Black Ops 2 Guns & Weapons
84 guns and special weapons, with pictures and numerical stats labelled by mode.
Base weapons only; Pack-a-Punch upgrades, attachment variants, grenades and fixed turrets are outside this catalogue.
Reading the weapon stats
Damage is health points per hit. An arrow shows close-range to long-range damage; × means damage per pellet times pellet count. Fire rate is rounds per minute (RPM), magazine size is rounds, and reload time is seconds. Multiplayer starts at 100 health; hit location, distance and attachments can change the result.
Each stat block names its mode. Campaign, Zombies and wonder-weapon mechanics are listed separately where sourced. Missing values are labelled rather than inferred from another mode.
Pistols

Five-seven
Semi-automatic pistol.
Multiplayer · base weapon stats
- Damage (near → far)
- 55 → 19
- Fire rate
- 750 RPM
- Magazine
- 20 rounds
- Reload (loaded / empty)
- 1.63 / 1.8 s
- Head multiplier
- ×1.4
Zombies · base weapon stats
- Damage (near → far)
- 160 → 90
- Fire rate
- 750 RPM
- Magazine
- 20 rounds
- Reload (loaded / empty)
- 1.63 / 1.8 s
- Head multiplier
- ×3.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Tac-45
Semi-automatic pistol.
Multiplayer · base weapon stats
- Damage (near → far)
- 55 → 19
- Fire rate
- 625 RPM
- Magazine
- 10 rounds
- Reload (loaded / empty)
- 1.48 / 1.8 s
- Head multiplier
- ×1.4

B23R
Three-round burst pistol.
Multiplayer · base weapon stats
- Damage (near → far)
- 45 → 19
- Fire rate
- 703 RPM overall; 1,250 RPM opening pair
- Magazine
- 15 rounds
- Reload (loaded / empty)
- 1.63 / 1.8 s
Zombies · base weapon stats
- Damage (near → far)
- 160 → 100
- Fire rate (within burst)
- 937.5 RPM
- Magazine
- 15 rounds
- Reload (loaded / empty)
- 1.63 / 1.8 s
- Head multiplier
- ×2
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Burst timing between groups of shots lowers the sustained rate.

Executioner
Revolver firing shotgun shells.
Multiplayer · base weapon stats
- Damage (per pellet)
- 30 → 6 × 8 pellets
- Fire rate
- 468 RPM
- Magazine
- 5 shells
- Reload (per shell)
- 0.6 s
Damage is per pellet, before counting how many pellets hit. Spread shotguns stop dealing damage beyond their maximum range.
Reloads individual shells; this is the insertion cycle, not the time for a full empty reload. Start and end animations add time.
Zombies · base weapon stats
- Damage (per pellet)
- 130 → 15 × 8 pellets
- Fire rate
- 468.75 RPM
- Magazine
- 5 shells
- Reload (per shell)
- 0.6 s
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Each shell can land several pellets; range and pellet hits affect total damage.
Reloads individual shells; start and end animations add time to a full reload.

KAP-40
Fully automatic pistol.
Multiplayer · base weapon stats
- Damage (near → far)
- 45 → 19
- Fire rate
- 937 RPM
- Magazine
- 15 rounds
- Reload (loaded / empty)
- 1.5 / 1.85 s
Zombies · base weapon stats
- Damage (near → far)
- 150 → 100
- Fire rate
- 937.5 RPM
- Magazine
- 12 rounds
- Reload (loaded / empty)
- 1.5 / 1.85 s
- Head multiplier
- ×2.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Browning HP
Pistol from the campaign arsenal.
Campaign · base weapon stats
- Damage
- Not verified
- Magazine
- 10 rounds
The source documents magazine capacity but does not provide a verified Black Ops II campaign damage number.

Makarov
Pistol from the campaign arsenal.
Campaign · base weapon stats
- Damage
- Not verified
- Magazine
- 8 rounds
The source documents magazine capacity but does not provide a verified Black Ops II campaign damage number.

M1911
Pistol from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 20
- Fire rate
- 625 RPM
- Magazine
- 8 rounds
- Reload (loaded / empty)
- 1.63 / 1.8 s
- Head multiplier
- ×3.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Python
Pistol from the zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 1000 → 300
- Fire rate
- 625 RPM
- Magazine
- 6 rounds
- Reload (per shell)
- 0.65 s
- Head multiplier
- ×1.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Reloads individual shells; start and end animations add time to a full reload.

