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    Weapon FAQ by ChozoZero

    Version: 1.00 | Updated: 12/17/10 | Printable Version | Search Guide | Bookmark Guide

    =======================================
    Call of Duty: Black Ops Weapon Data FAQ
    =======================================
    By ChozoZero
    
    =======================
    || Table of Contents || 
    =======================
    
    If you wish to skip to a specific section of the guide, just type Ctrl + F on 
    your keyboard, then type the code that appears in brackets to the left of the
    section name.
    
    0. Copyright and Other Information  [0CPR]
       A. Version History               [0VSH]
    
    1. Introduction                     [1INT]
       A. Reading the FAQ               [1RDF]
    
    2. Weapons                          [2WEP]
       A. Submachine Guns               [2SMG]
       B. Assault Rifles                [2ASR]
       C. Shotguns                      [2SHG]
       D. Light Machine Guns            [2LMG]
       E. Sniper Rifles                 [2SNR]
       F. Pistols                       [2PST]
       G. Specials                      [2SPC]
       H. Other                         [2OTH]
    
    3. Perks                            [3PRK]
       A. Perk 1                        [3PK1]
       B. Perk 2                        [3PK2]
       C. Perk 3                        [3PK3]
    
    4. Grenades and Equipment           [4G&E]
       A. Lethal                        [4LTL]
       B. Tactical                      [4TCT] 
       C. Equipment                     [4EQP]
       D. Attachments                   [4ATC]
    
    5. Contact Information              [5CTI]
    
    6. Closing Notes                    [6CSN]
    
    
    
    ================================================
    || 0. Copyright and Other Information  [0CPR] ||
    ================================================
    
    First and foremost, this guide was written by ChozoZero alone. This may be not 
    be reproduced under any circumstances except for personal, private use. It may 
    not be placed on any web site or otherwise distributed publicly without 
    advance permission. If you want to post this guide somewhere else, send me an 
    e-mail (my e-mail address is at the bottom of the FAQ) and I'll tell you if 
    it's OK. I still want credit for it, wherever you post it.
    
    That said, with all this talk of sharing information, where I got some of this
    information comes into question. The answer to that is Den Kirson's wonderful 
    site for Call of Duty information, 
    
    http://denkirson.xanga.com/735016527/black-ops/
    
    He takes his data directly from the game's files, meaning it is completely 
    accurate. Of course, some of the data (such as weapon unlock levels, price of 
    attachments, etc) comes from my own research with the game. If this guide 
    didn't have any info of my own to add, why would I be writing it? I wouldn't.
    
    I put this notice here and not in the closing because I don't want it to go 
    unnoticed just how helpful his site has been. Seriously.
    
    
    | 0A. Version History [0VSH] |
    
    - 1.00: This FAQ is created and uploaded. Hooray!
    
    
    
    =============================
    || 1. Introduction  [1INT] ||
    =============================
    
    Hello, and welcome to ChozoZero's Call of Duty: Black Ops Weapon Data FAQ! 
    This guide's intent is to give an unbiased, completely objective source of 
    information on the weapons in the game. Being such a popular franchise, lots 
    of rumors are spread, and the completely wrong and inaccurate weapon bars 
    provided in-game are no help. But doesn't Den Kirson's site already do that? 
    Well, I provide some of my own data, hoping to make this guide almost a Black 
    Ops weapon data singularity (which isn't a realistic goal, but I can hope). 
    There are some things from Den's site that I decided not to include because it 
    would be unneccessary or too confusing, so I cannot stress enough that if you 
    need more info, such as precise values for weapon recoil, go to the site 
    linked in the section above.
    
    Now that that's out of the way, you should know that this guide only applies to 
    Multiplayer. I have no data on anything in Campaign or Zombies. This is a 
    Multiplayer-only FAQ.
    
    Another small note: as far as I know, there is no character set that has the 
    symbol for CoD Points used in-game. Even if there was, I probably couldn't use 
    it as it's not a standard ASCII character. So, I will use the US Dollar symbol 
    ($) any time I need to mention CoD Points.
    
    
    | 1A. Reading the FAQ [1RDF] |
    
    Here is an example of what the weapon data will look like:
    
    Weapon Name
    
    Unlocked: Level at which this weapon is unlocked. (May include some additional 
    explanatory notes) Number in parentheses is cost to buy this weapon. 
    
