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Modern Warfare III Weapons Detail: What You Need to Know


The Pre-season of Modern Warfare III brings an impressive arsenal of 37 different weapons to complement the 77 armaments carrying forward from Modern Warfare II and the six seasons of free weapon content. This brings the total number of weapons available to 114. Here’s some additional context to assist you as you build your weaponry from the largest selection ever seen in a Modern Warfare game:



Primary Weapons: This is your main offensive weapon, and there is an impressive depth of choice, both in terms of weapon type and individual armaments within a particular category. Level up weapons to unlock attachments that can further increase a weapon’s capabilities.



Secondary Weapons: These are firearms or equipment that a player can carry in addition to their primary weapon. These secondary weapons serve various purposes and can be ued in different situations to complement the primary weapon.



Distinguishing Markers: Both MWII and MWIII weapons are easily distinguishable in the Weapon Select menus, as each features the logo of the game it originates from.

Carry Forward Confirmation: If you’re a Modern Warfare II player with a sizable collection of weapons, these are carried forward at the weapon level you reached, along with any unlocked attachments and camos. You can continue to unlock these weapons in MWIII.

“Missing” MWII Weapons: If you’re a brand-new Modern Warfare player, or you’re a MWII player who missed collecting some of the available weapons, every MWII weapon is available in MWIII. You simply complete an unlock Challenge in either Multiplayer, or extract the weapon if you find it during a Modern Warfare Zombies session.



Weapons Balancing: All MWII weapons will receive a weapons pass by Sledgehammer Games (see below) so that all armaments have balanced advantages (and shortfalls) no matter which MW game they originated in.

Weapon Selection Streamlining: There are shortcut buttons along the bottom of the screen allowing you to quickly Preview, Equip and Open Gunsmith, enter the Firing Range, or Preview the weapon.



Attachments Available: Outside of the MWII Riot Shield, all Primary Weapons and the Handgun Secondary Weapon category can be modified with attachments in Gunsmith.

Assault Rifles (6 New)

Total Available: 15 (MWII) + 6 (MWIII) = 21.

Medium range Primary Weapons. Aiming down sights or Tac-Stance. Full-auto, usually. Average mobility. Often versatile due to attachment options.

SVA 545



This weapon system fires the first two rounds nearly at the same time, making this an incredibly lethal weapon in careful hands.

MTZ-556



Boasting an exceptional fire rate for a 5.56 weapon, this close-quarters AR excels at close and mid-range.

Holger 556



Chambered in 5.56, this AR offers exceptional range and reliability for most engagements.

MCW



This remarkably adaptable AR features phenomenal recoil control and versatility from a lightweight frame chambered in 5.56.

DG-58



With excellent recoil control and three-round burst fire, this bullpup AR dominates at mid- to long range.

FR 5.56



A three round burst bullpup AR. A well-placed burst can be extremely deadly at intermittent ranges.

Battle Rifles (3 New)

Total Available: 5 (MWII) + 3 (MWIII) = 8.

Medium- to long-range Primary Weapons. Aiming down sights. Semi-auto or three-round burst, usually. Average mobility. High accuracy with high damage.

BAS-B



A highly controllable and powerful Battle Rifle chambered in 6.8 Wrath designed for all-around reliability and performance.

Sidewinder



A highly adaptable Battle Rifle chambered in .450 that delivers high damage at close to mid-range.

MTZ-762



A fully automatic Battle rifle designed to send hard-hitting 7.62 rounds downrange at high velocity.

Submachine Guns (6 NEW)

Total Available: 12 (MWII) + 6 (MWIII) = 18.

Short-range Primary Weapons. Aiming down sights, Tac-Stance, or hip-firing. Full-auto, usually. High mobility.

Striker



A hard-hitting and controllable SMG chambered in .45 Auto. Reliable at close to mid-range.

WSP Swarm



Ultra combat and maneuverable, this 9mm SMG overwhelms targets with a fast fire rate.

AMR9



A fully automatic SMG chambered in 9mm, the AMR9 is a go-to for Operators who prefer to shred the competition from close to mid-range.

WSP-9



A fully automatic SMG featuring a slow rate of fire balanced by high damage, control, and mobility.

Rival-9



The Rival-9 is a lightweight, 9mm SMG built for agility and quick room-clearing.

Striker 9



This compact SMG handles like a carbine while taking advantage of the low recoil and versatility of 9mm rounds.

Shotguns (3 New)

Total Available: 6 (MWII) + 3 (MWIII) = 9.

Extreme close-range Primary Weapons. Hip-fire, Tac-Stance, or aiming down sights. Variety of firing mechanisms. High mobility. Easiest weapon to spray.

Lockwood 680



This highly effective and versatile 12-gauge pump shotgun can be modified to excel in most scenarios.

Haymaker



Highly effective at close range, this mag-fed combat shotgun will clear rooms with rounds to spare.

Riveter



A full-auto, .310 shotgun built around an AR receiver, the Riveter is a hole-punching machine.