Remington New Model Army
Revolver found in Buried.
Zombies · base weapon stats
- Damage (near → far)
- 1000 → 300
- Fire rate
- 625 RPM
- Magazine
- 6 rounds
- Reload (loaded / empty)
- 3.25 / 3.25 s
- Head multiplier
- ×1.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Mauser C96
Starting pistol in Origins.
Zombies · base weapon stats
- Damage (near → far)
- 20
- Fire rate
- 625 RPM
- Magazine
- 8 rounds
- Reload (loaded / empty)
- 1.63 / 1.8 s
- Head multiplier
- ×3.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Shotguns

Remington 870 MCS
Pump-action shotgun.
Multiplayer · base weapon stats
- Damage (per pellet)
- 50 → 10 × 8 pellets
- Fire rate
- 80 RPM
- Magazine
- 8 shells
- Reload (per shell)
- 0.55 s
Damage is per pellet, before counting how many pellets hit. Spread shotguns stop dealing damage beyond their maximum range.
Reloads individual shells; this is the insertion cycle, not the time for a full empty reload. Start and end animations add time.
Zombies · base weapon stats
- Damage (per pellet)
- 310 → 15 × 4 pellets
- Magazine
- 6 shells
- Reload (per shell)
- 0.55 s
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Each shell can land several pellets; range and pellet hits affect total damage.
Reloads individual shells; start and end animations add time to a full reload.

S12
Semi-automatic shotgun.
Multiplayer · base weapon stats
- Damage (per pellet)
- 30 → 6 × 8 pellets
- Fire rate
- 468 RPM
- Magazine
- 10 shells
- Reload (loaded / empty)
- 3.05 / 3.7 s
Damage is per pellet, before counting how many pellets hit. Spread shotguns stop dealing damage beyond their maximum range.
Zombies · base weapon stats
- Damage (per pellet)
- 270 → 23 × 4 pellets
- Fire rate
- 468.75 RPM
- Magazine
- 10 shells
- Reload (loaded / empty)
- 3.05 / 3.7 s
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Each shell can land several pellets; range and pellet hits affect total damage.

KSG
Pump-action shotgun firing a single slug.
Multiplayer · base weapon stats
- Damage (slug)
- 200 → 45
- Fire rate
- 77 RPM
- Magazine
- 14 shells
- Reload (per shell)
- 0.567 s
- Head multiplier
- ×1.5
Fires one slug, so aim is more important than pellet spread.
Reloads individual shells; this is the insertion cycle, not the time for a full empty reload. Start and end animations add time.
Zombies · base weapon stats
- Damage (slug)
- 800 → 100
- Magazine
- 14 shells
- Reload (per shell)
- 0.567 s
- Head multiplier
- ×2
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Fires one slug rather than a pellet spread.
Reloads individual shells; start and end animations add time to a full reload.

M1216
Automatic shotgun with four-round magazine tubes.
Multiplayer · base weapon stats
- Damage (per pellet)
- 25 → 6 × 8 pellets
- Fire rate
- 225 RPM
- Magazine
- 16 shells
- Reload (loaded / empty)
- 3 / 3.5 s
Damage is per pellet, before counting how many pellets hit. Spread shotguns stop dealing damage beyond their maximum range.
Rotates to the next tube after every 4 shots; listed RPM includes this cycle.
Zombies · base weapon stats
- Damage (per pellet)
- 280 → 35 × 4 pellets
- Magazine
- 16 shells
- Reload (loaded / empty)
- 3 / 3.5 s
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Each shell can land several pellets; range and pellet hits affect total damage.

SPAS-12
Shotgun from the campaign arsenal.
Campaign · base weapon stats
- Damage
- Not verified
- Magazine
- 8 shells
The source documents magazine capacity but does not provide a verified Black Ops II campaign damage number.