    Damage: Amount of damage done per bullet. Sniper rifles are a special case - 
    instead of a damage category, they have a category listing one-shot and 
    two-shot kill areas. Will get more in-depth in a bit.
    
    Rate of fire: This is how fast this gun shoots. Units are RPM, or Rounds Per 
    Minute. This is included for most weapons, including three-round burst guns, 
    though it doesn't mean much for those. Even for semi-automatic guns this will 
    be listed; this is basically the fire cap for these guns, meaning that it isn't
    possible to shoot them any faster than this. This is calculated with an 
    unlimited magazine, so don't take this value to heart. 
    
    Reload time: Self-explanatory, how long it takes to reload in seconds. Number 
    in parentheses is how long it takes to reload from an empty magazine. These 
    take longer because there is an extra animation involved, such as pulling a 
    charging handle or rotating a bolt.
    Keep in mind that all weapons can be "reload canceled", meaning that the 
    bullets are added back in to the gun, but the animation isn't completed. This 
    is much more useful with longer-reloading weapons and without Sleight of Hand. 
    Speaking of which, Sleight of Hand simply cuts reload time in half.
    
    Clip size: Number of bullets in one clip of the gun. Number in parentheses is 
    with Extended Mags.
    
    Ammo count: Number of bullets in reserve for the gun. This does not count the 
    bullets that begin chambered in the gun. The exception is the weapons found in 
    the "other" category, which count the total ammo that can be held. Number in 
    parentheses is the maximum number of bullets that can be held in the gun. This 
    is how many extra bullets you begin with when you have Scavenger Pro. This 
    sub-category is omitted for the weapons in the "other" category because 
    Scavenger Pro does not affect them. They begin with full ammo (as far as I 
    know).
    
    Available attachments: Self-explanatory, the attachments that can be bought 
    for this particular gun. These appear in the order that they are listed
    in-game, which tends to be by price. There is a special section devoted to 
    them.
    
    Regarding damage - Players have 100 health in Core game modes. In Hardcore game 
    modes, this is reduced to only 30. This means that certain weapons gain a 
    distinct advantage in Hardcore that they would not have in Core. 
    Additionally, bullet damage drops off at longer ranges. This means that the 
    farther your bullets fly, the less damage they do to enemies. The first number 
    under the "damage" category is the highest possible damage done 
    (closer ranges). The second number is lowest possible damage (further ranges).
    Take for example the damage indicator 35-25. This means that bullets from this 
    gun, when first fired, do 35 damage. Over time, however, the damage done by 
    these bullets gradually drops down to 25, where they will stay until they hit 
    something or otherwise disappear. This gun is a three-shot to four-shot kill 
    in Core, and a one-shot to two-shot kill in Hardcore. Compare 40-30. 
    Three-shot to four-shot kill in Core, and always a one-shot kill in Hardcore. 
    These do not count bullets that penetrate surfaces, which are always weaker.
    
    Sniper rifles are unique in that they all technically do the same damage: 70 
    normally, 50 when silenced. The difference in kill area comes from the 
    multipliers done to certain areas of the body. Basically, a multiplier is added
    to the damage whenever a bullet hits different areas of the body. For one-shot
    kill areas, this multiplier is 1.5. Elsewhere, it is either 1.1 or 1.0. Keep
    in mind that sniper rifles will ALWAYS be a one-shot kill to the head, even 
    when silenced.
    
    All other guns have similar multipliers, though only for the head - 1.4x damage 
    done by bullets in the head. This effectively reduces the number of bullets 
    needed to kill by one. Everywhere else on the body has a mere 1.0x multiplier 
    on non-sniper guns.
    
    =======================
    || 2. Weapons  [2WEP]||
    =======================
    
    | 2A. Submachine Guns [2SMG] |
    
    MP5k
    Unlocked: Level 1 (in default SMG class/unlocked for use in custom class by 
    default)
    Damage: 40-20
    Rate of fire: 750 RPM
    Reload time: 2.9 (3.2)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, ACOG Sight, Red Dot Sight, Reflex Sight, 
    Suppressor, Rapid Fire
    
    Skorpion
    Unlocked: Level 7 ($2000)
    Damage: 50-20
    Rate of fire: 750 RPM
    Reload time: 2.35 (3.2)
    Clip size: 20 (30)
    Ammo count: 60 (160)
    Available attachments: Extended Mag, Grip, Dual Wield, Suppressor, Rapid Fire
    