Light Machine Guns (5 New)

Total Available: 6 (MWII) + 5 (MWIII) = 11.

Medium- to long-range Primary Weapons. Aiming down sights. Full-auto, usually. Low mobility. Mounting preferred.

Pulemyot 762



Chambered in 7.62, this belt-fed heavy machine gun provides excellent suppressive fire, dealing a massive amount of damage at long ranges.

DG-58 LSW



A lightweight squad weapon for controlling zones and laying down suppressive 5.8x42mm fire.

TAQ Eradicator



Fully automatic LMG that utilizes a prototype firing method going from a closed to open bolt systems starting out at a blazingly fast rate of fire before quickly slowing down and becoming more accurate.

NOTE: The TAQ Eradicator will become available to use in-game via a Challenge, shortly after game launch.

Holger 26



A highly modular light machine gun that can be adapted to most combat scenarios. Chambered in versatile 5.56 ammunition.

Bruen Mk9



The Bruen Mk9 is a fully automatic, air-cooled light machine gun chambered in 5.56. Support your team and pin down the enemy with a high fire rate and overwhelming covering fire.

Marksman Rifles (4 New)

Total Available: 8 (MWII) + 4 (MWIII) = 12.

Medium- to long-range Primary Weapons. Aiming down sights. Semi-auto or bolt/lever action, usually. Above average mobility. More aggressive play preferred.

KVD Enforcer



A Marksman Rifle chambered in 7.62. Lightweight construction results in excellent recoil control for rapid follow-up shots.

MCW 6.8



Chambered in 6.8, this highly modular Marksman Rifle features exceptional damage and reliability.

DM56



A titan of ballistic ingenuity, this Marksman Rifle boasts best-in-class rate of fire and exceptional controllability.

MTZ Interceptor



A high-powered Marksman Rifle chambered in 7.62. Control mid to long distances with this semi-auto weapon.

Sniper Rifles (3 New)

Total Available: 7 (MWII) + 3 (MWIII) = 10.

Extreme long-range Primary Weapons. Aiming down sights. Semi-auto or bolt/lever action, usually. Low Mobility. More patient play preferred.

KATT-AMR

This devastating .50 cal bolt-action sniper rifle delivers massive damage downrange with every shot.



Longbow



A lightweight, heavily modified sniper rifle designed for precision shooting and repeat shots thanks to recoil control and magazine capacity.

KV Inhibitor



This semi-auto sniper rifle chambered in .338 offers undeniable recoil control and stability for the discerning Operator.

Pistols (4 New)

Total Available: 8 (MWII) + 4 (MWIII) = 12.

Close-range Secondary Weapons. Aiming down sights or hip-firing. Variety of firing mechanisms. Second fastest mobility. Fastest weapon to swap to.

COR-45



Semi-auto ballistic pistol chambered in .45 Auto. Delivers excellent handling and recoil control.

Renetti



A burst-fire pistol with a staggering fire rate and controllability in the right hands.

TYR



This deadly revolver chambered in devastating 12.7x55mm hits like a cannon and leaves no survivors.

WSP Stinger



Keep your enemies close with this highly effective, room-clearing weapon with a blazing fire rate.

Launchers (1 New)

Total Available: 4 (MWII) + 1 (MWIII) = 5.

Secondary Weapons. Any range against technology or large groups. Aiming down sights. Single-load, usually. Low Mobility.

RGL-80



An infantry carried, revolving grenade launcher that fires 40mm projectiles that explode on impact.

Melee (2 New)

Total Available: 6 (MWII) + 1 (MWIII) = 7.

Fisticuffs range. Secondary Weapons aside from the Riot Shield, which is a Primary Weapon. Usually nonprojectile. Fastest mobility. Knives and other close-combat tools.

Gutter Knife



Standard issue combat knife. Great for quick stealth takedowns.

Karambit



A small, curved talon-style blade. Extremely sharp and discreet for fast and deadly melee attacks.

Aftermarket Parts (6 at Launch)

The following Aftermarket Parts are available immediately at launch, and each one has a designated unlock challenge. Expect further Aftermarket Parts to become available throughout each Season (including Pre-Season) via the Weekly Challenges system. To apply certain Aftermarket Parts to a weapon, the weapon needs to be at maximum level.

Note: For Aftermarket Parts unlocked via Weekly Challenges, once the challenges expire at the end of the Season, the Aftermarket Part moves into the Armory Challenges section for a new (and always-available) unlock Challenge.

JAK Raven Kit (MCW – AR)



Versatile and modular, this .300 conversion of the MCW can be adapted to hit hard in nearly every combat scenario. This Kit is unlockable in the first weekly challenge post-launch.

JAK Heretic Carbine Kit (MTZ-762 – BR)



This powerful, 7.62 AR was crafted to deliver exceptional damage with moderate recoil.

Broodmother .45 Kit (WSP-9 – SMG)



A high-damage conversion kit that rides the line between SMG and AR with hard-hitting .45 Auto rounds.

