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Modern Warfare III Weapon Camos: All the Details

Part 1: Gain Experience in Gaming Excellence: Challenges

To further assist your Leveling up through the Military Ranks (and beyond during each of the forthcoming Seasons), Modern Warfare III includes two challenge systems: Daily Challenges and Career Challenges. A previous launch blog confirmed the six types of Challenges, while this blog dives a little deeper:

Both challenge systems are great sources of Player experience points (XP): Daily Challenges give thousands of XP every 24 hours, and Career Challenges set up milestones to work toward throughout your experiences across Modern Warfare III, Zombies, and Call of Duty®: Warzone™ (at Season 1), granting XP and Calling Cards upon completion.

Daily Challenges



Available in Multiplayer, Zombies, as well as in Call of Duty: Warzone at its launch, Daily Challenges are a set of three challenges that reset on a fixed schedule — see the in-game timer for details on how long you have to complete them.

In Multiplayer, the three Daily Challenges are from three distinct categories:
  • A general challenge that may not require much change in playstyle (e.g., get 7 headshots).
  • A weapon challenge that focuses on a specific weapon category (e.g., get 5 headshots with LMGs)
  • A special challenge that encourages exploration with specific conditions, Equipment, or Field Upgrades, (e.g., provide Ammo Resupplies to 5 players).


Career Challenges



In addition to Daily Challenges, expect an assortment of Multiplayer and Modern Warfare Zombies Career Challenges at launch.

Some of these, such as match wins and kills, will come naturally by simply playing the game. Others, such as earning kills with a specific weapon category or the use of Equipment may involve changing your playstyle.

Career Challenges have several milestone steps, which award XP. You can even continue pushing to fully complete a Career Challenge, which offers additional XP and a Calling Card.

Once Season 1 (and future seasons) become available, expect additional challenges unlocked at Prestige Level milestones that offer more difficult objectives and XP rewards. Expect intel on the Prestige system closer to Season 1.

More Ways to Unlock: Weekly Challenges and Armory Unlock Challenges

Weekly Challenges



Every week during the Pre-Season, and during each Season, a new set of Challenges availables. At launch, expect there to be seven Multiplayer and seven Zombies Weekly Challenges available every week. Expect something similar when Warzone launches with Season 1.

Every Weekly Challenge awards XP on completion. If you complete five Weekly Challenges for a week, you will unlock a special attachment (Aftermarket Part) or a weapon as a weekly reward. If you earn all Weekly Rewards in a Season, you unlock a Seasonal Cosmetic reward (a Camo, for example).

Armory Unlock Challenges



Armory Unlock Challenges are a new system that lets you unlock the Weapons, Equipment, Perks, Killstreaks, and Attachments that you want to utilize. This includes many attachments unlocked through Weapon Progression.

When you reach Level 25, expect to unlock the Armory Unlock Challenge System, and begin to progress and complete challenges, unlocking new items. There are a variety of items you can earn through Armory Unlock Challenges, which you can view in the Armory Unlocks Challenge Menu.

Armory Unlock Challenges are completed by Completing Daily Challenges. Each Daily Challenge completed earns you a point against your active Armory Unlock Challenge.

While you can continue to earn Armory Unlocks in order, you can also “Activate” any valid item. This will now be your Active Armory Unlock Challenge, and you will begin to earn points against it as you complete Daily and Bonus Challenges.

If you complete all your Daily Challenges, you unlock a Bonus Challenge that is unique to each game. Bonus Challenges can be completed infinitely: in Multiplayer, they require winning a match, in Zombies, they require completing Contracts.

If you change your mind mid-completion, don't worry - progress against Armory Unlock Challenges is saved when you Activate a new Challenge.

Remember: If you see an item you want at the end of a Weapon's Progression, then check the Challenges menu; you might be able to unlock it with an Armory Unlock Challenge!

Part 2: Cosmetic Customization: Weapon Camos

As with Modern Warfare II, you can change your weapon’s cosmetic appearance by adding a Camo, a Gun Screen, a Charm, a Decal, and up to three Stickers to your weapon. The rest of this article focuses on the hundreds of Camos available at launch in Modern Warfare III.

Weapon Camos: Overview



Prepare for a ramped-up Weapon Camo Mastery that integrates your legacy weaponry from Modern Warfare II and adds an impressive Camo grind for Multiplayer and a customized Zombies camo grind catering to the true masters of the completionist Camo craft!

First, let’s confirm the new sets of Weapon Camos in Modern Warfare III:

Base Camos (MP, MWZ)

Modern Warfare III introduces a magnificent selection of additional Weapon Camos for you to unlock, and all the Base camos – from either game – can be applied to any weapon in MWIII.



Brand New Camo Sets: There are 18 different sets of Modern Warfare III Weapon Camos (which you unlock by playing Multiplayer and Zombies with MWIII weaponry):
  • Confirmed Sets are: Poison Frogs, Graphical, Topographic, Glittery Flats, Retro, Neapolitan, Under the Microscope, High Contrast, Wavelength, Two Tone Brushstrokes, Perfect Symmetry, Psychedelics, Blur, Bold, Butterfly, Puzzle, Skeletal, and Glitch Milspec.