    MAC-11
    Unlocked: Level 11 ($2000)
    Damage: 30-20
    Rate of fire: 937.5 RPM
    Reload time: 2.0 (2.67)
    Clip size: 20 (30)
    Ammo count: 60 (160)
    Available attachments: Extended Mag, Red Dot Sight, Reflex Sight, Grip, 
    Dual Wield, Suppressor, Rapid Fire
    
    AK74u
    Unlocked: Level 17 ($2000)
    Damage: 40-20
    Rate of fire: 750 RPM
    Reload time: 2.1 (2.8)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Grip, Suppressor, Grenade Launcher, Rapid Fire
    
    Uzi
    Unlocked: Level 23 ($2000)
    Damage: 30-20
    Rate of fire: 937.5 RPM
    Reload time: 2.4 (3.25)
    Clip size: 32 (48)
    Ammo count: 96 (256)
    Available attachments: Extended Mag, ACOG Sight, Red Dot Sight, Reflex Sight, 
    Grip, Suppressor, Rapid Fire
    
    PM63
    Unlocked: Level 29 ($2000)
    Damage: 30-20
    Rate of fire: 937.5 RPM
    Reload time: 2.05 (2.85)
    Clip size: 20 (30)
    Ammo count: 60 (160)
    Available attachments: Extended Mag, Grip, Dual Wield, Rapid Fire
    
    MPL
    Unlocked: Level 35 ($2000)
    Damage: 30-20
    Rate of fire: 937.5 RPM
    Reload time: 2.25 (3.0)
    Clip size: 32
    Ammo count: 96 (256)
    Available attachments: Dual Mag, ACOG Sight, Red Dot Sight, Reflex Sight, Grip,
    Suppressor, Rapid Fire
    
    Spectre
    Unlocked: Level 41 ($2000)
    Damage: 30-20
    Rate of fire: 937.5 RPM
    Reload time: 2.3 (3.0)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, ACOG Sight, Red Dot Sight, Reflex Sight, 
    Grip, Suppressor, Rapid Fire
    
    Kiparis (Classified)
    Unlocked: After purchasing all other SMGs ($2000)
    Damage: 30-20
    Rate of fire: 937.5 RPM
    Reload time: 2.1 (2.65)
    Clip size: 20 (30)
    Ammo count: 60 (160)
    Available attachments: Extended Mag, ACOG Sight, Red Dot Sight, Reflex Sight, 
    Grip, Dual Wield, Suppressor, Rapid Fire
    
    
    
    | 2B. Assault Rifles [2ASR] |
    
    M16
    Unlocked: Level 1 (in default Assault class/unlocked for use in custom class by
    default)
    Damage: 40-30
    Rate of fire: ~450 (Three-round burst)
    Reload time: 2.03 (2.36)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Masterkey, Flamethrower, Infrared Scope, Suppressor, Grenade 
    Launcher
    
    Enfield
    Unlocked: Level 5 ($2000) 
    Damage: 35-25
    Rate of fire: 750 RPM
    Reload time: 2.45 (3.0)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Masterkey, Flamethrower, Infrared Scope, Suppressor, Grenade 
    Launcher
    
    M14
    Unlocked: Level 9 ($2000)
    Damage: 50-40
    Rate of fire: 625 RPM (Semi-automatic)
    Reload time: 2.4 (3.45)
    Clip size: 20 (30)
    Ammo count: 60 (160)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Grip, Masterkey, Flamethrower, Infrared Scope, Suppressor, 
    Grenade Launcher
    
    Famas
    Unlocked: Level 14 ($2000)
    Damage: 35-25
    Rate of fire: 937.5 RPM
    Reload time: 2.5 (3.3)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Masterkey, Flamethrower, Infrared Scope, Suppressor, Grenade 
    Launcher
    
    Galil
    Unlocked: Level 20 ($2000)
    Damage: 40-30
    Rate of fire: 750 RPM
    Reload time: 2.8 (3.8)
    Clip size: 35 (50)
    Ammo count: 105 (280)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Masterkey, Flamethrower, Infrared Scope, Suppressor, Grenade 
    Launcher
    
    AUG
    Unlocked: Level 26 ($2000)
    Damage: 35-25
    Rate of fire: 937.5 RPM
    Reload time: 2.6 (3.05)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Masterkey, Flamethrower, Infrared Scope, Suppressor, Grenade 
    Launcher
    