JAK Annihilator Bullpup Kit (Pulemyot 762 – LMG)



A modified, bullpup LMG that provides superior maneuverability while still delivering heavy and consistent fire.

XRK IP-V2 Conversion Barrel (COR-45 – Handgun)



This carbine conversion kit for the COR-45 allows for optics and underbarrel attachments. It also introduces binary fire which effectively doubles the fire rate.

JAK Ferocity Carbine Kit (Renetti – Handgun)



This heavy carbine kit converts the Renetti pistol into a compact and maneuverable SMG. Allows for optics, stocks, and underbarrel attachments.

Modern Warfare II Weapon Balancing



The entire complement of the Modern Warfare II weaponry will receive a weapon balancing pass by Sledgehammer Games, with additional adjustments after launch, as needed.

These aspects of MWII weapons may be changed as part of this balancing pass:

Damage ranges

Damage values

Damage location multipliers (head, torso, legs)

Attachment value magnitudes (e.g., reducing MWII laser ADS speeds)

Attachment PROS and CONS values

This weapon balancing pass will ensure weapons from MWII are optimized to perform alongside the new MWIII weapons arsenal, while maintaining the identity of the MWII weapons as much as possible.  The team will be observing weapons performance at launch and beyond as part of ongoing post-launch game refinements.

Gunsmith: A Robust Weapon Builder (MP, MWZ)

Expect the Modern Warfare III Gunsmith to be an approachable, familiar, and vastly customizable weapon builder. Its goal is to make nearly every weapon in the game a true extension of your personal playstyle.

Modifications and Attachments



As with MWII, building your weapon involves leveling up the weapon by obtaining Weapon XP (WXP) and unlocking modification slots to add attachments to your weapon. These attachments enhance your weapon’s performance. You can add up to five attachments to most weapons.

MWIII Aftermarket Parts: Some weapons have Aftermarket Parts, a modification system that dramatically after a weapon’s functionality and character. These unique upgrades are earned through weekly in-game challenges once a weapon reaches its max level. For even more information on Aftermarket Parts, check out this blog.

Streamlined and Detailed: Gunsmith Statistics



Based on community feedback, Sledgehammer Games has removed the Weapon Tuning feature present in MWII and has made further improvements to make Gunsmith easier to use. This change to Weapon Tuning applies to both MWII and MWIII weapons that utilize modifications.

Statistical Refresher — Nine Important Stats: Within the Gunsmith are nine important and familiar values, which offer the same incredible detail and meticulous modification potential that Call of Duty players are used to. Each aspect of an armament’s performance is related to the following statistics:

          Damage: The points of damage you inflict on an enemy, dependent on where the area of the foe you hit, within the effective range of the weapon.

Fire Rate: The rounds per minute and the rechamber time of the weapon.

Range: The range that your weapon effectively inflicts the damage and the velocity of each bullet fired.

Accuracy: The spread from hip fire in degrees, and how resistant to flinching while firing you are while employing the weapons.

Recoil Control: The gun’s kick, as well as its horizontal and vertical recoil in degrees.

Mobility: How quickly you can generally move, crouch and move, sprint, tactically sprint, and ADS while using the weapon.

Handling: The ADS speed, reload quickness, sprint to fire speed, and weapon swap speed.

Rounds: The number of individual pieces of ammunition (e.g., bullets or slugs) the weapon can fire before reloading is needed.

Reserve: The additional ammunition the weapon carries. Once the Rounds and Reserve number is reduced to zero, you’re out of ammunition.

PROS and CONS Values



Additional detail has been added to PROS and CONS of every weapon attachment. In MWII, this information was set out in a list format of (up to) four PROS and (up to) four CONS per attachment. In MWIII, each PRO and CON has an additional chevron icon to the left of each description, showcasing the following:

          Single chevron: A minor PRO or CON.

          Double chevron: A moderate PRO or CON.

          Triple chevron: A strong PRO or CON.

          Polygonal arrow: A new function of the mod.

This allows you to easily see how impressive (or disadvantageous) a particular PRO or CON of an attachment is as you build your chosen weapon in the Gunsmith.

New Functions of Mods: Regarding the “polygonal arrow” that indicates a new modification function, this usually adds a new weapon function. Here are some examples of these that certain attachments bring to a weapon. These should be familiar to anyone who has played MWII; they are just highlighted in a new manner. Here are a few examples:

Muzzles: Undetectable by Radar (PRO), Flash Concealment (PRO).

Ammunition: Bullet Penetration (PRO), Explosive Impact (PRO).

Underbarrel: Bipod Mount (PRO).

Lasers: Canted Laser Aiming (PRO), No Tactical Stance (CON).

Optics: Different magnifications (PRO), Thermals (PRO), Sniper Glint (PRO).

Modification Menu: Show Details



Sledgehammer Games, in collaboration with Beenox, has added additional statistical depth for those players who need the finest incremental data for every aspect of every attachment. Select any of the modification menus around the weapon in the Gunsmith, and hit the Show Details button for an impressive, expanded view.