Returning Camo Sets (with New Variants): In addition, all 14 of the Modern Warfare II camo sets return:
  • Existing MP Camo sets carry forward from MWII (which you unlocked, or can continue to unlock in MWIII, using MWII weapons)
  • Plus, expect to double each MWII set of camos with new variants of existing Camo sets from MWII, which you unlock playing Zombies in MWIII with MWII weaponry. See below for more information.
  • Confirmed returning sets are: Spray Paint, Woodland, Digital, Dragon, Geometric, Fun, Foliage, Skulls, Tiger, Stripes, Reptile, Solid Colors, Classic, and Cliffside.


Completionist Camos (MP, MWZ, Mastery)



Modern Warfare III also introduces a total of 12 additional Completionist Camos to unlock (in three sets of four) as well as the four Completionist Camos from MWII. These have rules regarding which weapon they can be applied to, and sets of unlock criteria which are detailed later in this article. Before we detail the full complement of camos on offer, here are the confirmed Completionist Camos:



Multiplayer: Carry Forward: Modern Warfare II Weapons: Gold, Platinum, Polyatomic*, Orion*.



Multiplayer (NEW): Modern Warfare III Weapons: Gilded, Forged, Priceless*, Interstellar*.



Zombies (NEW): Modern Warfare II Weapons: Golden Ivory, Spinel Husk, Arachnida*, Bioluminescent*.



Zombies (NEW): Modern Warfare III Weapons: Golden Enigma, Zircon Scale, Serpentinite*, Borelis*.

(*Denotes the camo is animated)

Need a deeper dive? Here’s how all of this breaks down:

Modern Warfare II Weapons: Multiplayer Camos (MP)

All of the individual Weapon Camos, Completionist Camos, and Weapon Mastery Challenges from Modern Warfare II carry forward into Modern Warfare III.



All Camos: With the exception of the MWII Completionist Camos (Gold, Platinum, Polyatomic, and Orion), every MWII Base Weapon Camo can be applied to any weapon in MWIII, no matter which game the weapon or Camo originated in. That means you can place a MWII base Camo onto a MWIII weapon, and vice versa, assuming weapon and Camo have been unlocked (examples are shown in the previous screenshot).



Modern Warfare II Completionist Camos: These can be placed only onto the MWII weapon you have unlocked the Camo for, as the four Completionist Camos are accessible only within the Customize > Camo Category Menu. MWII Completionist Camos cannot be placed onto MWIII weapons, or vice versa.

Example: MWII player with unlocked MWII weapons: If you’re a Modern Warfare II player with a number of individual Weapon Camos and Completionist camos unlocked, then those will Carry Forward into Modern Warfare III.

Specific Weapon Example: Let’s assume you’ve unlocked some or all of the following M4 AR Camos in MWII (as shown above):

Specific Camos: The four specific M4 Camo Unlocks (Scales, Desert Hybrid, Dark Leaves, and New Urban).

Completionist Camos: The four M4 Mastery Camos that are also available for every MWII weapon (Gold, Platinum, Polyatomic, and Orion).

Weapon Mastery: The Gold, Platinum, Polyatomic, and Orion Mastery (Emblems and Calling Cards for each), and the Completionist Charm.

In this example, any and all unlocked content is Carried Forward into Modern Warfare III. Any content you haven’t unlocked becomes available to unlock within MWIII as well, so you can effectively continue your MWII grind into MWIII.

All Camo Challenges carry over from MWII to MWIII, so, for example, you still need to “Get 15 Kills from behind with the M4” to unlock the New Urban Camo (which, once unlocked, can be applied to the M4, or any other weapon from MWII or MWIII).

Modern Warfare III Weapons: Multiplayer Camos (MP)

MWIII Weapons — MP Individual Camos: Just like the MWII Multiplayer Weapon Camos, every MWIII weapon has up to four individual base Camos, all brand-new to MWIII, and each requires unlock challenges to obtain.



Camo Challenge Variation: In MWII, the base Camo challenges were relatively similar across the different weapon types. In MWIII, base Camo challenges are unique to each weapon category. For example, individual SMGs will have a different set of base challenges compared to individual Shotguns, LMGs, and so on. This promotes variety in gameplay, and the challenges have been honed to better suit the playstyle of each weapon type.



Specific Weapon Example: Let’s explore this by leveling up the MCW, one of the new MWIII Assault Rifles:

MCW Mastery Camos: As well as four specific Zombie Camos (detailed below), there are four MCW MP-related Base Camo Unlocks (Razor Feather, Skullflagration, Abyssal Fox, Menelaus Blue).

MCW Mastery Camos Unlock Criteria: Each of the four MCW Mastery Camos requires you to complete a Level challenge (e.g., “get the MCW to Level 12), as well as a Multiplayer-specific challenge (e.g., “Get 50 Kills while ADS with the MCW”).

Completionist Camos for MWIII Weapons: There are four additional brand-new Completionist Camos (Gilded, Forged, Priceless, Interstellar). The unlock criteria for these is detailed below.

