
All Game Items
All Game Items in Call of Duty 4: Modern Warfare
This guide catalogues every item type found in Call of Duty 4: Modern Warfare, covering both the single-player campaign and multiplayer. Items are grouped logically, with explanations of function, acquisition methods, optimal usage, and notable synergies. Note that this game has no armor, consumables, or crafting materials—only weapons, equipment, perks, killstreak rewards, and collectibles.
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1. Primary Weapons (Multiplayer & Campaign)
Assault Rifles (Versatile, medium-to-long range)
| Weapon | Caliber | Role | Unlock (Multiplayer) | Campaign Availability |
|---|---|---|---|---|
| M4A1 | 5.56mm | All-round starter rifle. Good accuracy, moderate damage, 30-round magazine. | Level 1 (starting) | Multiple missions (e.g., "Crew Expendable", "Hunted") |
| M16A4 | 5.56mm | Three-round burst rifle. High damage per burst, excellent at medium range. | Level 41 | "Charlie Don't Surf", "Death from Above" |
| AK-47 | 7.62mm | High damage, slower fire rate, heavy recoil. Excellent stopping power. | Level 19 | "All Ghillied Up", "One Shot, One Kill" |
| G3 | 7.62mm | Semi-auto battle rifle. Very high damage, low magazine (20 rounds). | Level 52 | Not directly obtainable; used by enemies |
| M14 | 7.62mm | Semi-auto marksman rifle. Slightly more damage than G3 but slower fire rate. | Level 55 (unlock after prestige) | "No Fighting in the War Room" |
| Weapon | Caliber | Role | Unlock | Campaign |
|---|---|---|---|---|
| MP5 | 9mm | All-round SMG, low recoil, controllable. | Level 1 | "Crew Expendable", "Hunted" |
| Skorpion | 9mm | High fire rate, small magazine (20 rounds). Best in close quarters. | Level 28 | "Safehouse" (briefly) |
| P90 | 5.7mm | Unique bullpup SMG with 50-round magazine. Fast fire rate, good hipfire. | Level 37 | "Heat" (briefly) |
| AK-74u | 5.45mm | Hybrid of SMG and assault rifle. Good damage, moderate recoil. | Level 48 | "All Ghillied Up" |
| Weapon | Caliber | Role | Unlock | Campaign |
|---|---|---|---|---|
| M249 SAW | 5.56mm | 100-round belt. Good for holding down areas. | Level 22 | "Death from Above" |
| RPD | 7.62mm | 100-round belt. Higher damage than M249, but more recoil. | Level 45 | "One Shot, One Kill" (briefly) |
| Weapon | Caliber | Role | Unlock | Campaign |
|---|---|---|---|---|
| M40A3 | 7.62mm | Bolt-action. Excellent accuracy, one-shot kill to chest. | Level 8 | "All Ghillied Up", "One Shot, One Kill" |
| R700 | 7.62mm | Bolt-action, same damage as M40A3 but better scope clarity. | Level 33 | Not available in campaign |
| Dragunov | 7.62mm | Semi-auto sniper. Slightly less damage, faster follow-up shots. | Level 43 | "One Shot, One Kill" (AlAsad's gun) |
| M21 | 7.62mm | Semi-auto, high damage, low recoil. Excellent for aggressive sniping. | Level 50 (unlock after prestige) | "No Fighting in the War Room" |
| Weapon | Gauge | Role | Unlock | Campaign |
|---|---|---|---|---|
| W1200 | 12 gauge | Pump-action. One-shot kill at close range. | Level 16 | "Hunted" (briefly) |
| M1014 | 12 gauge | Semi-auto. Faster follow-up shots. | Level 34 | Not in campaign |
| Weapon | Type | Role | Unlock | Campaign |
|---|---|---|---|---|
| M9 | Pistol (9mm) | Standard semiauto. Good all-round secondary. | Level 1 | Multiple missions |
| USP .45 | Pistol (.45 ACP) | Higher damage than M9, lower magazine (12 rounds). | Level 13 | "Crew Expendable" |
| Desert Eagle | Pistol (.50 AE) | Very high damage, one-shot headshot. Low magazine (7 rounds). | Level 40 | "No Fighting in the War Room" |
| RPG-7 | Rocket launcher | Single-shot anti-vehicle/anti-infantry. Destroys helicopters, kills groups. | Level 25 | "Death from Above" (pickup) |
| M60E4 (actually an LMG) | Not a secondary; placed for clarity: LMG available in campaign only. |
2. Attachments (Multiplayer Only)
Unlocked by weapon rank. Each weapon has 3 attachment slots, but only 1 attachment can be equipped at a time (except some guns have integrated scopes).
