9: C5500
Layer 10: C6000
Layer 11: C7000
Layer 12: C8000

After you create an emblem you have the option of putting that emblem on your gun. Once you reach rank 16 you can purchase the emblem for C1000 to use on that particular gun. If you want it on another gun you must spend another C1000 on a different gun.

Attachments

You can choose one attachment for primary and one attachment for secondary weapons to customize your weapon. If you have the warlord perk you can use two attachments on your primary weapons. Some attachments cannot be used together with the warlord perk. The perk doesn’t work with any of the under barrel attachments – flamethrower, grenade launcher, masterkey. You cannot use any two sights together either such as the red dot and infrared scope.

All attachments are unlocked once you purchase the gun. Each gun can only use certain attachments which I listed in the weapons section.

call_of_duty_black_ops_default_aim

Use this image to compare the zooms of the other weapon sights.

Upgraded Iron Sights

call_of_duty_black_ops_upgraded_iron_sights

C250
Used on pistols. Adds glowing dots on the irons sights to see the sights in the dark.

Red Dot Sight

C1000
Replaces the default iron sights with a red dot sight. There are two version, a circular one and a square one. The circle version is default for most weapons. The square version is found on the AK74u, AK47, and RPK.

Reflex

call_of_duty_black_ops_reflex_sight

C1000
Replaces the default iron sights with a reflex sight. Similar to the red dot sight, but in a scope form.

ACOG Scope

C1000
Replaces the default iron sights with an ACOG (Advanced Combat Optical Gunsight) Scope. Gives more zoom than the iron, red dot, and reflex sights. There are three different versions of ACOG scopes. There is a crosshair version which is used on:

MP5K
UZI
MPL
Spectre
Kiparis
Commando
M16
FN FAL
HK21
M60
Stoner63
WA2000
PSG1

There is a circle and dot version which is used on:

AK74u
Galil
AUG
AK47
RPK
Dragunov

And there is another version which is known as a SUSAT Scope. This version is used on:

L96A1
Enfield

Sniper Scope

Dragunov Scope / WA2000 Scope
L96A1 Scope / PSG1 Scope
The default scope on all 4 sniper rifles. Gives more zoom than the ACOG Scope. There is noticeable sway when using the sniper scope. The sniper scope gives the option to hold your breathe to steady the scope. Each of the four scopes are different from each other. The design on the WA2000 is the same for the G11’s Variable Zoom scope.

Low Power Scope

call_of_duty_black_ops_low_power_scope

C2000
A special scope on the G11. Gives about a little more zoom than the ACOG Scope. Has idle sway, but you cannot hold your breath to steady.

Variable Zoom

C2000
Variable Zoom is similar to the Sniper Scope. The difference is the ability to zoom in two distances other than the default distance. Zoom in by pressing a certain button. The first zoom is a shorter distance than the sniper scope, the second zoom is the same distances as the sniper scope, the third zoom is a further distance than the sniper scope. Just like the sniper scope, there is noticeable sway. You have the option to hold your breath to steady the scope.

Infrared Scope

C2000
The Infrared Scope is a special scope that allows you to see enemies in bad visual conditions. It has the same zoom as the sniper scope. Just like the sniper scope, there is noticeable sway. You have the option to hold your breath to steady the scope. Enemies come up white while friendlies flash white. There are two versions of the Infrared Scope. Most guns have the regular version. The second version is used on the AK47, RPK, and Dragunov.

Suppressor

C2000
The suppressor is an attachment that keeps your gun quiet, takes away muzzle flash, keeps you off the radar as long as there is no spy plane above, and reduces the range of your weapon. If used on sniper rifles it will lower the damage of each bullet.

Grenade Launcher

C3000
There are three different types of grenade launchers in black ops. The majority of weapons use the M203, the AK-47 uses the GP-25, and the AK74u uses the GSN-19. All the grenade launchers perform the same, but they may look and reload differently.

The grenade launcher is an underbarrel attachment. It shoots 2 40MM Grenades, one at a time. The grenade must travel a 9.5 Meters or it will not explode. If you hit someone directly on with a 40MM grenade and it doesn’t explode, it will still kill the enemy with direct impact. If you fire a grenade launcher within the first 15 seconds of the match, they will not kill but they will take away your 40MM Grenade.
25-150 Damage with a 7.5 Meter Blast Radius

Masterkey

C1000
Holds 4 Rounds +8 Extra.
The Masterkey is an underbarrel shotgun attachment. It shoots shotgun shells with 8 pellets in each shell, just like the other shotguns. The pump action shotgun holds 4 rounds at a time with 12 rounds extra.
10-30 Damage with an 8X Multiplier.
128 RPM.

Flamethrower

C1000
The flamethrower is an underbarrel attachment. It shoot flames with a short range. The flamethrower has 100 “rounds” of fuel with 100 extra. It takes roughly 2.75 seconds to use all fuel. It kills with two hits which takes around 20 fuel. The flamethrower can reach around 9 meters.

Extended Mag

C1000
Extended Mags function the same as regular magazines. They give more ammo per magazine, depending on the gun, but do not add more ammo total. If your gun has 10 rounds per mag and 20 rounds extra, upgrade to an extended mag with 20 rounds per mag but only 10 rounds extra. The HK21 and RPK call the extended mag the “Drum Mag.” Not only is the name different but the appearance is different. When the M60 uses the Extended Mag, it is called “Big Ammo.”

Dual Mags

C1000
Dual Mags are two magazines tapped to eachother. They give quicker reload time for every other magazine. The reload time for the first magazine will be half the time of the second. The third will be half again. You also start out with one extra magazine of ammo. If the default ammo is 30 rounds + 90 extra, you will have 30 rounds + 120 extra with dual mags.

Rapid Fire

C3000
Rapid Fire increases the fire rate of SMGs by about 33%.

Full Auto Upgrade

C2000
Upgrades the CZ75 from Semi-Automatic to Fully-Automatic.

Snub Nose

C500
The Snub Nose gives more accuracy but less damage to the Python.

Speed Reloader

C1000
The speed reloader is an attachment for the Python that holds all 6 rounds together. This reloads all 6 rounds at once instead of 1 round at a time.

Dual Wield

C1000
Dual Wield Attachment allows you to hold two of the same weapon at a time. Since you have two guns you will have twice the ammo. You will not be able to aim down the sights of either gun and your crosshair will be a lot bigger than usual.

Grip

C750
The grip is an attachment that reduces recoil and makes the crosshair on your gun smaller for more accuracy. Many of the grips on SMGs look like a folding stock, yet they’re still called grips. However, the PM63 calls the grip a folding stock. The AK74u is the only SMG that looks like it has a grip.