Weapon Mastery: The Gilded, Forged, Priceless, and Interstellar Camos also have Weapon Mastery challenges, allowing you to claim Emblems and Calling Cards for each, as well as the Completionist Charm.



MWIII MP Weapon Camo Challenges: Summary

Expect the following additional Camos, on top of the existing base and Completionist MP Camos from MWII:

            + Over 140 new base Camos (examples above)

            + Four new Mastery (Completionist) Camos

            + Over 140 new Mastery Calling Cards and Emblems

            + 37 new Mastery Charms

Modern Warfare II and III Weapons: Zombies Camos (MWZ)

The Camo Challenges are only just getting started: Get ready for the biggest Zombies Camo grind of all time!

Sledgehammer Games and Treyarch have added an entirely new set of Camo Challenges in Modern Warfare III, related to both MWII and MWIII weaponry!

Whether you’re unlocking a MWII weapon for the first time, or you’ve claimed Multiplayer Weapon Mastery for every one of the 77 MWII weapons, you still have a sizeable challenge thanks to an incredible amount of Zombies Camo content across every available weapon in the game.

Let’s cover the MWII weapons first:

Modern Warfare II Weapons: Zombies Camos (MWZ)



MWII Weapons: MWZ Individual Camos: Every MWII has up to four individual Zombie Camos, all brand-new to MWIII, and each requiring unlock challenges to obtain.

Specific Weapon Example: Let’s return to the M4 from MWII.

Specific Zombie Camos: As well as the four specific MP Camos (that can be unlocked in either game), there are four additional M4 Zombie Camo Unlocks (Rancid Venom, Dark Mist, Nightmare, and Fertilizer).

Specific Zombie Camos Unlock Criteria: For each of the four Zombie Camos specific to the M4, you need to complete a level challenge (e.g., “get the M4 to Level 19”, which you’re likely to have already completed if you leveled up the weapon previously), as well as a Zombies-specific challenge (e.g., “In Zombies, get 5 Mimic kills with the M4”).

Completionist Zombies Camos for MWII Weapons: There are four brand-new Completionist Camos as well (Golden Ivory, Spinel Husk, Arachnida, Bioluminescent). The unlock criteria for these is the same across all MWII weaponry, and is detailed below.

Weapon Mastery: The Golden Ivory, Spinel Husk, Arachnida, and Bioluminescent Mastery also have Weapon Mastery challenges, allowing you to claim Emblems and Calling Cards for each, as well as the Completionist Charm.

Modern Warfare III Weapons: Zombies Camos (MWZ)



MWIII Weapons: MWZ Individual Camos: Just like the MWIII Multiplayer Weapon Camos, every MWIII weapon also has up to four individual Zombie Camos, all brand-new to MWIII and each requiring unlock challenges to obtain.

Specific Weapon Example: Let’s explore this by leveling up the MCW, one of the new MWIII Assault Rifles:

Specific Zombie Camos: As well as the four specific MP Camos, there are four MCW Zombie Camo Unlocks (Wyvern, Vehement Rage, Tempest Shards, Toxic Spots).

Specific Zombie Camos Unlock Criteria: For each of the four Zombie Camos specific to the MCW, you need to complete a level challenge (e.g., “get the MCW to Level 19), as well as a Zombies-specific challenge (e.g., “In Zombies, get 250 Hipfire Kills with the MCW”).

Completionist Zombies Camos for MWIII Weapons: There are four additional brand-new Completionist Camos (Golden Enigma, Zircon Scale, Serpentinite, Borealis). The unlock criteria for these is detailed below.

Weapon Mastery: The Golden Enigma, Zircon Scale, Serpentinite, and Borealis Camos also have Weapon Mastery challenges, allowing you to claim Emblems and Calling Cards for each, as well as the Completionist Charm.



MWIII Zombie Weapon Camo Challenges: Summary

Expect the following additional Camos, which include Camo challenges for all 114 weapons across MWII and MWIII:

            + Over 400 new base Camos (examples above)

            + Eight new Mastery (Completionist) Camos (four for MWII weapons, four for MWIII weapons)

            + Over 400 new Mastery Calling Cards and Emblems

            + Over 100 new Mastery Charms

Modern Warfare III Completionist Camos (MP, MWZ, Mastery)

Last, and certainly not least, is the full reveal of all 12 of the brand-new Modern Warfare III Completionist Camos, as well as the four returning Completionist Camos from MWII, and the unlock criteria for them all!

Modern Warfare II Completionist Camos (MP Mastery)



Gold (available for MWII weapons only).

Unlock Criteria: The same as in Modern Warfare II.

            Complete all four Base Camo Challenges for the specific weapon.

            Complete the Gold Camo Challenge: Usually a certain number of kills with the weapon, without dying, a certain number of times.



Platinum (available for MWII weapons only).

Unlock Criteria: The same as in Modern Warfare II.

            Complete the Gold Camo challenge for the specific weapon.

            Complete additional Gold Camo challenges for weapons in the same category.

            Complete the Platinum Camo Challenge: Usually a certain number of Longshot kills with the weapon.



Polyatomic (animated, available for MWII weapons only).