| Attachment | Effect | Unlock Requirement | Best Used With |
|---|---|---|---|
| Red Dot Sight (RDS) | 1x reflex sight, no magnification. Improves target acquisition. | 25 kills with that weapon | All assault rifles, SMGs, LMGs |
| ACOG Scope | 4x zoom, but adds slight aiming delay. Best for medium range. | 50 kills | M16A4, G3, M14, RPD |
| Suppressor | Silences weapon; reduces damage range and muzzle flash. | 75 kills | MP5, AK-74u, M40A3 |
| Grip (Foregrip) | Reduces recoil (not visible in stats but noticeable). | 100 kills | AK-47, LMGs, M16A4 |
| Extended Magazines (for some weapons) | Increases magazine capacity by 10–20 rounds. | Specific weapon challenges | Not all weapons have it; e.g., P90 gets 50 -> 60 |
| No Attachment (Ironsights) | Default. Sometimes preferable for fast aiming. | None | Snipers (for challenge) |
3. Equipment (Lethal & Tactical)
Lethal Grenades
| Item | Effect | Use Case |
|---|---|---|
| Fragmentation Grenade | Cookable, 5-second fuse. High explosive damage, shrapnel kill radius ~5m. | Clearing rooms, area denial, killing groups. Cook to prevent throwback. |
| .50 Cal (this is a weapon, not equipment) | Not equipment. | |
| Claymore | Tripwire mine. One-shot kill. Can be placed on walls or floors. | Defending objectives, covering flanks. Do not place near teammates. |
| Special Grenade (M67) | Not in COD4. |
| Item | Effect | Use Case |
|---|---|---|
| Flashbang | Blinds and deafens enemies for ~2 seconds. | Pre-storming a room, disabling campers. |
| Smoke Grenade | Emits thick smoke screen for ~15 seconds. Block vision. | Covering objectives, reviving teammates (only in certain modes), masking movement. |
| Stun Grenade | Slows movement and blurs vision. | Synergizes with stun+flash combo, but flash is more common. |
4. Perks (Multiplayer Only)
Perks are passive abilities. Each class has three perk slots (Perk 1, Perk 2, Perk 3).
Perk 1 (Red)
| Perk | Effect | Unlock | Synergies |
|---|---|---|---|
| Bomb Squad | Highlights enemy explosives in red (via heartbeat sensor). | Level 1 | Use with Claymores to avoid traps. |
| RPG-7 (actually equipment) | |||
| C4 x2 | Replaces lethal grenade with two C4 charges (detonated manually). | Level 7 | Use with Martyrdom? No, Martyrdom is perk 3. Place on objectives. |
| Special Grenades x3 | Swap your tactical grenade for three of the same type (flash or stun). | Level 14 | Good for aggressive pushes. |
| Claymore x2 | Carry two claymores instead of one. | Level 21 | Defensive setups. |
| Frag x3 | Carry three frag grenades. | Level 31 | Lethal spam. |
| Perk | Effect | Unlock | Synergies |
|---|---|---|---|
| Stopping Power | 40% damage increase against players (not vehicles). | Level 1 | Essential for assault rifles, SMGs. Doubles one-shot potential for snipers to chest. |
| Juggernaut | 25% health increase (takes one extra bullet to kill). | Level 23 | Use with high-damage weapons like AK-47 or shotguns to survive longer in CQC. |
| UAV Jammer | Make you invisible to enemy radar when moving (crouch or walk still visible? Actually invisible completely). | Level 35 | Perfect for sneaky flankers, especially with silenced weapons. |
| Sonic Boom | Increases explosive damage radius by 25%. | Level 46 | For RPG, C4, frags. One-shot groups easier. |
| Sleight of Hand | Faster reload speed. | Level 53 | LMGs benefit greatly. Also good for shotguns and snipers. |
| Double Tap | Increases fire rate (actually decreases delay between shots). | Level 56 | Makes burst weapons like M16A4 fire faster. |