As you can see from the previous screen, this expanded view shows the seven statistical ratings of the weapon and breaks down how the attachment adds or subtracts from particular values. Cycle left and right and compare every attachment (of the same type) to determine how it affects weapon performance, down to a specific hit point, degree, millisecond, or increment of a meter!

Weapon Stats: Filtering



Within a specific modification menu, or the Show Details submenu of a specific mod, is another option: Filtering. This allows you to fine-tune a weapon using only the statistics that are particularly important to you. You can:

            Filter by statistic: This allows you to further compare attachments of the same type (i.e., an Optic, Barrel,  or Muzzle) with each other in regards to one, two, or up to seven of the main statistics. You can turn the filter off and on, allowing easy comparisons between mods , to further hone your own individual meta.

          Filter by Attachement: You can also filter to show only attachments you’ve unlocked, or those you still need to unlock, so you know the granular information of an attachment before you fit it onto your armament. You can filter by Aftermarket Parts, too, as appropriate.

Weapon Tuning Removal

With the additional statistical knowledge you’re able to receive while swapping between modifications, providing an impressive amount of incremental weapon meta building, Weapon Tuning has been removed, a feature that appeared in Modern Warfare II. This change to Weapon Tuning applies to both MWII and MWIII weapons that utilize modifications.

Modern Warfare III Launch Comms Continues

Be sure to check back at the Call of Duty Blog between now and launch, as we confirm in-game content and offer deep dives on both Multiplayer and Zombies. Here’s what to expect prior to November 10:

Blog 1: Pre-Season Preparation: A look back at Intel Drops, confirmation of Preload and Early Access Times, and confirmation of the rewards you receive for playing the Campaign. Read it here.

Blog 2: Mapping Out Multiplayer: Details on the launch modes (3v3v3, 6v6, and 32v32), Additional Mode Intel, all the launch maps (both Core and Ground War), Carry Forward Maps, and the Modern Warfare III Operators from SpecGru and Kortac. Read it here.

Blog 3: Fully Equipped: A Deep Dive into Loadouts (MP, MWZ): Gear up for the evolution of Perks, with detailed confirmation on all the launch Equipment, including Vests, Gloves, Boots, and Gear. Tacticals, Lethals, Field Upgrades, and Killstreaks are also confirmed.

Blog 4: Upping Your Arsenal: Primary and Secondary Weapons (MP, MWZ): You’re reading this Blog!

Blog 5: Cosmetic Customization: Weapon Camos (MP, MWZ): Could this be the biggest weapon progression feature in Call of Duty history? We detail the immense Multiplayer and Zombies Camo Challenge and Weapon Mastery system for your MWII and MWIII arsenal! Coming soon.

Blog 6: Modern Warfare Zombies: Launch Content Overview: Join Operation Deadbolt, learning about the Mission structure, your Equipment and Zombies Field Upgrades, Acquisitions and Schematics, Acts, Tiers, Rewards and what to find during your deployments to the Exclusion Zone. Coming soon.

Stay Frosty.


For more information on Call of Duty, check out www.callofduty.com and www.youtube.com/callofduty and follow @RavenSoftware and @CallofDuty on X, Instagram, and Facebook.

© 2023 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, MODERN WARFARE, and CALL OF DUTY WARZONE, are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the property of their respective owners.

For more information on Activision games, follow @Activision on Twitter, Facebook, and Instagram.

Modern Warfare III Campaign Early Access is live now!

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Play the Campaign up to a week early* by pre-purchasing any digital edition of Modern Warfare III.

Jump in to play the new action-packed story and dive into some of the new Open Combat Missions, in addition to the signature, cinematic Call of Duty campaign missions. Earn rewards for Modern Warfare III multiplayer by completing the Campaign, including new Calling Cards, Operators, Double XP Tokens, and more!

*Actual play time subject to possible outages and applicable time zone differences.

Call of Duty: Modern Warfare III Campaign: How to Play




  1. A direct sequel: Modern Warfare III picks up immediately after the events of Modern Warfare II. Join Captain Price and Task Force 141 as they face off against the ultimate threat, ultranationalist Vladimir Makarov.
  2. Open Combat Missions: New Open Combat Missions redefine the traditional Campaign level. Deploy to wide-open locations and gear up with Supply Boxes, Armor Plates, Vests, and more. Take a stealthy approach or grab a vehicle and drive head-on into danger.
  3. Mission completion rewards: Earn over a dozen in-game rewards for completing the Campaign, including new Calling Cards, Operators, Double XP Tokens, and a special Multiplayer Weapon Blueprint unlocked at game launch for Campaign completion.


From COD HQ, head to the Modern Warfare III section and select the Campaign tile. Even though the game has already launched, we don’t want to spoil anything about it. Follow the prompts when starting the Campaign to choose your difficulty setting and then get right to it. The game will tell you everything you need to know to get started. Prepare for a wild ride.