Unlock Criteria: The same as in Modern Warfare II.

            Complete the Platinum Camo challenge for the specific weapon.

            Complete a total of 51 Platinum Camo challenges for MWII weapons.

            Complete the Polyatomic Camo Challenge: Usually a certain number of Headshots with the weapon.



Orion (animated, available for MWII weapons only).

Unlock Criteria: The same as in Modern Warfare II.

            Complete a total of 51 Polyatomic Camo challenges for MWII weapons.

Weapon Mastery Unlock Criteria: The same as in Modern Warfare II.

Gold Emblem and Calling Card: Unlock Gold Camo, get 100 Kills while using the Gold Camo.

Platinum Emblem and Calling Card: Complete Gold Mastery, Unlock Platinum Camo, get 200 Kills while using the Platinum Camo.

Polyatomic Emblem and Calling Card: Complete Platinum Mastery, Unlock Polyatomic Camo, get 300 Kills while using the Polyatomic Camo.

Orion Emblem and Calling Card: Complete Polyatomic Mastery, Unlock Orion Camo, get 400 Kills while using the Orion Camo.

Completionist Charm: Complete all Mastery Challenges

Note: If you’re a Modern Warfare II player, in MWIII you can can pick up from the point you reached MWII regarding the unlocking of MWII weapon Completionist Camos and Mastery rewards.

NEW: Modern Warfare III Completionist Camos (MP Mastery)



Gilded (available for MWIII weapons only).

Unlock Criteria:

Complete all Base Camo Challenges for the weapon.

Complete an individual Gilded Challenge tailored to the specific weapon (for example, “Get 3 Operator Kills with 1 Magazine 10 times,” (MCW AR).



Forged (available for MWIII weapons only).

Unlock Criteria:

Complete the Gilded Camo Challenge for the weapon.

            Complete additional Gilded Camo challenges for weapons in the same category.

Complete an individual Forged Challenge tailored to the specific weapon (for example, “Get 3 Kills without dyring 10 times,” (MCW AR).



Priceless (animated, available for MWIII weapons only).

            Complete the Forged Camo challenge for the specific weapon.

            Complete a total of 37 Forged Camo challenges for MWIII weapons.

Complete an individual Forged Challenge tailored to the specific weapon (for example, “Get 5 Kills without dyring 10 times,” (MCW AR).



Interstellar (animated, available for MWIII weapons only).

            Complete a total of 37 Priceless Camo challenges for MWIII weapons.

Weapon Mastery Unlock Criteria:

Gilded Emblem and Calling Card: Unlock Gilded Camo, get 100 Operator Kills while using the Gilded Camo.

Forged Emblem and Calling Card: Complete Gilded Mastery, Unlock Forged Camo, get 200 Operator Kills while using the Forged Camo.

Priceless Emblem and Calling Card: Complete Forged Mastery, Unlock Priceless Camo, get 300 Operator Kills while using the Priceless Camo.

Interstellar Emblem and Calling Card: Complete Priceless Mastery, Unlock Interstellar Camo, get 400 Operator Kills while using the Interstellar Camo.

Completionist Charm: Complete all Mastery Challenges.

NEW: Modern Warfare II Completionist Camos (MWZ Mastery)



Golden Ivory (available for MWII weapons only).

Unlock Criteria:

            Complete all four Zombie Base Camo Challenges for the specific weapon.

            Complete the Golden Ivory Camo Challenge: Usually a certain number of Zombie kills and a successful Extract with the weapon in a single deployment.



Spinel Husk (available for MWII weapons only).

Unlock Criteria:

            Complete the Gold Camo challenge for the specific weapon (MP Mastery).

            Complete additional Gold Camo challenges for weapons in the same category (MP Mastery).

            Complete the Spinel Husk Camo Challenge: Usually a certain number of Zombie kills with the weapon while it is Pack-A-Punched.



Arachnida (animated, available for MWII weapons only).

Unlock Criteria:

            Complete the Platinum Camo challenge for the specific weapon (MP Mastery).

            Complete a total of 51 Platinum Camo challenges for MWII weapons (MP Mastery).

            Complete the Arachnida Camo Challenge: Usually a set number of Special or Elite Zombie Kills with the weapon.



Bioluminescent (animated, available for MWII weapons only).

Unlock Criteria:

            Complete a total of 32 Arachnida Camo challenges for MWII weapons.

Weapon Mastery Unlock Criteria:

Golden Ivory Emblem and Calling Card: Unlock Golden Ivory Camo, get 300 Kills while using the Golden Ivory Camo in Zombies.

Spinel Husk Emblem and Calling Card: Complete Golden Ivory Mastery, Unlock Spinel Husk Camo, get 600 Kills while using the Spinel Husk Camo in Zombies.

Arachnida Emblem and Calling Card: Complete Spinel Husk Mastery, Unlock Arachnida Camo, get 900 Kills while using the Arachnida Camo in Zombies.

Bioluminescent Emblem and Calling Card: Complete Arachnida Mastery, Unlock Bioluminescent Camo, get 1,200 Kills while using the Bioluminescent Camo in Zombies.

Completionist Charm: Complete all Mastery Challenges.