Olympia
Shotgun from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (per pellet)
- 150 → 29 × 4 pellets
- Fire rate
- 212.014 RPM
- Magazine
- 2 shells
- Reload (loaded / empty)
- 3.3 / 3.9 s
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Each shell can land several pellets; range and pellet hits affect total damage.
Submachine Guns

MP7
Fully automatic submachine gun.
Multiplayer · base weapon stats
- Damage (near → far)
- 33 → 18
- Fire rate
- 937 RPM
- Magazine
- 40 rounds
- Reload (loaded / empty)
- 1.8 / 2.4 s
- Head multiplier
- ×1.1

PDW-57
Fully automatic submachine gun with a large magazine.
Multiplayer · base weapon stats
- Damage (near → far)
- 35 → 18
- Fire rate
- 750 RPM
- Magazine
- 50 rounds
- Reload (loaded / empty)
- 2.6 / 3.2 s
- Head multiplier
- ×1.1
Zombies · base weapon stats
- Damage (near → far)
- 90
- Fire rate
- 750 RPM
- Magazine
- 50 rounds
- Reload (loaded / empty)
- 2.6 / 3.2 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Vector K10
Fully automatic submachine gun.
Multiplayer · base weapon stats
- Damage (near → far)
- 33 → 18
- Fire rate
- 937 RPM
- Magazine
- 36 rounds
- Reload (loaded / empty)
- 2 / 2.61 s
- Head multiplier
- ×1.1

MSMC
Fully automatic submachine gun.
Multiplayer · base weapon stats
- Damage (near → far)
- 40 → 18
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.1 / 2.45 s
- Head multiplier
- ×1.1

Chicom CQB
Three-round burst submachine gun.
Multiplayer · base weapon stats
- Damage (near → far)
- 33 → 18
- Fire rate
- 1250 RPM
- Magazine
- 36 rounds
- Reload (loaded / empty)
- 2.1 / 2.7 s
- Head multiplier
- ×1.1
Zombies · base weapon stats
- Damage (near → far)
- 100 → 60
- Fire rate (within burst)
- 1250 RPM
- Magazine
- 40 rounds
- Reload (loaded / empty)
- 2.1 / 2.7 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Burst timing between groups of shots lowers the sustained rate.

Skorpion EVO
Rapid-firing automatic submachine gun.
Multiplayer · base weapon stats
- Damage (near → far)
- 33 → 18
- Fire rate
- 1250 RPM
- Magazine
- 32 rounds
- Reload (loaded / empty)
- 2 / 2.5 s
Zombies · base weapon stats
- Damage (near → far)
- 110 → 40
- Fire rate
- 1250 RPM
- Magazine
- 32 rounds
- Reload (loaded / empty)
- 2 / 2.5 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Peacekeeper
The Revolution DLC submachine gun; not part of the base-game arsenal.
Revolution DLCMultiplayer · base weapon stats
- Damage (near → far)
- 33 → 19
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2 / 2.5 s
- Head multiplier
- ×1.1

MP5
Submachine Gun from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 100 → 50
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.4 / 2.95 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

AK74u
Submachine Gun from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 120 → 80
- Fire rate
- 750 RPM
- Magazine
- 20 rounds
- Reload (loaded / empty)
- 2.1 / 2.8 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Uzi
Submachine Gun from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 100 → 60
- Fire rate
- 937.5 RPM
- Magazine
- 25 rounds
- Reload (loaded / empty)
- 2.4 / 3 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

M1927
Submachine gun found in Mob of the Dead and Origins.
Zombies · base weapon stats
- Damage (near → far)
- 90 → 60
- Fire rate
- 937.5 RPM
- Magazine
- 50 rounds
- Reload (loaded / empty)
- 2.15 / 2.65 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

MP40
Submachine gun in Origins.
Zombies · base weapon stats
- Damage (near → far)
- 110 → 60
- Fire rate
- 535.714 RPM
- Magazine
- 32 rounds
- Reload (loaded / empty)
- 2 / 2.55 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Assault Rifles

MTAR
Fully automatic assault rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 40 → 24
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.5 / 2.967 s
- Head multiplier
- ×1.2
Zombies · base weapon stats
- Damage (near → far)
- 140 → 100
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.5 / 2.967 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Type 25
Fully automatic assault rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 33 → 24
- Fire rate
- 937 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.375 / 3.05 s
- Head multiplier
- ×1.1
Zombies · base weapon stats
- Damage (near → far)
- 110 → 70
- Fire rate
- 937.5 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.375 / 2.945 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