Choose Your Difficulty Level

The Modern Warfare III Campaign features four difficulty levels. The higher the difficulty level, the greater the challenge. Note that you can change the game’s difficulty level at any time.

Recruit: For players who are new to Call of Duty.

Regular: Your abilities in combat will be tested.

Hardened: Your skills will be strained.

Veteran: You will not survive.

Campaign Mission Rewards



The Campaign consists of 14 different missions. All but one of these missions reward players with the following items upon completion:

  • Operation 627: “Breather” Calling Card
  • Precious Cargo: 30 mins Double Player XP Token & 30 mins Double Weapon XP Token
  • Reactor: “Corso” Operator
  • Payload: “Ghillie Guy” Calling Card
  • Deep Cover: 30 mins XP Token and 30 mins Weapon XP Token
  • Passenger: N/A
  • Crash Site: “Pathfinder” Operator
  • Flashpoint: “Toxic Drip” Calling Card
  • Oligarch: 1 hour Double Player XP Token and 1 hour Double Weapon XP Token
  • Highrise: “Doc” Operator
  • Frozen Tundra: “Skull Rhapsody” Calling Card
  • Gora Dam: 1 hour Double Player XP Token and 1 hour Double Weapon XP Token
  • Danger Close: “Jabber” Operator
  • Trojan Horse: Campaign Completion Emblem and Weapon Blueprint


[h2]Open Combat Missions[/h2]
Modern Warfare III introduces Open Combat Missions (OCMs), which occur throughout the Campaign alongside more traditional single-player missions. OCMs redefine player agency, offering an unparalleled degree of freedom and greatly expanding the playable area.



  1. Fixed objective, endless possibilities: You’re there to complete the mission, but how you do it is up to you. Slip through like a shadow or go in loud and start blasting. Scavenge extra gear throughout the AO to suit your preferred playstyle.
  2. Seek out essential gear: While seeking out new weapons, Armor Plates, and other items, keep your eyes peeled for Ziplines and Ascenders. Often near objective locations, these items skyrocket your movement potential across the map.
  3. But they were just here: Caught off guard and outnumbered? Retreat into the environment, using your Ascender and Parachute to quickly get out of view. If the enemy loses sight of you for long enough, they will eventually stop their direct pursuit, and resort to searching the vicinity for you.


Your Operator



Open Combat Missions require the best of the best. In each mission, you will deploy as a designated member of Task Force 141: Farah, Ghost, Gaz, Soap, or Price.

In your first playthrough of an OCM, your Operator is assigned a starting Loadout according to the mission’s narrative, including the Spotter Scope to better scan the environment for enemy threats, tagging enemies, locating equipment, and discovering information about points of interest. One of your first tasks is to seek out better gear, of which there is an abundance, found throughout the area of operations.

Gear Up

Expect to find all sorts of useful items in OCMs, including new weapons, Equipment, Field Upgrades, and even Armaments (that Multiplayer Operators know as “Killstreaks”) that will boost your offensive and defensive capabilities. Of particular importance, however, are the Parachute, Ascender, and Armor Plate Carrier upgrades.



Parachute: The Parachute is a game changer, allowing you to safely jump from great heights and soar over long distances. Follow the button prompt when jumping from a high point to activate the Parachute. When you’re close to landing, your Operator will automatically cut the rope and return to a standing position, or you can cut the cord manually to force a landing.

Ascender: Going up! The Ascender helps you reach the highest points on the map. With this item, you can zip up ropes that lead to places in key positions throughout the environment, or ziplines to move across long horizontal distances. Use your elevated or newly-acquired position to escape a problematic situation, snipe from a distance, or, if you’ve got the Parachute, reposition far from your current location.

Plate Carrier Upgrade Vest: Initially, your Operator can only equip one Armor Plate at a time, a reasonable-enough defense in minor battles but lacking when the action gets hectic. Find a Plate Carrier Upgrade Vest to increase the number of Armor Plates you can equip at a time. When you first find the Vest, your carrying capacity will increase to two Armor Plates, and then three after finding another one. Now you’re ready for anything.

Getting Around: Your Tac Map and Minimap



Tac Map

The Tac Map is of essential importance, providing an overview of the objective and its location. A legend indicates the position of important items, and a tracker shows your most important gear and the weapons and items you’ve discovered in the level.

When first deploying into an OCM, the majority of the Tac Map will be covered in a fog of war. As you explore the environment, the fog will be lifted, revealing greater environmental detail.

Minimap

Use the minimap to pinpoint items in your immediate surroundings without needing to pull up your Tac Map. Discovered weapons, Supply Boxes, Field Upgrades, and other Armaments will be displayed here along with the objective location and other points of interest.

Enemy Alert Levels: The minimap is also your cue to the enemy’s current alert level. When you’ve been seen, the borders will turn yellow, indicating that they are aware of something in the vicinity without knowing your exact location. If found — or if you initiate the attack — the borders will turn red to show that they know where you are. At this time, an enemy may even throw the alarm to call in reinforcements.