NEW: MWIII Completionist Camos (MWZ Mastery)



Golden Enigma (available for MWIII weapons only).

Unlock Criteria:

            Complete all four Zombie Base Camo Challenges for the specific weapon.

            Complete the Golden Ivory Camo Challenge: Usually a certain number of Zombie kills and a successful Extract with the weapon in a single deployment.



Zircon Scale (available for MWIII weapons only).

Unlock Criteria:

            Complete the Golden Enigma Camo challenge for the specific weapon.

            Complete additional Golden Enigma Camo challenges for weapons in the same category.

            Complete the Zircon Scale Camo Challenge: Usually a certain number of Zombie kills with the weapon while it is Pack-A-Punched.



Serpentinite (animated, available for MWIII weapons only).

Unlock Criteria:

            Complete the Zircon Scale Camo challenge for the specific weapon.

            Complete a total of 37 Zircon Scale Camo challenges for MWIII weapons.

            Complete the Serpentinite Camo Challenge: Usually a set number of Special or Elite Zombie Kills with the weapon.



Borealis (animated, available for MWIII weapons only).

Unlock Criteria:

            Complete a total of 37 Serpentinite Camo challenges for MWIII weapons.

Weapon Mastery Unlock Criteria:

Golden Enigma Emblem and Calling Card: Unlock Golden Enigma Camo, get 300 Kills while using the Golden Enigma Camo in Zombies.

Zicron Scale Emblem and Calling Card: Complete Golden Enigma Mastery, Unlock Zicron Scale Camo, get 600 Kills while using the Zicron Scale Camo in Zombies.

Serpentinite Emblem and Calling Card: Complete Zicron Scale Mastery, Unlock Serpentinite Camo, get 900 Kills while using the Serpentinite Camo in Zombies.

Borealis Emblem and Calling Card: Complete Serpentinite Mastery, Unlock Borealis Camo, get 1,200 Kills while using the Borealis Camo in Zombies.

Completionist Charm: Complete all Mastery Challenges.

Modern Warfare III: Weapon Camo Synopsis

Information overload? Then read on as we conclude this blog with a reasonably concise summary:

The Modern Warfare III Weapon Camo system is familiar but comes with additional innovations and a vastly larger pool of camos to unlock. As in MWII, camos are split into two groups: Base and Completionist (Mastery):

New Base Camos (MWIII MP, MWZ)
  • There are 18 brand new Base Camo sets in MWIII.
  • New Base Camos are unlocked by completing Challenges using MWIII weaponry.
  • New Base Camos are unlocked in both Multiplayer and Zombies.
  • Multiplayer: Expect four Base Camos per MWIII Primary Weapon and Handgun.
  • Zombies: Expect four Base Camos per MWIII Primary Weapon and Handgun.
  • Expect one Base Camo per MWIII Launcher and Melee for MP, and the same for Zombies.

Сюжетная кампания Call of Duty: Modern Warfare III оказалась короткой - некоторые этим недовольны

Несмотря на то, что франшиза Call of Duty всегда уделяла больше внимания мультиплееру, чем сюжетным кампаниям, последние продолжают оставаться важной частью серии. Вышедшая в этом месяце Modern Warfare III также не обошлась без синглплеера.

Microsoft добавила рекламу Call of Duty: Modern Warfare III во весь экран при включении консолей Xbox

Вчера в раннем доступе состоялся релиз Call of Duty: Modern Warfare III. Вместе с этим компания Microsoft добавила на консоли Xbox в США всплывающую рекламу шутера.

Gear Up: Modern Warfare III Loadouts: What You Need to Know

Prior to a match, the Weapons menu of Modern Warfare III allows you to select, edit, and save up to 10 Customized Loadouts for Multiplayer: selections of armaments and equipment. This is generally the same as the legacy term “Create-a-Class.”



Note: The process is different for Multiplayer and Zombies. While Zombies has access to your available weapon arsenal, other equipment is accessed differently, and there’s an impressive amount of Zombies-only ordnance to utilize and unlock. Perks, Field Upgrades, and some Killstreaks will not be available in MWZ. Consult the Modern Warfare Zombies Overview Blog, prior to game launch.

Note: The following equipment is scheduled to be available at game launch. Additional equipment of various types may appear after launch.
Loadout Overview: Multiplayer (and Zombies)



Each Loadout is presented in a familiar layout, but with one important difference: the type of Vest you choose governs the number of Equipment pieces you can carry and offers you a particular set of Perk-like skills.

Note: Loadouts are unlocked at Player Level 4. Modern Warfare Zombies uses a different Perk and Field Upgrade system, but does employ a selection of Tacticals and Lethals that are shared with Multiplayer.

Gear Up: The Evolution of Perks (MP only)

Vests, Gloves, Boots, and Gear



When choosing a Vest, it is important to know that same Vests remove (or increase) the number of Tacticals, Lethals, Field Upgrades, Gloves, Boots, and Gear you can carry into matches. Therefore, it’s worthwhile picking a Vest first.

