At launch, expect Black Ops 6 to offer an exceptional arsenal of 33 different armaments to utilize, including 12 weapons all new to the franchise. As you begin to build your favorite Loadouts within a streamlined Weapons menu, and prepare for the Weapon Leveling to come, it’s worth considering the different types of weaponry available to you, how they unlock, and a closer look into a more accessible Gunsmith.
Primary Weapons (25)
Your main and usually hardest-hitting weapon utilized for most of your time in combat. Expect a varied and interesting selection of weapons in each category, as well as the individual Attachments for each Primary Weapon, which are – except for some Optics – unlocked as you level each weapon up. The Gunsmith is available for all Primary Weapons. Run the Wildcard “Overkill” if you wish to equip a second Primary Weapon in the Secondary Weapon slot. Choose from:
- Assault Rifles (7)[/*]
- SMGs (6)[/*]
- Shotguns (2)[/*]
- LMGs (3)[/*]
- Marksman Rifles (4)[/*]
- Sniper Rifles (3)[/*]
Secondary Weapons (6)
Your back-up weapon, used in emergency or context-specific situations. These weapons are carried in addition to the Primary Weapon you pick, and more adept Operators tend to choose a Secondary Weapon that complements their Primary Weapon in some way. Running the Overkill Wildcard will allow players to equip two Primary weapons, as well. The Gunsmith is available for Secondary Weapons. Choose from:
- Pistols (4)[/*]
- Launchers (2)[/*]
Melee Weapons (2)
Your third weapon is a close-quarters armament with no ranged ordnance. Bring out your Melee weapon using the same key or button press as Melee (for controllers, this is the Right thumbstick). Tap this for a gun butt melee. Hold to bring out your Melee weapon, which will remain equipped until you swap back to your Primary or Secondary. There’s also the Weapon Cycle setting (accessed via Controller > Combat > Dedicated Melee Weapon Activation > Hold Melee/Weapon Cycle), which allows players to use the weapon swap button to cycle between Primary, Secondary, and Melee weapons if they so choose. The Gunsmith is available for Melee Weapons (Cosmetics only). Choose from:
- Knife (1)[/*]
- Baseball Bat (1)[/*]
Player Levels: Weapon Unlock Criteria
All the launch weaponry in Black Ops 6 have specific unlock criteria, and this is related to your Player Progression (accessed via the Progression tab in the Barracks Menu). Gain Experience Points as you play matches to level up, then unlock weapons once you reach a particular Player Progression Level, as shown in the following table. Note that one weapon from each type or class is always immediately available in Default Loadouts and the rest are unlocked as you level up. Look for more information on Player Leveling later in this blog, and full details on all the Player Level Unlocks in the Launch Comms: Progression Blog.
Perk Notes: Equip the following to affect the use of your weaponry in a variety of different ways:
- Gung-Ho (Enforcer) reduces movement penalties when reloading or using Equipment and allows reloading while Tactical Sprinting.[/*]
- Dexterity (Enforcer) reduces weapon motion while jumping, sliding, and diving.[/*]
- Scavenger (Enforcer) allows ammo resupply from downed enemies.[/*]
- Bruiser (Enforcer) enables Melee kills to replenish health and earn extra score.[/*]
- Tracker (Recon) enables auto-pinging enemies when you ADS.[/*]
- Cold-Blooded (Recon) prevents thermal optics from targeting you.[/*]
- Fast Hands (Strategist) allows you to swap weapons faster.[/*]
Wildcard Notes: Equip the following to affect the use of your weaponry in a variety of different ways:
- Overkill allows you to equip any non-melee weapon in Primary and Secondary slots.[/*]
- Gunfighter allows you to receive three extra Attachment points for your Primary Weapon.[/*]
Primary Weapons (25)
Assault Rifles (7)
Attachment Types: Optic, Muzzle*, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, Fire Mods.
(*AS VAL has no Muzzle Attachment)
Medium range Primary Weapons. Average mobility, hard-hitting and versatile due to the available attachment options. Usually full-auto, with iron sights and ADS options for Optics.
XM4
MAGS: 3
MAG SIZE: 30
Available: Unlocked Immediately
Full-auto assault rifle. A well-rounded weapon with average accuracy, mobility, and power among its counterparts.
AK-74
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 10
Full-auto assault rifle. Imposing firepower with high damage at mid-to-long range balanced by a slower rate of fire and heavier recoil.