SWAT-556
Three-round burst assault rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 40 → 33
- Fire rate
- 483 RPM overall; 937 RPM within burst
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.12 / 2.76 s
- Head multiplier
- ×1.4

FAL OSW
Semi-automatic assault rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 55 → 40
- Fire rate
- 625 RPM
- Magazine
- 25 rounds
- Reload (loaded / empty)
- 2.15 / 2.7 s
- Head multiplier
- ×1.2

M27
Fully automatic assault rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 33 → 24
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.029 / 2.8 s
- Head multiplier
- ×1.2
Zombies · base weapon stats
- Damage (near → far)
- 150 → 100
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.029 / 2.56 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

SCAR-H
Fully automatic assault rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 45 → 33
- Fire rate
- 625 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.4 / 3 s
- Head multiplier
- ×1.2
Zombies · base weapon stats
- Damage (near → far)
- 210 → 100
- Fire rate
- 625 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.4 / 3 s
- Head multiplier
- ×3.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

SMR
Semi-automatic assault rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 59 → 49
- Fire rate
- 535 RPM
- Magazine
- 20 rounds
- Reload (loaded / empty)
- 2.75 / 3.2 s
- Head multiplier
- ×1.2
Zombies · base weapon stats
- Damage (near → far)
- 80 → 60
- Fire rate
- 535.714 RPM
- Magazine
- 20 rounds
- Reload (loaded / empty)
- 2.75 / 3.2 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

M8A1
Four-round burst assault rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 35 → 24
- Fire rate
- 789 RPM overall; 1,250 RPM within burst
- Magazine
- 32 rounds
- Reload (loaded / empty)
- 2.327 / 2.9 s
Zombies · base weapon stats
- Damage (near → far)
- 100 → 80
- Fire rate (within burst)
- 1250 RPM
- Magazine
- 32 rounds
- Reload (loaded / empty)
- 2.327 / 2.8 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Burst timing between groups of shots lowers the sustained rate.

AN-94
Automatic rifle with a faster opening two-shot burst.
Multiplayer · base weapon stats
- Damage (near → far)
- 40 → 24
- Fire rate
- 625 RPM sustained; 937 RPM opening pair
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.475 / 3.105 s
- Head multiplier
- ×1.2
Zombies · base weapon stats
- Damage (near → far)
- 120 → 75
- Fire rate (sustained)
- 625 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.475 / 3.105 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Opening shots fire faster than the sustained rate.

Colt M16A1
Assault Rifle from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 100 → 70
- Fire rate (within burst)
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.029 / 2.36 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Burst timing between groups of shots lowers the sustained rate.

AK47
Assault Rifle from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 150 → 100
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.5 / 3.25 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Galil
Assault Rifle from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 150 → 100
- Fire rate
- 750 RPM
- Magazine
- 35 rounds
- Reload (loaded / empty)
- 2.25 / 2.925 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

FAL
Assault Rifle from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 160 → 130
- Fire rate
- 535.714 RPM
- Magazine
- 20 rounds
- Reload (loaded / empty)
- 2.4 / 2.9 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

M14
Assault Rifle from the zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 105 → 80
- Fire rate
- 625 RPM
- Magazine
- 8 rounds
- Reload (loaded / empty)
- 2.4 / 3.45 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Magazine is 8 rounds despite the larger visible magazine model.

STG-44
Assault rifle in Origins.
Zombies · base weapon stats
- Damage (near → far)
- 120 → 70
- Fire rate
- 750 RPM
- Magazine
- 30 rounds
- Reload (loaded / empty)
- 2.15 / 2.8 s
- Head multiplier
- ×4.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Sniper Rifles

SVU-AS
Semi-automatic sniper rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 70
- Fire rate
- 416 RPM
- Magazine
- 12 rounds
- Reload (loaded / empty)
- 3 / 3.5 s
- Head multiplier
- ×1.5
- Torso multipliers (upper / mid / lower)
- ×1 / ×1 / ×1
The damage figure is base bullet damage. Body-location multipliers determine one-shot kills; suppressors change some arm multipliers.
Zombies · base weapon stats
- Damage (near → far)
- 550
- Fire rate
- 416.667 RPM
- Magazine
- 12 rounds
- Reload (loaded / empty)
- 3 / 3.5 s
- Head multiplier
- ×7
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

