COD4 weapons: Roster, stats and MW4 links
COD4's 26 firearms with community-recorded multiplayer magazines, damage and fire rates, plus its five attachments and a careful MW4 comparison.
Which game’s figures are these?
Every magazine, damage and fire-rate figure below belongs to Call of Duty 4: Modern Warfare, the original game. Each weapon link is the community wiki page carrying its COD4-specific infobox. These are community-transcribed game data, not independent measurements by this wiki or publisher balance tables. They must never be copied into an MW4 stat card.
The community weapon template and killstreaks.com roster corroborate 26 firearms. The latter explicitly has no recorded weapon statistics yet, so it supports the names and count only. It does not independently verify the damage or rate values. Multiplayer is abbreviated MP; single-player is SP.
What are the original COD4 weapon figures?
The community sources linked beside each entry supply all values in that entry. Magazines below use regular COD4 MP capacities, excluding Old School multipliers. Damage ranges describe the source’s near-to-far profile, not measured time-to-kill. Rate means rounds per minute unless the entry explicitly says the MP value is not published in this reference.
- M16A4: magazine 30; damage 40–30; rate 937 within bursts; 459 overall RPM.
- M4 Carbine / M4A1: magazine 30; damage 30–20; rate MP rate not published in this reference; 800 is SP-only.
- AK-47: magazine 30; damage 40–30; 40–20 suppressed or Red Dot; rate 705 RPM.
- G3: magazine 20; damage 40–30; rate 1200 maximum RPM.
- G36C: magazine 30; damage 30–20; rate 759 RPM.
- M14: magazine 20; damage 50–40; rate 1200 maximum RPM.
- MP44 / STG-44: magazine 30; damage 40–30; rate 600 RPM.
- MP5: magazine 30; damage 40–20; rate 800 RPM.
- Skorpion: magazine 20; damage 50–20; rate 857 RPM.
- Mini-Uzi: magazine 32; damage 30–20; rate 952 RPM.
- AK-74u: magazine 30; damage 40–20; rate 800 RPM.
- P90: magazine 50; damage 30–20; rate 937 RPM.
- M249 SAW: magazine 100; damage 30; rate 937 RPM.
- RPD: magazine 100; damage 40; rate 705 RPM.
- M60E4: magazine 100; damage 50–40; rate 600 RPM.
- M40A3: magazine 5; damage 70; 75 with ACOG; rate 65 RPM.
- M21: magazine 10; damage 70; rate 1200 RPM.
- Dragunov: magazine 10; damage 70; rate 1200 RPM.
- R700: magazine 4; damage 70; rate 65 RPM.
- Barrett .50cal: magazine 10; damage 70; rate 1200 RPM.
- W1200: magazine 7 shells; damage 40–10 per pellet, eight pellets; rate 80 RPM.
- M1014: magazine 4 shells; damage 30–10 per pellet, eight pellets; rate 300 RPM.
- M9: magazine 15; damage 40–20; rate 1200 RPM.
- USP .45: magazine 12; damage 40–20; rate 1200 RPM.
- M1911 .45: magazine 8; damage 40–20; rate 1200 RPM.
- Desert Eagle: magazine 7; damage 50–30; rate 1200 RPM.
Which stat-reading mistakes matter?
The M1911 link deliberately uses M1911/Modern Warfare. Its COD4 sub-page distinguishes the multiplayer magazine from the single-player magazine. The parent M1911 article opens with a different game’s weapon data; quoting that leading infobox would import the wrong gun record. This is why the game section matters more than a familiar weapon name.
For M4A1, the supplied community infobox extraction labels its rate as single-player. Its multiplayer rate is not published in this reference, so the SP figure is explicitly labelled rather than silently converted into an MP fact. The M16A4 entry also distinguishes within-burst cadence from overall cadence; neither is a continuous automatic firing rate.
The G3, M14 and pistol entries report the original game’s maximum semi-automatic cadence. They do not promise that a player will sustain it, and Remastered’s limits are different records. Shotgun damage is given per pellet with the pellet count stated, rather than presenting a perfect-hit total as every trigger pull’s guaranteed result.
What attachments did COD4 have?
The community attachment history records five attachment categories and one equipped attachment per COD4 weapon: Red Dot Sight, ACOG Scope, Silencer, Grip and grenade launcher. The launcher is M203 except that the AK-47 uses GP-25. Availability varies by weapon; the category list does not mean every gun accepts every attachment. The community MP44 record lists no available attachments.
COD4 had no Gunsmith. The modern multi-slot Gunsmith belongs to Modern Warfare (2019), a separate release. MW4 reinvents that later system; it does not revive a COD4 Gunsmith. MW4’s exact attachment-slot count is not published in the supplied reference, and a cap from MW2019 cannot fill that field.
Which names connect to MW4?
The community comparison identifies Desert Eagle returning as .50 GS in MW4’s roster. This is a recognizable weapon identity with a changed display name, rather than a literally identical roster label. COD4’s M4 Carbine and MW4’s M4 are related names, but not grounds for claiming an unchanged specification. Their damage profiles and cadence cannot be carried between games.
The Activision launch roster establishes 33 weapons for MW4, while the COD4 total above counts firearms under its own community roster convention. COD4’s RPG-7 is handled through a perk rather than added to that firearm table. The COD4 perk reference explains that equipment relationship.
What is excluded from this comparison?
COD4’s Stinger and Javelin are single-player entries; they are not additional multiplayer firearms here. Remastered-only weapons, the separate Mobile game and Modern Warfare (2019) are also excluded. The legacy overview explains why title and edition boundaries matter.
MW4 damage, time-to-kill, recoil and effective-range measurements remain not published in the available records. See the MW4 weapon database for its source coverage. A precise COD4 number does not close an MW4 evidence gap.
Sources
- Community COD4 weapon template — roster; individual COD4 infoboxes are linked above.
- killstreaks.com COD4 weapons — identity only.
- Community attachment history and MW4 article — comparison context.
- Activision launch roster — MW4 total and .50 GS.
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