    FN FAL
    Unlocked: Level 32 ($2000)
    Damage: 50-40
    Rate of fire: 625 RPM (Semi-automatic)
    Reload time: 2.5 (3.1)
    Clip size: 20 (30)
    Ammo count: 60 (160)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Masterkey, Flamethrower, Infrared Scope, Suppressor, Grenade 
    Launcher
    
    AK47
    Unlocked: Level 38 ($2000)
    Damage: 40-30
    Rate of fire: 750 RPM
    Reload time: 2.5 (3.25)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Masterkey, Flamethrower, Infrared Scope, Suppressor, Grenade 
    Launcher
    
    Commando
    Unlocked: Level 44 ($2000)
    Damage: 40-30
    Rate of fire: 750 RPM
    Reload time: 2.05 (2.55)
    Clip size: 30 (45)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Masterkey, Flamethrower, Infrared Scope, Suppressor, Grenade 
    Launcher
    
    G11 (Classified)
    Unlocked: After purchasing all other Assault Rifles ($2000)
    Damage: 35-25
    Rate of fire: ~525 RPM (Three-round burst)
    Reload time: 2.7 (3.85)
    Clip size: 48
    Ammo count: 144 (384)
    Available attachments: Low Power Scope, Variable Zoom
    
    
    
    | 2C. Shotguns [2SHG] |
    
    Olympia
    Unlocked: Level 1 (in default CQB class/unlocked for use in custom class by 
    default)
    Damage: 40-10 x8
    Rate of fire: 212 RPM (Semi-automatic)
    Reload time: 3.3 (3.9) (Animation shows both shells going in separately, but 
    only adds them when they are both in)
    Clip size: 2
    Ammo count: 18 (40)
    Available attachments: None
    
    Stakeout
    Unlocked: Level 8 ($2000)
    Damage: 40-10 x8
    Rate of fire: 92.3 RPM (Pump-action)
    Reload time: 1.0 first, .57 additional
    Clip size: 4
    Ammo count: 12 (32)
    Available attachments: Grip
    
    SPAS-12
    Unlocked: Level 24 ($2000)
    Damage: 30-10 x8
    Rate of fire: 312.5 RPM (Semi-automatic)
    Reload time: 1.5 first, .57 additional
    Clip size: 8
    Ammo count: 24 (64)
    Available attachments: Suppressor
    
    HS10 (Classified)
    Unlocked: After purchasing all other Shotguns ($2000)
    Damage: 30-10 x8
    Rate of fire: 341 RPM (Semi-automatic)
    Reload time: 1.35 first, .65 additional
    Clip size: 4
    Ammo count: 12 (32)
    Available attachments: Dual Wield
    
     
    
    | 2D. Light Machine Guns [2LMG] |
    
    HK21
    Unlocked: Level 2 (unlocked with default LMG class/unlocked for use in custom 
    class by default) 
    Damage: 40
    Rate of fire: 750
    Reload time: 3.75 (4.75)
    Clip size: 30 (60)
    Ammo count: 90 (240)
    Available attachments: Extended Mag, ACOG Sight, Red Dot Sight, Reflex Sight, 
    Infrared Scope
    
    RPK
    Unlocked: Level 6 ($2000)
    Damage: 40
    Rate of fire: 750 
    Reload time: 4.0 (5.5)
    Clip size: 40 (80) 
    Ammo count: 120 (320)
    Available attachments: Extended Mag, Dual Mag, ACOG Sight, Red Dot Sight, 
    Reflex Sight, Infrared Scope
    
    M60
    Unlocked: Level 21 ($2000)
    Damage: 50-40
    Rate of fire: 535 RPM
    Reload time: 9.7 (9.7)
    Clip size: 100 (200)
    Ammo count: 100 (300)
    Available attachments: Extended Mag, ACOG Sight, Red Dot Sight, Reflex Sight, 
    Grip, Infrared Scope
    
    Stoner63 (Classified)
    Unlocked: After purchasing all other LMGs ($2000)
    Damage: 40
    Rate of fire: 937.5 RPM
    Reload time: 3.2 (3.8)
    Clip size: 30 (60)
    Ammo count: 90 (240)
    Available attachments: ACOG Sight, Red Dot Sight, Extended Mag, Infrared Scope,
    Reflex Sight
    