AMES 85
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 19
Full-auto assault rifle. Impressive accuracy and a suitable rate of fire make this an excellent weapon for mid to long range engagements.
GPR 91
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 28
Full-auto assault rifle. What this rifle lacks in raw power, it makes up for in spades with best-in-class handling and a decent rate of fire.
MODEL L
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 40
Full-auto assault rifle. Slow-firing and controllable with respectable damage, the Model L shines in calculated engagements at mid-range.
GOBLIN MK 2
MAGS: 4
MAG SIZE: 20
Available: Unlocked at Player Level 46
Semi-auto assault rifle. The Goblin Mk2 excels at short to mid ranges where its operator can take full advantage of its handling and impressive rate of fire.
AS VAL
MAGS: 5
MAG SIZE: 20
Available: Unlocked at Player Level 55
Full-auto assault rifle. Leads the way in stealth while remaining suitable for urban combat through its integrated suppressor and improved mobility.
SMGS (6)
Attachment Types: Optic, Muzzle, Barrel, Underbarrel*, Magazine, Rear Grip, Stock, Laser, Fire Mods.
(*PP-919 has no Underbarrel Attachment)
Medium to short-range Primary Weaponry, with good mobility and handling, though not quite as accurate as an AR. Iron sights and ADS options are available for Optics.
C9
MAGS: 4
MAG SIZE: 30
Available: Unlocked Immediately
Full-auto submachine gun. The C9 is a well-balanced weapon that performs reliably in all close to mid-range situations.
KSV
MAGS: 4
MAG SIZE: 30
Available: Unlocked at Player Level 7
Full-auto submachine gun. Fast to aim with manageable recoil and good damage. Perfect for a dexterous operator seeking broad proficiency.
TANTO .22
MAGS: 4
MAG SIZE: 30
Available: Unlocked at Player Level 16
Full-auto submachine gun. Slow-firing, but hard-hitting, the Tanto .22 is an easy-to-handle SMG with impressive mid-range performance.
PP-919
MAGS: 2
MAG SIZE: 64
Available: Unlocked at Player Level 37
Full-auto submachine gun. The PP-919 has the highest ammo counts in class, at the cost of some mobility and fire rate.
JACKAL PDW
MAGS: 4
MAG SIZE: 30
Available: Unlocked at Player Level 43
Full-auto submachine gun. Great mobility and handling make this an easy choice for operators who aggressively seek CQB engagements.
KOMPAKT 92
MAGS: 4
MAG SIZE: 30
Available: Unlocked at Player Level 49
Full-auto submachine gun. Chambered in 9mm with the fastest fire rate in class, the Kompakt 92 excels in close-range encounters.
Shotguns (2)
Attachment Types: Optic, Muzzle, Barrel, Underbarrel, Magazine*, Rear Grip*, Stock, Laser, Fire Mods.
(*ASG-89 only)
Advantageous at very close ranges, offering iron sights and ADS via Optics, and with correct Attachments, the ability to spray. Incredible firepower at the expense of range and accuracy.
Marine SP
MAGS: 4
MAG SIZE: 6
Available: Unlocked Immediately
Pump-action shotgun. Powerful and versatile with a short cycling time that allows for rapid target acquisition. Hand loaded with one-shot kill potential in close quarters.
ASG-89
MAGS: 4
MAG SIZE: 6
Available: Unlocked at Player Level 31
Semi-automatic shotgun. Capable of taking down multiple targets in quick succession thanks to its decent magazine size and solid rate of fire.
LMGs (3)
Attachment Types: Optic, Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, Fire Mods.
Primary Weapons with increased ammo capacity and a focus on medium to long-range takedowns. Iron sights and ADS available via Optics. Though Accuracy, Mobility and Handling are sacrificed (compared to ARs), this is balanced by impressive fire rates and fast sustained fire capabilities.
PU-21
MAGS: 3
MAG SIZE: 75
Available: Unlocked Immediately
Full-auto light machine gun. Deceptively lightweight and easy to aim with high damage. Rewards vigilance and careful recoil control.
XMG
MAGS: 3
MAG SIZE: 100
Available: Unlocked at Player Level 13
Full-auto light machine gun. Belt-fed with best-in-class ammo capacity, the XMG has a slower fire rate, but powerful sustained fire accuracy.
GPMG-7
MAGS: 3
MAG SIZE: 50
Available: Unlocked at Player Level 52
Full-auto light machine gun. Unparalleled ability to quickly neutralize threats thanks to a blistering fire rate and suitable long-range damage.