The enemies themselves also follow this color-coded system. Red dots on the minimap indicate enemies rushing to engage in combat, while yellow dots represent enemies on the lookout.

With fast movement and clever repositioning, it’s possible to get out of the alert state. Red will revert to yellow when they’ve lost you but are still on guard for your whereabouts, and then will return to a less aggressive state  if you continue to remain out of sight. At this point, you can resume your stealth operations, or just get into a better position before going guns blazing again.

Play It Again

OCMs reward exploration and repeated playthroughs with weapons and items found throughout the level. When you replay an OCM, you get to customize your starting Loadout based on the weapons and items you’ve found in previous playthroughs.

Start the mission with your Parachute and Ascender already in hand, plus any extra Armor Plate carrying capacity earned through Vests. Use your enhanced starting gear to push into higher difficulty levels and/or try out new tactics.

Top 5 Tips for Open Combat Missions



1. There’s always another way. Grab a vehicle and race past the sentries straight to the objective; dive into the water and reposition out of sight; use your Parachute to soar over enemy encampments. OCMs offer endless possibilities in how you approach the task at hand. If something’s not working, revisit your tactics and take a new approach.

2. The right gear for the job. While at first, you’ll need to make do with the gear you’re provided, with enough exploration and scavenging, you’ll soon a wider variety of equipment that can best suit your style of play. If you’re going stealth, Throwing Knives and a Recon Drone are better choices than Frag Grenades and unsuppressed weapons and vice versa.

3. Know your enemy. Even if you’re not going the stealth route, it pays to stay out of sight and scout nearby enemy positions. Look for red vehicles on the minimap indicating enemy patrols, and scan the horizon for snipers and other threats you might miss when rushing straight in. Regardless of your approach, that intel will help you make better decisions in the heat of the moment.

4. Build up your arsenal. OCMs encourage replayability through the accumulation of weapons and items found in the level. Use your arsenal to build out the perfect Loadout on subsequent playthroughs and get right to the task at hand without first needing to scavenge for the proper supplies.

5. Ramp up the challenge. Use your expanded arsenal on subsequent playthroughs to push into higher difficulty levels. Tackling an OCM on Veteran is much more manageable when deploying with your preferred Loadout.

Stay frosty.

© 2023 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, and MODERN WARFARE are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the property of their respective owners.

For more information, please visit www.callofduty.com and www.youtube.com/callofduty, and follow @Activision and @CallofDuty on X, Instagram, and Facebook. For Call of Duty Updates, follow @CODUpdates on X.

Get ready for Campaign Early Access!



Play the Campaign up to a week early* by pre-purchasing any digital edition of Modern Warfare III.

In the direct sequel to the record-breaking Call of Duty®: Modern Warfare® II, Captain Price and Task Force 141 face off against the ultimate threat. The ultranationalist war criminal Vladimir Makarov is extending his grasp across the world causing Task Force 141 to fight like never before.

*Actual play time subject to possible outages and applicable time zone differences.

Multiplayer Maps and Modes: What You Need to Know



Expect the following launch modes scheduled for rotation in the available Playlists, with more Standard and Alternate Modes being added in the following weeks.

3v3v3 Mode



Cutthroat: Three teams go head to head . . . to head. First team to reach the round win limit wins.

6v6 Modes



Team Deathmatch: An exercise in attrition. Eliminate enemy players until the score limit is reached to win.



Domination: Capture, hold and defend objectives to earn points. First team to the score limit wins.



Search & Destroy: Teams alternate between detonating and defusing a bomb. No respawns.



Kill Confirmed: Recover dog tags to score for your team and deny enemy scores.



Free-For-All: Defeat everyone. The first player to reach the score limit ends the game. The top three players win.



Hardpoint: Capture the Hardpoint and hold it against attack. The first team to reach the score limit wins.



Control: Take turns attacking and defending the objective.

War: Progress through linear objectives to push the battle line and win.



Gun Game: Be the first player to score a kill with each one of the provided weapons.

32v32 Modes



Ground War: Large-scale conflict featuring vehicles. Capture and hold objectives to score. Captured objectives open forward spawning locations for your team.



Invasion: A massive and chaotic battle with a mix of Players and AI fighting alongside each other and against each team.

Additional Mode Intel



Hardcore: Features a limited HUD, low health, friendly fire enabled, and other changes to gameplay; this is also scheduled for launch.

The Firing Range: This returns with the familiar three-dummy corridor to practice in. Bring in any Loadout, swapping weapons, modifications, and your Perks (Vest, Gloves, Boots and Gear) while you practice. The usual shelving and bars allow you to mount and fire at different heights.



Private Matches (Training and Benchmark): As ever, Private Matches are a great way to look through (and tweak) all the game settings for every type of mode, and they allow you to explore the available maps. In addition, expect a Training Course where you can learn basic movements and combat skills as you navigate one of the launch Core 6v6 maps as a solo player.