    
     
    | 2E. Sniper Rifles [2SNR] |
    
    Dragunov
    Unlocked: Level 3 (unlocked with default Sniper class/unlocked for use in 
    custom class by default)
    One shot kill areas: Head, Neck, Chest;  Two shots: Stomach, Limbs
    Rate of fire: 235 RPM (Semi-automatic)
    Reload time: 2.95 (3.75)
    Clip size: 10 (15)
    Ammo count: 30 (80)
    Available attachments: Extended Mag, ACOG Sight, Infrared Scope, Suppressor, 
    Variable Zoom
    
    WA2000
    Unlocked: Level 10 ($2000)
    One shot kill areas: Head, Neck, Chest;  Two shots: Stomach, Limbs
    Rate of fire: 235 RPM (Semi-automatic)
    Reload time: 3.2 (3.85)
    Clip size: 6 (12)
    Ammo count: 18 (48)
    Available attachments: Extended Mag, ACOG Sight, Infrared Scope, Suppressor, 
    Variable Zoom
    
    L96A1
    Unlocked: Level 27 ($2000)
    One shot kill areas: Head, Neck, Chest, Stomach, Shoulders/;  Two shots: Limbs
    Rate of fire: 60 RPM (Bolt-action)
    Reload time: 3.3 (3.5)
    Clip size: 5 (10)
    Ammo count: 15 (40)
    Available attachments: Extended Mag, ACOG Sight, Infrared Scope, Suppressor, 
    Variable Zoom
    
    PSG1 (Classified)
    Unlocked: After purchasing all other Sniper Rifles ($2000)
    One shot kill areas: Head, Neck, Chest;  Two shots: Stomach, Limbs
    Rate of fire: 235 RPM (Semi-automatic)
    Reload time: 3.2 (3.5)
    Clip size: 5 (10)
    Ammo count: 15 (40)
    Available attachments: Extended Mag, ACOG Sight, Infrared Scope, Suppressor, 
    Variable Zoom
    
    
    
    | 2F. Pistols [2PST] |
    
    ASP 
    Unlocked: Level 1 (in default SMG/Assault class/unlocked for use in custom 
    class by default) 
    Damage: 40-20
    Rate of fire: 937.5 RPM (Semi-automatic)
    Reload time: 1.25 (1.4)
    Clip size: 7
    Ammo count: 21 (56)
    Available attachments: Dual Wield
    
    M1911
    Unlocked: Level 1 (in default CQB class/unlocked for use in custom class by 
    default) 
    Damage: 40-20
    Rate of fire: 625 RPM (Semi-automatic)
    Reload time: 1.63 (1.8)
    Clip size: 7 (14)
    Ammo count: 21 (56)
    Available attachments: Upgraded Iron Sights, Extended Mag, Dual Wield, 
    Suppressor
    
    Makarov 
    Unlocked: Level 3 (unlocked with default Sniper class/unlocked for use in 
    custom class by default) 
    Damage: 40-20
    Rate of fire: 625 RPM (Semi-automatic)
    Reload time: 1.62 (1.92)
    Clip size: 8 (12)
    Ammo count: 24 (64)
    Available attachments: Upgraded Iron Sights, Extended Mag, Dual Wield, 
    Suppressor
    
    Python
    Unlocked: Level 18 ($1500)
    Damage: 50-30; 40-30 (Snub Nose)
    Rate of fire: 625 RPM (Semi-automatic)
    Reload time: 1.6 first, .65 additional; 2.6 (Speed Reloader)
    Clip size: 6
    Ammo count: 18 (48)
    Available attachments: ACOG Sight, Snub Nose, Speed Reloader, Dual Wield
    
    CZ75 (Classified)
    Unlocked: After purchasing all other pistols ($1500)
    Damage: 40-20; 30-20 (Full Auto Upgrade)
    Rate of fire: 625 RPM (Semi-automatic); 535 RPM (Full Auto Upgrade)
    Reload time: 1.63 (2.01)
    Clip size: 12 (18)
    Ammo count: 36 (96)
    Available attachments: Upgraded Iron Sights, Extended Mag, Dual Wield, 
    Suppressor, Full Auto Upgrade
    
    
    | 2G. Specials [2SPC] |
    
    Ballistic Knife
    Unlocked: Level 15 ($1500)
    Damage: One-shot kill
    Reload time: 
    Clip size: 1
    Ammo count: 1 (1), but shots fired can be picked up from the ground.
    