DSR 50
Bolt-action sniper rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 98
- Fire rate
- 40 RPM
- Magazine
- 5 rounds
- Reload (loaded / empty)
- 3.4 / 4 s
- Head multiplier
- ×2
- Torso multipliers (upper / mid / lower)
- ×1.5 / ×1.5 / ×1.5
The damage figure is base bullet damage. Body-location multipliers determine one-shot kills; suppressors change some arm multipliers.
Zombies · base weapon stats
- Damage (near → far)
- 800 → 550
- Magazine
- 4 rounds
- Reload (loaded / empty)
- 3.4 / 4.25 s
- Head multiplier
- ×10
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Ballista
Bolt-action sniper rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 95
- Fire rate
- 47 RPM
- Magazine
- 7 rounds
- Reload (loaded / empty)
- 3.1 / 3.75 s
- Head multiplier
- ×2
- Torso multipliers (upper / mid / lower)
- ×1.5 / ×1.5 / ×1
The damage figure is base bullet damage. Body-location multipliers determine one-shot kills; suppressors change some arm multipliers.
Zombies · base weapon stats
- Damage (near → far)
- 150
- Magazine
- 8 rounds
- Reload (loaded / empty)
- 3.1 / 3.75 s
- Head multiplier
- ×4
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

XPR-50
Semi-automatic sniper rifle.
Multiplayer · base weapon stats
- Damage (near → far)
- 95
- Fire rate
- 375 RPM
- Magazine
- 8 rounds
- Reload (loaded / empty)
- 3.5 / 4.1 s
- Head multiplier
- ×2
- Torso multipliers (upper / mid / lower)
- ×1.5 / ×1.5 / ×1
The damage figure is base bullet damage. Body-location multipliers determine one-shot kills; suppressors change some arm multipliers.

Dragunov
Sniper Rifle from the campaign arsenal.
Campaign · base weapon stats
- Damage
- Not verified
- Magazine
- 10 rounds
The source documents magazine capacity but does not provide a verified Black Ops II campaign damage number.

Barrett M82A1
Sniper Rifle from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 600 → 500
- Fire rate
- 416.667 RPM
- Magazine
- 5 rounds
- Reload (loaded / empty)
- 3.2 / 3.5 s
- Head multiplier
- ×10
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Light Machine Guns

Mk 48
Belt-fed automatic light machine gun.
Multiplayer · base weapon stats
- Damage (near → far)
- 49 → 30
- Fire rate
- 625 RPM
- Magazine
- 100 rounds
- Reload (loaded / empty)
- 8 / 8 s
- Head multiplier
- ×1.2

QBB LSW
Automatic light machine gun.
Multiplayer · base weapon stats
- Damage (near → far)
- 35 → 20
- Fire rate
- 937 RPM
- Magazine
- 75 rounds
- Reload (loaded / empty)
- 3.75 / 4.6 s

LSAT
Belt-fed automatic light machine gun.
Multiplayer · base weapon stats
- Damage (near → far)
- 40 → 24
- Fire rate
- 750 RPM
- Magazine
- 100 rounds
- Reload (loaded / empty)
- 7 / 7 s
- Head multiplier
- ×1.2
Zombies · base weapon stats
- Damage (near → far)
- 195 → 90
- Fire rate
- 750 RPM
- Magazine
- 100 rounds
- Reload (loaded / empty)
- 7 / 7 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

HAMR
Automatic light machine gun with a faster initial burst.
Multiplayer · base weapon stats
- Damage (near → far)
- 40 → 24
- Fire rate
- 625 RPM sustained; 937 RPM first 7 shots
- Magazine
- 75 rounds
- Reload (loaded / empty)
- 4.25 / 4.8 s
- Head multiplier
- ×1.2
Zombies · base weapon stats
- Damage (near → far)
- 190 → 120
- Fire rate (sustained)
- 625 RPM
- Magazine
- 125 rounds
- Reload (loaded / empty)
- 4.25 / 4.8 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Opening shots fire faster than the sustained rate.