Play: Launch Maps (Multiplayer)

An impressive number of modernized Modern Warfare 2 (2009) maps are part of the initial map pool, along with three Ground War maps (based on points of interest within the Urzikstan Big Map) and a linear section of the massive Urzikstan itself (War mode).



Afghan (Core): Battle in the arid desert canyons around a crash site, encircled by bunkers and cliffside anti-air batteries poised to take down incoming aircraft. The uneven terrain presents risk and opportunity, from the high cliff face above to the dark cave below.



Derail (Core): Snow blankets the forest surrounding a railway town and its facilities. At the center, a trainwreck has scattered railcars over the landscape. Take the lead on this large map and leave your enemies out cold in the woods.



Estate (Core): Head to a secluded getaway in the Caucasus Mountains, where a pristine lodge overlooks an expansive woodland property. Fight from the main living quarters or utilize the various outbuildings and fields to engage enemies from the perimeter.



Favela (Core): Drop into the slums of Rio de Janeiro as bystanders scramble to escape the scene of the oncoming skirmish. Brave the tightly clustered center, fire down on enemies from the rooftops, or stick to the perimeter and eliminate enemies from afar.



Highrise (Core): Whatever you do, don’t look down. This midsized map consists of two opposite facing buildings over a central rooftop worksite. Tunnels wind below the surface and an imposing Helipad offers access to some of the map’s best vantage points alongside other perilous crossings for the brave and foolhardy.



Invasion (Core): Deploy to a battle-torn, medium-sized Multiplayer map featuring tightknit buildings, close street fighting, and long-distance vantage points. In this urban layout, Operators must act fast and smart, turning the map’s risks into advantages.



Karachi (Core): Keep your eyes sharp and your head on a swivel; this map challenges Operators with a compact urban setting packed with climbing opportunities and routes for every playstyle. A keen understanding of the layout will help you prepare for your next drop into this medium-sized Multiplayer map.



Quarry (Core): This open-pit mine in a wide-open map features plenty of long-distance fights down the center Crane and side lanes. Quarry is punctuated by close-range battles in the offices and warehouses. Climbing opportunities abound. Or bring the fight indoors where multilevel buildings provide room to move and windows that overlook huge swaths of the map. 



Rundown (Core): Infiltrate a South American village where a low-running river divides the main settlement from its more sparsely populated Outback. Group your forces when attempting to make a crossing and watch those corners when weaving through the cluster of buildings.



Rust (Core): Located in the oil fields of the Urzikstan desert, Rust is a small, square map dominated by its central tower. Fight for your spot up top or use the map’s various obstacles to stay out of sight while you skirmish on the ground. 



Scrapyard (Core): Battle in an aircraft boneyard surrounded by buildings overlooking the wreckage within. Flank enemies by racing through the fuselages and watch your head when sniper battles erupt between the two main warehouses.



Skidrow (Core): Deploy to a midsized urban landscape dominated by the central block. Smaller buildings around the perimeter provide further vantage points, and the streets throughout give savvy Operators the means to flank and outmaneuver their enemies.



Sub Base (Core): Submarines dock for maintenance and refueling at a naval base on the high seas. Deploy dockside and battle for control over the locale — a midsized map packed with vantage points, flanking routes, and a deadly center ground where only the most stalwart Operators dare pass.



Terminal (Core): Infiltrate an International Airport and battle across one of the most infamous locales of all. Try your luck inside the terminal or take the fight to the Apron. All playstyles have their place on this midsized, classic Multiplayer map, so gear up how you want and get ready for departure.



Underpass (Core): Pouring rain has transformed this run-down South American industrial sector into a mud bath, but that won’t stop Operator skirmishes. Tromp through the mud, stage an ambush, or test your luck on the rain-slicked rooftops. In this large environment, your climbing and ambush options are nearly endless.



Wasteland (Core): Battle across an abandoned Wasteland, where wide-open fields encourage sniper battles all around. If extreme close range is more your speed, try your luck in the Dugout, a tight underground crossroads where all trenches meet in the middle.



Levin Resort (Ground War): Tourists and business travelers alike used to flock to the Levin Resort, enjoying the poolside seating and abundant shopping and services within. It’s now a vacant site, the nearby statues of General Barkov defaced following his downfall. Tread carefully through the resort courtyard, where vantage points from multiple angles present danger to those below.



Orlov Military Base (Ground War): Missile silos lie at the heart of the Orlov Military Base alongside bunkers and facilities built into the mountainous terrain that dominates the northern portion of the map. Scattered barricades throughout provide squads with a means of defense when pushing into the area.



Popov Power (Ground War): The workhorse of Urzikstan, Popov Power supplies energy to the growing region. Fight around the plant’s cooling towers and containment structures and utilize the full run of its industrial buildings to flank and ambush enemy squads.



Operation: Spearhead (War Mode): At launch, the first location within Operation Spearhead is the large-scale Urzikstan map, inside a linear corridor within the Orlov Military Base and Kadurin Silo. Clear anti-aircraft defenses so armored vehicles can be airdropped, staying close to the armor to break through to the launch site and set up missile overrides in this thrilling 6v6 battle!