Marksman Rifles (4)
Attachment Types: Optic, Muzzle, Barrel, Underbarrel, Magazine, Rear Grip, Stock, Laser, Fire Mods.
Favoring an Operator with over-average skill, these burstor semi-auto Primary Weapons are optimal at medium to long ranges. ADS or iron sights available for Optics. Projectiles are hard-hitting and accuracy counts.
SWAT 5.56
MAGS: 3
MAG SIZE: 30
Available: Unlocked Immediately
Three-round burst DMR. The Swat 5.56 pairs strong stopping power with a fast burst cooldown for excellence at medium ranges.
Tsarkov 7.62
MAGS: 3
MAG SIZE: 20
Available: Unlocked at Player Level 22
Semi-auto DMR. The Tsarkov 7.62 sacrifices only some power in exchange for excellent handling, making it lethal in the hands of an accurate and mobile Operator.
AEK-973
MAGS: 3
MAG SIZE: 30
Available: Unlocked at Player Level 34
Three-round burst DMR. Great stability and a fast rate of fire within each burst allows the AEK-973 to land multiple shots on target even at long ranges.
DM-10
MAGS: 3
MAG SIZE: 20
Available: Unlocked at Player Level 43
Semi-auto DMR. Best in class stability and power make this the ideal marksman weapon for mid to long range engagements.
Sniper Rifles (3)
Attachment Types: Optic, Muzzle, Barrel, Magazine, Comb, Stock, Laser, Fire Mods, Stock Pad*.
(*LW3A1 Frostline only)
Normally set up to take down targets at extremely long ranges, these Primary Weapons favor ADS over iron sights when using Optics. Low mobility, and favoring a stable, patient Operator with a steady aim. Extremely high Firepower indicates one-shot takedown potential.
LW3A1 Frostline
MAGS: 4
MAG SIZE: 5
Available: Unlocked Immediately
Bolt-action sniper rifle. The LW3A1 Frostline has decent rate of fire and handling speeds, but substantial recoil. One shot kill to the head, upper chest, and upper arms. Hold the Left Thumbstick while ADS to steady.
SVD
MAGS: 3
MAG SIZE: 10
Available: Unlocked at Player Level 25
Semi-auto sniper rifle. Gas-operated Soviet sniper with modest vertical kick. Capable of landing precise follow-up shots. One skill kill to the head. Hold the Left Thumbstick while ADS to steady.
LR 7.62
MAGS: 4
MAG SIZE: 5
Available: Unlocked at Player Level 49
Bolt-action sniper rifle. The LR 7.62 delivers high damage with minimal recoil and slower handling. One shot kill to the head, chest, and arms. Hold the Left Thumbstick while ADS to steady.
Secondary Weapons (6)
Pistols (4)
Attachment Types: Optic, Muzzle, Barrel, Magazine, Rear Grip, Stock, Laser, Fire Mods.
Full or semi-auto Secondary Weapons, these excel at closer-range takedowns. Iron sights or ADS is available via Optics. Quick to swap to during a fight, and worth considering when finishing off an opponent.
9mm PM
MAGS: 3
MAG SIZE: 10
Available: Unlocked Immediately
Semi-auto pistol. With a decent rate of fire and standard handling, the 9mm PM is a masterclass in reliability and the easy choice for all close-quarter engagements.
Grekhova
MAGS: 3
MAG SIZE: 20
Available: Unlocked at Player Level 13
Full-auto pistol. Surprising accuracy combined with a fast rate of fire offsets the lower damage and smaller effective range of the Grekhova.
GS45
MAGS: 3
MAG SIZE: 10
Available: Unlocked at Player Level 28
Semi-auto pistol. The GS45’s .45 Auto rounds make this sidearm unmatched in close range stopping power.
Stryder .22
MAGS: 2
MAG SIZE: 30
Available: Unlocked at Player Level 40
Semi-auto pistol. The Stryder .22 excels at finishing off damaged opponents in the heat of combat thanks to its fast semi-automatic rate of fire and best in class handling.
Launchers (2)
Attachment Types: None.
Available in lock-on or free-fire variants, these bulky Secondary Weapons are useful for clearing groups of Operators, or against vehicles or technology such as Scorestreaks. Single load, with a sizeable bulk.