    Crossbow
    Unlocked: Level 33 ($1500)
    Reload time: 2.75
    Clip size: 1
    Ammo count: 1 (4)
    
    
    | 2H. Other [2OTH] |
    
    Masterkey (attachment)
    Unlocked: Purchase for assault rifles ($1000)
    Damage: 30-10 x8
    Rate of fire: 128.5 RPM
    Reload time: .7 first, .7 additional
    Clip size: 4
    Ammo count: 16 total
    
    Flamethrower (attachment)
    Unlocked: Purchase for assault rifles ($1000)
    Rate of fire: 600 RPM
    Reload time: 2.6
    Clip size: 100 (each projectile uses 4, making this really only 25)
    Ammo count: 2 canisters total
    
    Grenade Launcher (attachment)
    Unlocked: Purchase for assault rifles/AK74u ($3000)
    Reload time: 3.13
    Clip size: 1
    Ammo count: 2 total
    
    
    
    ======================
    || 3. Perks  [3PRK] ||
    ======================
    
    All Perks cost $2000, except for the first in each category, which is already
    unlocked at Level 4. To upgrade a Perk to pro status, three pro challenges
    must be completed. Once these are done, another $3000 must be spent to get the 
    benefit of the pro Perk in question.
    
    | 3A. Perk 1 [3PK1] |
    
    Lightweight: Move faster. Specifically, your movement speed is multiplied by 
    1.07x.
    -Pro: Take no fall damage.
    
    Scavenger: Replenish ammo and lethal grenades when walking over a pack - 
    these are dropped by killed enemies (even those you haven't personally killed).
    -Pro: Start with maximum ammo for guns. Replenish tactical grenades.
    
    Ghost: Invisible to Spy Planes and Spy Planes only.
    -Pro: Invisible to Infrared Scopes, aerial killstreaks, and Sentry Guns. 
    Additionally, enemies get no red name or crosshair when looking at you.
    
    Flak Jacket: Take less damage from explosives. Explosive damage is multiplied 
    by .35x. This means you can survive any explosion as long as it isn't directly 
    touching you (direct impact rocket, stuck with a crossbow, RC-XD, etc.)
    -Pro: Take much less damage from fire and resets fuse on thrown back grenades. 
    Fire damage is multiplied by .05x and frag fuse is reset to 2.5 seconds when 
    picked up.
    
    Hardline: Requirements for killstreak rewards are reduced by one.
    -Pro: Enables changing of Care Package crates and ONLY Care Package crates. 
    SAM Turret, Sentry Gun, and Valkyrie Rocket crates CAN NOT be changed. This 
    used to be so, but it was patched.
    
    
    | 3B. Perk 2 [3PK2] |
    
    Hardened: Penetrate walls and objects better. Reduces damage dropoff through 
    surfaces, and enables penetration from more angles.
    -Pro: Bullets do more damage to killstreaks, and view jumps around less when 
    shot. 1.25x multiplier for bullets done to killstreaks; .2x multiplier to view 
    kick.
    
    Scout: Hold breath with sniper scopes twice as long.
    -Pro: Weapon switching is twice as fast.
    
    Steady Aim: Hipfire spread is reduced. Hip spread multiplied by .65x.
    -Pro: Fire more quickly after sprinting; .6x multiplier to delay.
    
    Sleight of Hand: Reload time cut in half.
    -Pro: Aim down sight time cut in half, except for sniper rifles.
    
    Warlord: Two attachments on primary weapon, provided they are compatible. Can't
    have two underbarrel attachments (including Grip, Dual Mags, and Dual Wield) 
    or two sights.
    -Pro: Begin with one extra lethal and tactical grenade, Willy Pete exempted.
    
    
    | 3C. Perk 3 [3PK3] |
    
    Tactical Mask: Eliminates effects of Nova gas.
    -Pro: Flash and Stun grenades are much less effective on you. .1x multiplier to
    their effects. Also reveals the location of an enemy who is flashed/stunned.
    
    Marathon: Doubles amount of sprint.
    -Pro: Infinite sprint time.
    
    Ninja: Much quieter footsteps. .25x footstep noise.
    -Pro: Completely silent. Enemy noise is multiplied by 2.
    
    Second Chance: Take lethal damage, fall to the ground with pistol out. .5 
    seconds of invincibility after lethal damage, 10 seconds before death if not 
    killed manually. Dual wield and Full Auto attachments do not work in Second 
    Chance.
    -Pro: Lifetime is increased to 30 seconds. Can be revived by a teammate; this 
    takes 1.15 seconds.
    