Modern Warfare II: Carry Forward Maps



To further augment an already-impressive selection of Core 6v6 maps, we are excited to announce that a number of fan-favorite Modern Warfare II maps will gradually become available to play in Modern Warfare III throughout the live seasons. The initial selection — scheduled to be four Core 6v6 maps that include Farm 18, Mercado, and Shoot House — will become available shortly after launch in a dedicated Playlist, and more will follow throughout the Live Seasons. Here's some beneficial intel about these additions:

These maps are graphically identical to how they appeared in MWII, and due to the innovations to movement and general gameplay mechanics present in MWIII, you may find that they play in an altogether different manner.

These maps are completely additive, meaning they are scheduled to appear in addition to a full complement of new (and remastered) seasonal maps and other content.

New MWIII modes (such as Cutthroat) will not be playable on these Carry Forward MWII maps.

Operators: SpecGru and KorTac Reinforcements



Expect 25 additional Modern Warfare III Operators (13 SpecGru, 12 KorTac) to bolster the Operator pool, allowing you to select from a total of over 90 different Operators across MWII and MWIII. Some Operators are instantly accessible. Locked Operators can be unlocked via in-game challenges or purchased in-Store. Any MWII Operators you have acquired will be carried forward and can be used in MWIII. Read more about Carry Forward here.



SpecGru Operators (13):

Price: Nemesis Reactive Skin available via MWIII Vault Edition purchase.

Ghost: Nemesis Reactive Skin available via MWIII Vault Edition purchase.

Blueprint (Mil-Sim): Initially available.

Rocket (Mil-Sim): Initially available.

Byline: Unlocked after completing a challenge in Multiplayer.

Scorch: Unlocked after completing a challenge in Modern Warfare Zombies.

Ripper: Unlocked after completing a challenge in Modern Warfare Zombies.

Pathfinder: Unlocked after completing a Campaign Challenge.

Warrior: Available after purchasing the Call of Duty Endowment “Warrior” Pack, available November 10.

Riptide: Unlocked after completing a challenge in Multiplayer.

BBQ: Unlocked after completing a challenge in Multiplayer.

Jabber: Unlocked after completing a Campaign Challenge.

Jet: Unlocked after completing a challenge in Multiplayer.

KorTac Operators (11):

          Warden: Operator and Nemesis Reactive Skin available via MWIII Vault Edition purchase.

          Makarov: Operator and Nemesis Reactive Skin available via MWIII Vault Edition purchase.

Blaze (Mil-Sim): Initially available.

Thirst (Mil-Sim): Initially available.

Alpine: Unlocked after completing a challenge in Multiplayer.

          Enigma: Unlocked after completing a challenge in Multiplayer.

Bantam: Unlocked after completing a challenge in Multiplayer.

          Doc: Unlocked after completing a Campaign Challenge.

          Raptor: Unlocked after completing a challenge in Multiplayer.

Corso: Unlocked after completing a Campaign Challenge.

Swagger: Unlocked after completing a challenge in Multiplayer.

Operator Customization: Select the Operator (whether from MWII or MWIII) from the main menu to check out their Customization Options, like additional Skins, Finishing Moves and biographical information.

Modern Warfare III Launch Comms Continues

Be sure to check back at the Call of Duty Blog between now and launch, as we confirm in-game content and offer deep dives on both Multiplayer and Zombies. Here’s what to expect prior to November 10:

Blog 1: Pre-Season Preparation: A look back at Intel Drops, confirmation of Preload and Early Access Times, and confirmation of the rewards you receive for playing the Campaign.

Blog 2: Mapping Out Multiplayer: You’re reading this Blog!

Blog 3: Fully Equipped: A Deep Dive into Loadouts (MP, MWZ): Gear up for the evolution of Perks, with detailed confirmation on all the launch Equipment, including Vests, Gloves, Boot, and Gear. Tacticals, Lethals, Field Upgrades, and Killstreaks are also confirmed.

Blog 4: Upping Your Arsenal: Primary and Secondary Weapons (MP, MWZ): All launch weapons are confirmed, including Aftermarket Parts, and a weapon-balancing pass. The Gunsmith receives a statistical overhaul, and we break this all down for you.

Blog 5: Cosmetic Customization: Weapon Camos (MP, MWZ): Could this be the biggest weapon progression feature in Call of Duty history? We detail the immense Multiplayer and Zombies Camo Challenge and Weapon Mastery system for your MWII and MWIII arsenal!

Blog 6: Modern Warfare Zombies: Launch Content Overview: Join Operation Deadbolt, learning about the Mission structure, your Equipment and Zombies Field Upgrades, Acquisitions and Schematics, Acts, Tiers, Rewards and what to find during your deployments to the Exclusion Zone.

Stay Frosty.

For more information on Call of Duty, check out www.callofduty.com and www.youtube.com/callofduty and follow @RavenSoftware and @CallofDuty on X, Instagram, and Facebook.

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