Know your arsenal. Learn the maps.Call of Duty: Black Ops IIGUIDES
BLACK OPS II FIELD GUIDE

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 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Tac-45 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

B23R — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Executioner — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

KAP-40 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Browning HP — Black Ops II weapon
Campaign

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.

Call of Duty Guide · Black Ops II section

Makarov — Black Ops II weapon
Campaign

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.

Call of Duty Guide · Black Ops II section

M1911 — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

Python — Black Ops II weapon
Zombies

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.

Black Ops II · Zombies weapon configuration

Mauser C96 — Black Ops II weapon
Zombies

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.

Black Ops II · Zombies weapon configuration

Shotguns

Remington 870 MCS — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

S12 — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

KSG — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

M1216 — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

SPAS-12 — Black Ops II weapon
Campaign

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.

Call of Duty Guide · Black Ops II section

Olympia — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

Submachine Guns

MP7 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

PDW-57 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Vector K10 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

MSMC — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

Chicom CQB — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Skorpion EVO — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Peacekeeper — Black Ops II weapon
Multiplayer loadout

Peacekeeper

The Revolution DLC submachine gun; not part of the base-game arsenal.

Revolution DLC

Multiplayer · 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

Marvel4 · Black Ops II weapon stats

MP5 — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

AK74u — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

Uzi — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

M1927 — Black Ops II weapon
Zombies

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.

Black Ops II · Zombies weapon configuration

MP40 — Black Ops II weapon
Zombies

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.

Black Ops II · Zombies weapon configuration

Assault Rifles

MTAR — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Type 25 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

SWAT-556 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

FAL OSW — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

M27 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

SCAR-H — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

SMR — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

M8A1 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

AN-94 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Colt M16A1 — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

AK47 — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

Galil — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

FAL — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

M14 — Black Ops II weapon
Zombies

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.

Black Ops II · Zombies weapon configuration

STG-44 — Black Ops II weapon
Zombies

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.

Black Ops II · Zombies weapon configuration

Sniper Rifles

SVU-AS — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

DSR 50 — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Ballista — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

XPR-50 — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

Dragunov — Black Ops II weapon
Campaign

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.

Call of Duty Guide · Black Ops II section

Barrett M82A1 — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

Light Machine Guns

Mk 48 — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

QBB LSW — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

LSAT — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

HAMR — Black Ops II weapon
Multiplayer loadout

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

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

M60 — Black Ops II weapon
Campaign

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.

Call of Duty Guide · Black Ops II section

RPD — Black Ops II weapon
Campaign / Zombies

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.

Black Ops II · Zombies weapon configuration

MG08/15 — Black Ops II weapon
Zombies

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.

Black Ops II · Zombies weapon configuration

Launchers

SMAW — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

FHJ-18 AA — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

RPG — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

RPG-7 — Black Ops II weapon
Campaign

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.

Call of Duty Guide · Black Ops II section

Specials

Crossbow — Black Ops II weapon
Multiplayer loadout

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.

Marvel4 · Black Ops II weapon stats

Death Machine — Black Ops II weapon
Scorestreak / Zombies

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

War Machine — Black Ops II weapon
Scorestreak / Zombies

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.

Marvel4 · Black Ops II weapon stats

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.

Black Ops II · Zombies weapon configuration

Minigun — Black Ops II weapon
Campaign

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.

Minigun — Black Ops II

Storm PSR — Black Ops II weapon
Campaign

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.

Storm PSR — Black Ops II

Manual Crossbow — Black Ops II weapon
Campaign

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.

Manual Crossbow — Black Ops II

Titus-6 — Black Ops II weapon
Campaign

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.

Titus-6 — Black Ops II

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.

Titus-6 — Black Ops II

MM1 Grenade Launcher — Black Ops II weapon
Campaign

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.

MM1 Grenade Launcher — Black Ops II

Valkyrie Launcher — Black Ops II weapon
Campaign

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.

Valkyrie Launcher — Black Ops II

Wonder Weapons

Ray Gun — Black Ops II weapon
Zombies

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.

Ray Gun — BOII weapon data · Ray Gun — Black Ops II

Ray Gun Mark II — Black Ops II weapon
Zombies

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 — Black Ops II weapon
Zombies

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.

Paralyzer — BOII game mechanics · Paralyzer — Black Ops II

Thrustodyne Aeronautics Model 23 — Black Ops II weapon
Zombies

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.

Jet Gun — BOII game mechanics · Jet Gun — Black Ops II

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.