M60
Light Machine Gun from the campaign arsenal.
Campaign · base weapon stats
- Damage
- Not verified
- Fire rate
- 625 RPM
- Magazine
- 100 rounds
The source documents magazine capacity but does not provide a verified Black Ops II campaign damage number.

RPD
Light Machine Gun from the campaign / zombies arsenal.
Zombies · base weapon stats
- Damage (near → far)
- 140 → 100
- Fire rate
- 750 RPM
- Magazine
- 100 rounds
- Reload (loaded / empty)
- 7.5 / 7.5 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

MG08/15
Machine gun in Origins.
Zombies · base weapon stats
- Damage (near → far)
- 200 → 110
- Fire rate
- 750 RPM
- Magazine
- 100 rounds
- Reload (loaded / empty)
- 4.2 / 5.1 s
- Head multiplier
- ×3
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Launchers

SMAW
Launcher that can fire freely or lock onto aircraft.
Multiplayer · base weapon stats
- Damage (explosion)
- 150 → 70 inner → outer blast
- Damage (direct impact)
- 1000
- Magazine
- 1 rocket
- Reload
- 2.5 s
Blast damage depends on distance from the explosion; direct impact is listed separately. Flak Jacket and vehicle damage rules can change the result.

FHJ-18 AA
Lock-on anti-vehicle launcher.
Multiplayer · base weapon stats
- Damage (explosion)
- 175 → 25 inner → outer blast
- Damage (direct impact)
- 200
- Magazine
- 1 rocket
- Reload
- 2.5 s
Blast damage depends on distance from the explosion; direct impact is listed separately. Flak Jacket and vehicle damage rules can change the result.
Requires a vehicle lock; its explosion numbers are not a normal free-fire anti-player damage profile.

RPG
Free-fire rocket launcher.
Multiplayer · base weapon stats
- Damage (explosion)
- 150 → 70 inner → outer blast
- Damage (direct impact)
- 150
- Magazine
- 1 rocket
- Reload
- 3.292 s
Blast damage depends on distance from the explosion; direct impact is listed separately. Flak Jacket and vehicle damage rules can change the result.
Zombies · base weapon stats
- Damage (direct impact)
- 600
- Damage (explosion)
- 320 → 100 inner → outer blast
- Magazine
- 1 rocket
- Reload (loaded / empty)
- 3.292 / 3.292 s
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

RPG-7
Launcher from the campaign arsenal.
Campaign · base weapon stats
- Damage
- Not verified
- Magazine
- 1 rocket
The source documents magazine capacity but does not provide a verified Black Ops II campaign damage number.

FIM-92 Stinger
Launcher from the campaign arsenal.
Campaign · base weapon stats
- Damage
- Not verified
- Magazine
- 1 missile
- Reload
- 3 s
The source documents magazine capacity but does not provide a verified Black Ops II campaign damage number.
Specials

Assault Shield
A deployable shield in the multiplayer primary slot.
Multiplayer · base weapon stats
- Damage (melee)
- 70
- Magazine
- Not applicable

Ballistic Knife
A special weapon that launches its knife blade.
Multiplayer · base weapon stats
- Damage (melee)
- 300
- Damage (blade impact)
- 250
- Magazine
- 1 blade
- Reload
- 1.1 s
Zombies · base weapon stats
- Damage (blade impact)
- 500
- Damage (melee)
- 500
- Magazine
- 1 blade
- Reload (loaded / empty)
- 1.5 / 1.5 s
- Head multiplier
- ×1.5
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.

Crossbow
A special weapon firing explosive bolts.
Multiplayer · base weapon stats
- Damage (explosion)
- 150 → 25 inner → outer blast
- Damage (direct impact)
- 40
- Magazine
- 3 bolts
- Reload
- 2.85 s
Blast damage depends on distance from the explosion; direct impact is listed separately. Flak Jacket and vehicle damage rules can change the result.

Combat Knife
The multiplayer melee weapon used with no equipped firearm.
Multiplayer · base weapon stats
- Damage (melee)
- 150
- Magazine
- Not applicable

Death Machine
A minigun available as a multiplayer scorestreak and in Mob of the Dead.
Multiplayer · scorestreak stats
- Damage (near → far)
- 35 → 20
- Fire rate
- 1666 RPM
- Magazine
- 200 rounds
- Head multiplier
- ×1.4
The scorestreak supplies 200 rounds and cannot be reloaded.
Zombies · base weapon stats
- Damage (per bullet)
- 200 → 100
- Fire rate
- 1200 RPM
- Magazine
- 150 rounds
- Reload (loaded / empty)
- 4.45 / 4.45 s
- Head multiplier
- ×2
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
The configuration emits 3 bullets per firing cycle; the listed damage is per bullet.