Tip: The key to an effective Loadout is to pick Vests, Gloves, Boots, and Gear with complementary abilities, which further augment your Primary and Secondary Weapon, as well as the Tactical, Lethal, and Field Upgrade Equipment you are carrying.

Vests (6, MP only)

The following Vests are available at the launch of Modern Warfare III:



Infantry Vest

Equipment Slots (3): Tactical, Lethal, Field Upgrade

Gear Slots (3): Gloves, Boots, Gear

Standard issue mobile infantry vest. Increases Tac Sprint duration and reduces refresh time. Duplicate effects do not stack. If equipped with Running Sneakers (Boots), you gain the effects of Lightweight Boots (Boots).

Engineer Vest

Equipment Slots (3): Tactical x2, Field Upgrade (Lethal Slot removed)

Gear Slots (4): Gloves, Boots, Gear x2

Counter equipment and explosives expertise. Spot enemy equipment, Field Upgrades, and Killstreaks through walls. Aiming down sights highlights them for the team. Faster Field Upgrade recharge.

Gunner Vest

Equipment Slots (3): Two Primary Weapons, Tactical, Lethal, Field Upgrade (Secondary Weapon Slot removed)

Gear Slots (2): Gloves, Gear (Boots Slot removed)

Weapon and ammo focused kit. Deploy with max ammo. Improved reload speed. Duplicate effects do not stack. If equipped with Mag Holster (Gear), gain the effects of Mission Control Commlink (Gear).

Demolition Vest

Equipment Slots (4): Tactical, Lethal x2, Field Upgrade

Gear Slots (3): Gloves, Boots, Gear

Lethal and Tactical mastery. Resupply Lethal and Tactical Equipment every 25 seconds.

CCT Comms Vest

Equipment Slots (1): Field Upgrade (Tactical and Lethal Slots removed)

Gear Slots: (4)L Gloves, Boots, Gear x2

Team intelligence resource. Increases duration enemies stay on radar and zooms out radar for you and nearby allies. Enemies you kill drop intel packs, which generate a radar ping for you and nearby allies when collected. Duplicate effects do not stack. If equipped with Data Jacker (Gear), gain the effects of Mission Control Commlink (Gear).

Overkill Vest

Equipment Slots (2): Tactical, Lethal (Field Upgrade Slot removed)

Gear Slots (3): Gloves, Boots, Gear

Mastery of weapon mobility. Increased weapon swap speed. Reload while sprinting. Duplicate effects do not stack. If equipped with Quick-Grip Gloves (Gloves), or Commando Gloves (Gloves), gain the effects of Marksman Gloves (Gloves).

Gloves (6, MP only)



Gloves have Perks that specifically improve the handling of your Primary and Secondary Weapons, as well influence your interactions with Tactical and Lethal Equipment. Every Vest allows you to pick one pair of Gloves from the following:

Quick-Grip Gloves

Increased weapon swap speed.

Ordnance Gloves

Throw equipment farther. Reset fuse timer on thrown back grenades.

Commando Gloves

Reload while sprinting.

Scavenger Gloves

Resupply ammo and throwing knives from dead players.

Marksman Gloves

Reduced sway and flinch while ADS.

Assault Gloves

While jumping, accuracy and time to ADS is improved.

Boots (6, MP only)



Boots have Perks that specifically improve your movement and swimming, as well as how loud and maneuverable you are. Every Vest (except the Gunner Vest) allows you to pick one pair of Boots from the following:

Lightweight Boots

Increases movement and swim speed. Reduces noise while swimming.

Climbing Boots

Increased climbing and mantling speed. Reduces fall damage.

Running Sneakers

Increases Tac Sprint duration and reduces refresh time.

Tactical Pads

Increases slide distance and allows for aiming down sights while sliding. Increases stance transition speeds and crouched movement speed.

Stalker Boots

Increased strafe and ADS movement speed.

Covert Sneakers

Eliminates footstep sounds.

Gear (12, MP only)



Gear has Perks that have a wide-ranging selection of improvements to a variety of skill sets, related to weapon handling, immunities, early warning systems, and damage reduction. Every Vest allows you to run one of the following pieces of Gear, and the Engineer and CCT Comms Vests allow two:

Tac Mask

Reduces strength of enemy flash, stun, and gas grenades.

Mission Control Commlink

Reduce Killstreak cost by one (1) kill. Reduce Scorestreak cost by 125.

Bone Conduction Headset

Reduces combat noise, allowing improved identification of enemy footsteps and gunshots.

Mag Holster

Improved reload speed.

Blacklight Flashlight

Shows recent enemy footsteps.

L/R Detector

Warns of hostile laser and radiation sources.



Threat Identification System

While ADS, automatically pings enemy locations in crosshairs.

Data Jacker

Enemies you kill drop a smartphone. Collecting the smartphone generates a radar ping from that location.

Signal Jammer

Emits a signal disrupting placed enemy claymores and mines. Warns of nearby enemy equipment.

Hijacked IFF Strobe

Undetectable by AI targeting systems and thermal optics. Does not highlight in enemy Tactical Cameras or Recon Drones.

Ghost T/V Camo

While moving, blocks detection by UAVs, enemy radar sources, and Heartbeat Sensors.