CIGMA 2B
MAGS: 2
MAG SIZE: 1
Available: Unlocked Immediately
Lock-on capable launcher. Can lock onto enemy Scorestreaks and vehicles. Fires a high-explosive 110-mm warhead for massive damage.
HE-1
MAGS: 3
MAG SIZE: 1
Available: Unlocked at Player Level 19
Free-fire rocket launcher. Fires a high-explosive 110-mm warhead for massive damage.
Melee Weapons (2)
Attachment Types: None.
Close-quarter battle (CQB) combat armaments offering vicious damage potential and arguably the fastest Mobility of any armament. No range capabilities.
Knife
MAGS: 1
MAG SIZE: 1
Available: Unlocked Immediately
One hit kill. Military-issue tactical knife well-suited for CQC scenarios where stealth, speed, and lethality are required.
Baseball Bat
MAGS: 1
MAG SIZE: 1
Available: Unlocked at Player Level 52
Two-hit kill. The aluminum bat is light enough for quick swings and heavy enough to inflict serious, blunt trauma on victims.
Weapon Menus: Loadouts, Gunsmith, and Attachments (MP, RBZ, WZ)
Loadouts
Your Loadout screen is familiar yet updated. Menus are mainly vertical, and the slots within a Loadout involve choosing armaments that differ slightly depending on the Mode you’re playing:
- Multiplayer: Choose three types of weapons (Primary, Secondary, Melee), three types of Equipment (Tactical, Lethal, and an MP-only Field Upgrade), three Perks (MP), an optional Specialty related to your Perk choice, and a Wildcard.[/*]
- Zombies: Choose two types of weapons (Primary or Secondary, and Melee), three types of Equipment (Tactical, Lethal, and a Zombies-only Field Upgrade), and a GobbleGum Pack (Zombies only).[/*]
- This blog details the first three Loadout slots (the Primary, Secondary, and Melee Weapons).[/*]
- You can add Loadouts, creating a maximum of ten.[/*]
- You can set one Loadout as your favorite. This Loadout acts as your default spawn class in games, and your Operator will carry the Primary Weapon in the Lobby.[/*]
- You can Rename, Duplicate, or Delete any Loadout.[/*]
Content Unlocks
You begin your Black Ops 6 journey with most of your Loadout items locked. There’s a wide variety of functional content to unlock on your journey through the 55 Player Levels. Every time you level up, be sure to check the Barracks > Progression > Level Unlocks menu (shown above) to ensure you’re aware of the unlocks you now have available to you. Expect between one and three unlocks per level.
Each specific unlock box in this menu has the game mode it applies to, or simply the BO6 logo if the item is available in all modes. The following type of content is unlockable, and usually adds to your existing item pools:
Loadouts (Default) (MP)
Loadouts (Custom) (MP)
Weapons (Primary) (MP, RBZ, WZ)
Weapons (Secondary) (MP, RBZ, WZ)
Weapons (Melee) (MP, RBZ, WZ)
Tacticals (MP, RBZ, WZ)
Lethals (MP, RBZ, WZ)
Field Upgrades (MP, WZ)
Field Upgrades (RBZ)
Perks (MP)
Wildcards (MP)
Scorestreaks (MP, RBZ, WZ)
Ammo Mods (RBZ)
GobbleGums (RBZ)
Operators (MP, RBZ, WZ)
Emotes (MP, RBZ, WZ)
Features (MP, RBZ, WZ)
Expect a full and thorough overview of how all your items unlock in the Launch Comms Blog 5: Progression.
The Firing Range
A familiar location to test your equipped Loadout weapons is available, and this comes with a few additions to help you continuously adjust a weapon build until you’re happy with it. Expect to utilize the following:
- Practice dummies to shoot at, at 10-, 25-, and 50-meter intervals.[/*]
- Dummies can have 0, 1, 2, or 3 Armor Plates added to them.[/*]
- You have almost limitless ammunition.[/*]
- The upper-left corner features a target elimination tracker, an accuracy tracker, and a damage tracker.[/*]
- A toggle feature allows you to optionally activate a Moving Target dummy, or a Recoil metal plate.[/*]
- Toggle Feature: Moving Target: A dummy drops down from the ceiling on a conveyor belt, and automatically moves back through the range as you connect with it using your weapon. Once you hit it at maximum range, it moves back to its initial position, and the process can be repeated.[/*]
- Toggle Feature: Recoil Target: A metal plate hangs from the ceiling around seven meters from your booth, allowing you to fire your weapon and view the bullet spread.[/*]
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