    Hacker: Detect enemy equipment and grenades. They appear red and flashing.
    -Pro: Invisible to Motion Sensor. Sabotage enemy equipment and sentries. Crates
    stolen from the enemy become bombs, meaning that you get the killstreak, but 
    the crate is still there for the enemy to take, only to have it explode.
    
    
    =======================================
    || 4. Grenades and Equipment  [4G&E] ||
    =======================================
    
    | 4A. Lethal [4LTL] |
    
    Frag: Available from Level 1. Fragmentation grenade. Can be cooked by holding 
    the grenade button. Fuse is five seconds; the center crosshairs pulsate once 
    every second. Best cooked to three seconds, though optimal times vary 
    depending on range. 
    
    Semtex: $2000. Sticky grenade. Cannot be cooked, but explodes faster than frag.
    Gives enemy more time to react, though. Can be stuck to surfaces: walls, 
    floors, even enemies. Has the same blast radius as frag.
    
    Tomahawk: $2000. This game's throwing knife. Tap the grenade button to get a 
    very quick throw. Instant kill anywhere, but difficult to use. Can be picked 
    up and used again and again.
    
    
    | 4B. Tactical [4TCT] |
    
    Willy Pete: Available from Level 1. Smoke grenade that also does damage upon 
    detonation. Smoke screen lasts for 8 seconds. Grenade's explosion causes 20 
    damage near the center, and 10 near the edge. Spawn with one, even with 
    Warlord Pro.
    
    Nova Gas: $1500. Gas grenade that blurs vision, slows enemies, and does damage.
    13 damage is done every second while in the gas, meaning an enemy at full 
    health must be in it for 8 seconds to die. Can be countered with Tactical Mask. 
    Spawn with one, or two with Warlord Pro.
    
    Flashbang: $1500. Blinds and deafens enemies within its blast radius. Can 
    disable Sentry Guns and equipment temporarily. Can kill enemies in Second 
    Chance with just the effects. Spawn with two, or three with Warlord Pro.
    
    Concussion: $1500. Slows and deafens enemies, and impairs vision somewhat. Can 
    disable Sentry Guns and equipment temporarily. Can kill enemies in Second 
    Chance with just the effects. Spawn with two, or three with Warlord Pro.
    
    Decoy: $1500. Simulates gunfire. Makes gunshot noises, and makes red dots 
    appear on enemy radar. Friendly decoy grenades cause green dots to appear on 
    radar where they show red dots to the enemy. Keep in mind that firing still
    creates a red dot on enemy radar, but it is indistguishable from those created
    by a decoy. Spawn with one, or two with Warlord Pro.
    
    
    | 4C. Equipment [4EQP] |
    
    Camera Spike: $2000. A remote camera that can provide a view of the area 
    directly in front of where you place it. Replaces radar; can toggle between 
    the two by pressing D-pad up.
    
    C4: $2000. Plastic explosives that can be thrown and remotely detonated. 
    Sticks to walls, floors, ceilings, etc, but not players. Can be detonated by 
    double-tapping X or Square. Has the same blast radius as Frag and Semtex 
    grenades, but can't be thrown as far. You spawn with two.
    
    Tactical Insertion: $2500. Allows you to mark where you will respawn for your 
    next life. Enemies can destroy your tactical insertion, and you can move it 
    within a life. You can also choose to cancel it during the Killcam. Cannot be 
    used in Free-For-All game modes.
    
    Jammer: $2500. Disables enemy radar and equipment in its vicinity. Also 
    scrambles voice communications to the team ("Enemy spy plane above", etc, NOT 
    in-game voice chat) The closer the enemy is to the Jammer, the more scrambled 
    their radar and voice communications are.
    
    Motion Sensor: $5000. Detects enemies who are in its vicinity. Basically is a 
    localized spy plane that shows a red dot on the radar when an enemy is nearby. 
    The radius isn't that big, for balance reasons, so place it somewhere vital, 
    but less-traveled.
    
    Claymore: $5000. Placable, directional landmine that explodes when an enemy 
    enters its blast radius. Has a 120 cone of vision in front of it, and the 
    same blast radius as Frag and Semtex. When tripped, it makes a noise (though 
    it's much quieter than in MW2), and there is a .8 second delay between the 
    noise and detonation.
    
    
    | 4D. Attachments [4ATC] |
    
    This is a list of all the weapon attachments in the game, what they do, and 
    how much they cost. Listed in alphabetical order.
    