EOD Padding

Reduces damage from non-killstreak explosives and fire.

Equipment Overview: Tacticals and Lethals (MP, MWZ)

Tacticals (12, MP, MWZ)



A complement of 12 pieces of Tactical Equipment is available for every Operator, 11 in Multiplayer and 7 in Zombies. Add to your Loadout (in Multiplayer, you can carry none, one, or two, depending on the Vest you’ve equipped) from the following:

Stun Grenade (MP, MWZ)

Slows victim’s movement and aiming.

Battle Rage (MP)

Experimental stimulant that gives you an adrenaline rush. Health regenerates quickly, Tactical Equipment is resisted, and Tactical Sprint is constantly refreshed.

Smoke Grenade (MP, MWZ)

Deploys a smoke screen that blocks vision and automated targeting systems.

Scatter Mine (MP, MWZ)

Throw a field of mines across a wide area that detonates when enemies come within range.

Decoy Grenade (MP, MWZ)

Counter-intel grenade that simulates gunfire, movement, and radar signatures to confuse the enemy.

Flash Grenade (MP)

Blinds and deafens targets.



Snapshot Grenade (MP)

Provides a momentary glimpse of enemies within the blast radius for your team or squad.

Shock Stick (MP, MWZ)

Electrical device that sticks to surfaces. Electrocutes enemies, destroys equipment, and causes vehicles to go haywire.

Stim (MP, MWZ)

Military stimulant that promotes clotting to close wounds quickly and refreshes Tactical Sprint.

Tear Gas (MP)

Explodes on impact with the ground, releasing a lingering cloud of tear gas that causes slowed movement, blurred vision, and coughing.

Experimental Gas Grenade (MWZ)

Grenade that releases a lingering cloud of gas that causes slowed movement, blurred vision, coughing, and light damage.

EMD Grenade (MP)

Applies a tracking device to enemies hit, revealing them on your team’s minimap.

Lethals (12, MP, MWZ)



A total of 12 pieces of Lethal Equipment is available for every Operator, 11 in Multiplayer and 10 in Zombies. Add to your Loadout (in Multiplayer, you can carry none, one, or two, depending on the Vest you’ve equipped) from the following:

Frag Grenade (MP, MWZ)

Cookable fragmentation grenade.

Claymore (MP, MWZ)

Proximity-activated explosive mine.

Throwing Knife (MP, MWZ)

Retrievable throwing knife that is lethal on impact in Core MP.

Thermite (MP, MWZ)

Explosive incendiary device that sticks to all surfaces.

Thermobaric Grenade (MP)

Cookable grenade. Creates a large explosion that stuns, leaves a fiery residue, and increases the lethality of explosives for a period of time.

Proximity Mine (MP, MWZ)

Proximity-triggered explosive that launches in the air, and deals heavy damage to the surrounding area.



Drill Charge (MP, MWZ)

Charge with a thermal lance that can burrow into surfaces before exploding.

Semtex (MP, MWZ)

Timed sticky grenade.

C4 (MP, MWZ)

Large explosive that sticks to surfaces and can be detonated remotely using a “use Lethal Equipment” button when the equipment is deployed. Double-tapping the “Interact/Reload” button always detonates the explosives.

Molotov Cocktail (MWZ)

Improvised incendiary device that explodes on impact.

Throwing Star (MP)

A swift and deadly throwing star that inflicts a wounding effect on the target.

Breacher Drone (MP, MWZ)

Explosive drone that explodes on proximity to an enemy or on impact.

Equipment Overview: Field Upgrades (18, MP only)




Additional equipment utilized after a recharge period, Field Upgrades are the final piece of the individual Loadout. Every Operator can carry one (or none, depending on the Vest equipped) from the following:

Heartbeat Sensor

A limited use tablet that displays rough information about nearby enemies.

Med Box

Deploy a box of medical supplies for you and your teammates to reduce healing delay.

Inflatable Decoy

Proximity activated decoy mine. Upon activation the reinforced fiber target is violently deployed to confuse and distract. Press the ‘Tactical and Lethal’ buttons together a second time for manual activation.

Comm Scrambler

Disables communication with intel within its radius. Enemies will not be able to activate killstreaks. Enemy UAV and intel systems will not detect you and your teammates. Location of the scrambler is visible in the enemy minimap.

Tactical Insertion

Marks a location as your next spawn point. Tactical Insertion doesn’t have an effect in one-life modes, such as Search & Destroy.

Trophy System

Deployable autonomous defense system that destroys up to three nearby pieces of equipment and projectiles. Some larger targets may take multiple shots.



Munitions Box

Deploy a box of ammo and equipment for you and your teammates.

A.C.S.

An Automated Computer Spike slowly captures points and temporarily hacks nearby enemy devices. Point capturing applies in the following modes: Domination, Hardpoint, Control, Ground War.

Tactical Camera

Remote-controlled camera that marks enemies. Press the ‘Tactical and Lethal Buttons’ to throw it, and press again to connect to it. When left on its own, the camera will monitor the area and warn players of nearby enemies by sound.

DDoS

Activates a device that deactivates electronics, and disrupts enemy sensors in the immediate area for a short time.