War Machine
A grenade launcher; a scorestreak in multiplayer, also found in campaign and Zombies.
Multiplayer · scorestreak stats
- Damage (explosion)
- 135 → 75 inner → outer blast
- Damage (direct impact)
- 100
- Fire rate
- 240 RPM
- Magazine
- 6 rounds
- Reload (per shell)
- 0.55 s
Blast damage depends on distance from the explosion; direct impact is listed separately. Flak Jacket and vehicle damage rules can change the result.
Reloads individual shells; this is the insertion cycle, not the time for a full empty reload. Start and end animations add time.
Zombies · base weapon stats
- Damage (direct impact)
- 200
- Damage (explosion)
- 450 → 125 inner → outer blast
- Magazine
- 6 shells
- Reload (per shell)
- 0.55 s
Unupgraded Zombies configuration; no Pack-a-Punch or perk bonuses.
Reloads individual shells; start and end animations add time to a full reload.

Minigun
Special from the campaign arsenal.
Campaign stats
- Damage
- Not verified
- Fire rate
- 1,666 RPM
- Magazine
- 999 rounds
- Reserve ammo
- 0 rounds
Campaign Minigun; the damage value is not stated in the linked Black Ops II reference.

Storm PSR
Campaign sniper rifle with a charged shot and penetrating scope.
Campaign stats
- Damage
- 150 (uncharged)
- Magazine
- 30 rounds
- Charge
- 2–5 rounds
- Reload
- 4.0 seconds
Charging consumes multiple rounds and increases material penetration.

Manual Crossbow
Special from the campaign arsenal.
Campaign stats
- Damage
- Not verified
- Magazine
- 1 bolt
- Starting reserve
- 15 bolts
- Maximum reserve
- 32 bolts
Explosive bolts only. The linked Black Ops II reference does not state a numeric damage value.

Titus-6
Campaign flechette launcher with an alternate two-round-burst shotgun mode.
Campaign — flechette stats
- Damage
- Not verified
- Magazine
- 3 rounds
- Burst
- 3 rounds
- Fire rate
- 600 RPM within burst
- Reload
- 2.9 seconds
Fires explosive flechettes. Its single burst empties the magazine; reload time limits sustained firing.
Campaign — buckshot stats
- Damage
- Not verified
- Magazine
- 10 rounds
- Burst
- 2 rounds
- Fire rate
- 600 RPM within burst
- Reload
- 2.9 seconds
Alternate shotgun mode. Numeric damage is not stated in the linked reference.

MM1 Grenade Launcher
Special from the campaign arsenal.
Campaign stats
- Damage
- Not verified
- Magazine
- 24 grenades
- Fire rate
- 120 RPM
- Maximum reserve
- 48 grenades
Semi-automatic launcher. Numeric explosive damage is not stated in the linked Black Ops II reference.

Valkyrie Launcher
Special from the campaign arsenal.
Campaign stats
- Damage
- Not verified
- Magazine
- 1 rocket
- Maximum reserve
- 2 rockets
- Reload
- 3.0 seconds
TV-guided mission weapon in Pyrrhic Victory. Numeric damage is not stated in the linked Black Ops II reference.
Wonder Weapons

Ray Gun
The classic explosive energy weapon in Zombies.
Zombies — base weapon stats
- Direct-hit damage
- 1,000
- Splash damage
- 1,500–300
- Magazine
- 20 blasts
- Fire rate
- 181 RPM
- Reload
- 3.0 seconds
Base weapon. Splash damage falls with distance from the explosion.