    ACOG Sight: $1000. Replaces iron sights on gun with ACOG sight. Enhanced zoom, 
    magnified recoil.
    
    Dual Mag: $1000. Changes the reload animation so that every other reload is 
    much faster, starting with the first. Also gives you two extra magazines on 
    spawn.
    
    Dual Wield: $1000. Gives you a second weapon to use in your other hand, but 
    disables sight aiming, thus hipfire only.
    
    Extended Mag: $1000. Gives extra ammo per magazine. This ammo is, in fact, 
    taken from the reserve ammo you begin with, meaning you begin with the same 
    number of rounds overall. Typically, rounds per magazine is increased by 1.5x.
    For LMGs, it is doubled.
    
    Flamethrower: $1000. Places an underbarrel flamethrower on your gun. Can be 
    switched to with D-pad left. Available on Assault Rifles.
    
    Full Auto Upgrade: $2000. Enables fully automatic firing. Available only on 
    CZ75.
    
    Grenade Launcher: $3000. Places an underbarrel grenade launcher on your gun. 
    Can be switched to with D-pad left. Grenades fired must travel a bit before
    they will explode. One-shot kill if directly impacted with a grenade; no range
    restriction on direct-impact kills. Available on Assault Rifles and AK74u.
    
    Grip: $1000. Reduces recoil. Incompatible with underbarrel attachments when 
    using Warlord.
    
    Infrared Scope: $2000. Replaces iron sights/scope with Infrared Scope. Enemies 
    are easier to distinguish. Recoil is magnified when aiming down this scope.
    
    Low Power Scope: $1000. Replaces iron sights with Low Power Scope. Enhanced 
    zoom. Available only on G11.
    
    Masterkey: $1000. Places an underbarrel shotgun on your gun. Can be switched 
    to with D-pad left.
    
    Rapid Fire: $3000. Increases fire rate of the weapon by 1.33x, but increases
    recoil too. Available on SMGs.
    
    Red Dot Sight: $1000. Replaces iron sights with Red Dot Sight. Customizable.
    
    Reflex Sight: $1000. Replaces iron sights with Reflex Sight. Customizable. 
    Sits higher above the gun than Red Dot Sight, but has a thicker frame.
    
    Snub Nose: $500. Shortens the barrel, adding accuracy while reducing damage 
    (which is the opposite of what similar procedures do in the real world). 
    Also makes it look cooler. Available only on Python.
    
    Speed Reloader: $1000. Quickens reload by replacing all rounds at once, 
    instead of one-by-one. Available only on Python.
    
    Suppressor: $2000. Adds a suppressor to the barrel of the gun. Makes firing 
    sounds quieter, eliminates muzzle flash, and prevents your red dot from 
    appearing on enemy radar when firing. On most guns, lowers your effective 
    range, making bullets do less damage more quickly. On the SPAS-12, there is no
    change.
    
    Upgraded Iron Sights: $250. Replaces the iron sights with better ones. 
    Available only on M1911, Makarov, and CZ75.
    
    Variable Zoom: $2000. Replaces scope with Variable Zoom scope. Three levels of 
    zoom - one less than normal scope, one more than normal scope, and one that is 
    the same as normal scope. Can be cycled through with B or Circle button. 
    Available on Sniper Rifles and G11.
    
    
    
    ===================================
    || 5. Contact Information [5CTI] ||
    ===================================
    
    If you need to contact the creator of this guide, ChozoZero, for anything, such
    as suggestions, errors, or other issues, send an e-mail to kyle5240@gmail.com. 
    Make the subject of the e-mail "Black Ops Weapon FAQ" so I know what the e-mail
    is about. If you send me something helpful, I'll credit you in the next 
    section.
    
    
    
    =============================
    || 6. Closing Notes [6CSN] ||
    =============================
    
    Special thanks to:
    
    - My friends, who helped me test some variables, and also for getting me into
    the Call of Duty franchise.
    
    - Den Kirson, for his site which provided lots of helpful data. I can't give 
    this guy enough credit. http://denkirson.xanga.com/735016527/black-ops/
    
    - CJayC and GameFAQs, for posting this guide and creating and maintaining a 
    wonderful site.
    
    - Treyarch, for making Black Ops.
    
    - You, the reader, for reading.
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    Copyright 2010 Kyle "ChozoZero" McLoughlin