Deployable Cover

Portable, rapidly deployable ballistic cover.

Recon Drone

Remote-controlled drone that has manual and auto marking capabilities.



Dead Silence

Temporarily makes your footsteps silent. Gun, melee, and throwing knife kills refresh duration.

Loadout Drop

Call in a team-based loadout crate with limited uses. Each player can only use it once.

Portable Radar

Emits a periodic radar ping to detect nearby enemies.

Smoke Airdrop

Call in a line of drones to deploy a smoke wall at a targeted location.

Suppression Mine

Trip mine that when triggered, emits a constant sound wave that disrupts enemy vision and slows their movement.

Anti-Armor Rounds

Gives weapon ammo that applies bonus damage against armored targets; this includes vehicles, equipment, body armor, and targets behind penetrable cover.

Equipment Overview: Killstreaks and Scorestreaks (25, MP, MWZ)



A full and impressive complement of mainly harder-hitting offensive (or reconnaissance) capabilities become available to your Operator as you level up through the Military Ranks. You can pick three Killstreaks, and choose whether they become available after a certain number of enemy kills (Killstreaks) or after you score a certain number of points by completing in-match actions (Scorestreaks).

Note that Modern Warfare Zombies utilizes Killstreaks in a different manner, and has a smaller pool of them to access.



UAV

Killstreak Needed: 4

Scorestreak Needed: 500

UAV recon ship that reveals enemy locations on the minimap.

NEW: Mosquito Drone

Killstreak Needed: 4

Scorestreak Needed: 500

Explosive drone that circles the area around where the drone is launched. Dive bombs on enemies it spots and explodes.

NEW: SAM Turret

Killstreak Needed: 4

Scorestreak Needed: 500

Launch a targeted missile strike against air vehicles.

Bomb Drone

Killstreak Needed: 4

Scorestreak Needed: 500

A remote-controlled drone with an attached C4 charge.



NEW: Guardian-SC

Killstreak Needed: 5

Scorestreak Needed: 625

A beam shaped, non-lethal, area denial weapon. Enemies entering the beam have similar effects to a stun grenade, reduced movement speed, blurred vision, and removed UI.

Care Package

Killstreak Needed: 5

Scorestreak Needed: 625

Call in a random killstreak care package to your location.

Counter UAV

Killstreak Needed: 5

Scorestreak Needed: 625

A drone that scrambles all enemy minimaps.



Cluster Mine

Killstreak Needed: 6

Scorestreak Needed: 750

Throw a device that launches a cluster of smaller mines within the immediate area.

Precision Airstrike

Killstreak Needed: 6

Scorestreak Needed: 750

Call in twin jets for a precision strike along the best available path.

Cruise Missile

Killstreak Needed: 6

Scorestreak Needed:750

Control a long-range cruise missile with boost capabilities.

NEW: Remote Turret

Killstreak Needed: 7

Scorestreak Needed: 875

Automated turret that scans for nearby enemies and fires incendiary based rounds.

Mortar Strike

Killstreak Needed: 7

Scorestreak Needed: 875

Signal several waves of mortars to attack a location.

SAE

Killstreak Needed: 7

Scorestreak Needed: 875

Call in a trio of jets to release aerial explosives onto specified targets.



NEW: Juggernaut Recon

Killstreak Needed: 8

Scorestreak Needed: 1,000

Juggernaut Recon gear delivered by care package. The suit is equipped with a radar that pings nearby enemies. Contains a riot shield, Haymaker and smoke grenade.

Wheelson-HS

Killstreak Needed: 8

Scorestreak Needed: 1,000

Remote controlled amphibious vehicle with auto sentry capabilities.

Overwatch Helo

Killstreak Needed: 8

Scorestreak Needed: 1,000

An escort helo that will watch over your position and ping nearby enemy locations before engaging them.



VTOL Jet

Killstreak Needed: 10

Scorestreak Needed: 1,250

Releases a pair of precision bombs before circling back and guarding a location of the player’s choice.

Emergency Airdrop

Killstreak Needed: 10

Scorestreak Needed: 1,250

Call in three random killstreak care packages to your location.

Carpet Bomb

Killstreak Needed: 10

Scorestreak Needed: 1,250

Call in a bomber that releases a large line of explosives along its path.



Advanced UAV

Killstreak Needed: 12

Scorestreak Needed: 1,500

An untargetable orbital UAV that reveals the enemy’s direction on the minimap in real time.

Chopper Gunner

Killstreak Needed: 12

Scorestreak Needed: 1,500

Control an assault chopper armored with a turret and air-to-land missiles.

Gunship

Killstreak Needed: 12

Scorestreak Needed: 1,500

A heavy assault gunship equipped with a laser tracking missile, along with the standard 40mm and 25mm cannons.

Juggernaut

Killstreak Needed: 15

Scorestreak Needed: 1,875

Juggernaut assault gear delivered by care package. The minigun will drop when the Juggernaut dies.

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 more 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 more here.

Blog 3: Fully Equipped: A Deep Dive into Loadouts (MP, MWZ): You’re reading this Blog!

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. Read more here.

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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