Sliquifier
Buildable wonder weapon in Die Rise.
Zombies — base weapon stats
- Damage
- Scaled to round 100 zombie health
- Magazine
- 10 blasts
- Reserve ammo
- 40 blasts
- Fire rate
- About 171 RPM
- Reload
- 4.0 seconds
Hits spread a lethal chain reaction; floor liquid alone makes enemies slip. Damage is governed by the round-100 health limit.
Sliquifier — BOII game mechanics · Sliquifier — BOII weapon data · Sliquifier — Black Ops II

Blundergat
Mob of the Dead wonder weapon; can be converted into the Acid Gat.
Zombies — base weapon stats
- Damage per pellet
- 500–300
- Pellets per shot
- 7
- Magazine
- 1 round
- Reload
- 2.55 seconds
Base weapon. Damage falls with distance; pellets spread horizontally.

Ray Gun Mark II
Three-round burst wonder weapon introduced with Vengeance.
Zombies — base weapon stats
- Body damage (community reference)
- 2,300
- Headshot damage (community reference)
- 50,000
- Magazine
- 21 blasts
- Reload
- 2.98 seconds
Community reference figures. Raw BOII weapon data lists 2,000 damage; the discrepancy remains unresolved. Fires 3-round bursts.
Ray Gun Mark II — Black Ops II · Ray Gun Mark II — BOII weapon data

Paralyzer
Buried wonder weapon with a continuous slowing beam.
Zombies — base weapon stats
- Beam damage
- 40 base per damage tick; increases while firing
- Ammo
- Unlimited
- Overheat meter
- 115
- Resume firing at
- 100 or below
The beam first slows enemies, then applies variable damage that increases during sustained exposure. It has no fixed bullet-damage number.

Staff of Ice
One of the four buildable elemental staffs in Origins.
Zombies — base staff stats
- Impact damage
- 2,050
- Magazine
- 6 blasts
- Reserve ammo
- 60 blasts
Base staff in BOII Origins. Zombies freeze before shattering.
Staff of ice — BOII game mechanics · Staff of ice — BOII weapon data · Staff of Ice — Origins · Black Ops II Zombies weapon comparison

Staff of Fire
One of the four buildable elemental staffs in Origins.
Zombies — base staff stats
- Impact damage
- 2,050
- Burn damage
- 75 per second (base staff)
- Magazine
- 9 blasts
- Reserve ammo
- 90 blasts
Base staff in BOII Origins. Burn damage follows the initial hit.
Staff of fire — BOII game mechanics · Staff of fire — BOII weapon data · Staff of Fire — Origins · Black Ops II Zombies weapon comparison

Staff of Wind
One of the four buildable elemental staffs in Origins.
Zombies — base staff stats
- Damage in cone
- 2,050
- Magazine
- 3 blasts
- Reserve ammo
- 40 blasts
Base staff in BOII Origins. The blast damages targets in its wind cone.
Staff of wind — BOII game mechanics · Staff of wind — BOII weapon data · Staff of Wind — Origins · Black Ops II Zombies weapon comparison

Staff of Lightning
One of the four buildable elemental staffs in Origins.
Zombies — base staff stats
- Impact damage
- 2,050
- Magazine
- 12 blasts
- Reserve ammo
- 120 blasts
Base staff in BOII Origins. The freshly built staff starts with 9 loaded shots despite its 12-shot capacity.
Staff of lightning — BOII game mechanics · Staff of lightning — BOII weapon data · Staff of Lightning — Origins · Black Ops II Zombies weapon comparison

Thrustodyne Aeronautics Model 23
The Jet Gun: a buildable wonder weapon in TranZit.
Zombies — TranZit Jet Gun stats
- Damage
- Instant kill above rotor threshold
- Rotor threshold
- 40,000 RPM
- Continuous use
- About 6 seconds
- Full cooldown
- About 100 seconds
Uses heat instead of ammunition. Below the rotor threshold it deals 0 damage; reaching maximum heat breaks the gun. Rotor RPM is engine speed, not a firearm’s rate of fire.
Edition notes
Original 2012 Black Ops II and its DLC. Revolution, Uprising, Vengeance and Apocalypse were released for Xbox 360, PS3 and PC. Wii U received Nuketown 2025 but not these four packs. Nuketown Zombies is separate from Nuketown 2025.
Call of Duty: Black Ops II game imagery © Activision. Image references: Call of Duty Guide.
References
Covered edition: Original Black Ops II, with Revolution, Uprising, Vengeance and Apocalypse content. DLC availability varies by platform.