| Overkill | Carry two primary weapons (no secondary). | Level 59 | Pair sniper with SMG, or AR with shotgun. |
| Perk | Effect | Unlock | Synergies |
|---|---|---|---|
| Deep Impact | Bullets penetrate walls more efficiently (increased damage through surfaces). | Level 1 | Great for wallbanging common camping spots. |
| Martyrdom | Drop a live grenade when killed. | Level 17 | Annoying for enemies; pairs with Frag x3 for extra grenade. |
| Steady Aim | Increased hipfire accuracy. | Level 29 | SMGs, shotguns. |
| Extreme Conditioning | Sprint longer distance (double sprint time). | Level 38 | SMG rushers. |
| Dead Silence | Makes footsteps silent (no sound to enemies). | Level 44 | Snipers, flankers. |
| Iron Lungs | Increases breath-holding time while scoped (for snipers). | Level 51 | Essential for sniper rifle stability. |
| Eavesdrop | Hear enemy microphone (if they have it on). | Level 57 | Gimmicky; rarely useful. |
| Last Stand | Upon lethal damage, you switch to a pistol (slowly) and can fire before dying. | Level 60 | Use with Stopping Power to get kills after death. |
5. Killstreak Rewards (Multiplayer)
Earn by getting consecutive kills without dying. Three tiers.
| Killstreak | Reward | Effect | Unlock (default: all available from start) |
|---|---|---|---|
| 3 kills | UAV | Enemy positions shown on minimap as red dots for ~15 seconds. Ping pulses. | Always available |
| 5 kills | Airstrike | Call in a cluster of bombs along a line you mark. One-shot kill on direct hit. | Always available |
| 7 kills | Helicopter | An attack helicopter circles the map, firing at enemies for ~45 seconds. Hard to destroy. | Always available |
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6. Campaign-Only Items
Intel Laptops – Hidden collectibles. There are 30 Intel laptops scattered across missions. Collecting them unlocks cheats (like ragdoll mode, infinite ammo) and the "Eyes and Ears" achievement/trophy.
- Locations: Typically in non-obvious corners, on desks, under tables, or on rooftops. Example: M1 "Crew Expendable" – one on the bridge, one in the galley, one in the cargo hold.
- Use: No gameplay benefit during campaign, but completion unlocks rewards for subsequent playthroughs.
- M60E4 (LMG): High damage, 100-round belt. Found in "Death from Above" and "Ultimatum".
- G36C (Assault Rifle): Only in campaign (not multiplayer). Used by Price in flashback. High fire rate, moderate damage.
- M1911 (Pistol): Found in "No Fighting in the War Room".
- 25mm GAU-12: High explosive rounds, good for infantry.
- 40mm Bofors: Medium explosive, anti-vehicle.
- 105mm Howitzer: Devastating area damage, slow fire rate.
- Experience Points (XP): Earned by kills, assists, objectives (capture/defuse), headshots, win bonuses. XP determines rank (Level 1 to 55, then Prestige).
- Rank: Unlocks weapons (as listed), perks, and challenges. Prestige resets rank to 1 but gives a special icon; no new items.
- COD Points: Not present in this game (introduced in later titles). No microtransactions.
- Challenge Rewards: Complete challenges (e.g., 100 headshots with M4) to unlock weapon attachments (Red Dot, ACOG, etc.). No currency spent.
- No currency. You cannot buy items. All weapons are found on the ground or given by scripted events. Intel collection is purely for achievement/unlockables.
- Dogtags – Not an item, but a game mode (Kill Confirmed) wasn't in COD4. So no.
- Awards & Ribbons – In multiplayer, awards like "First Blood" or "Headshot" give bonus XP but no physical items.
- Create-a-Class – You can customize loadouts using any unlocked weapons, attachments, perks, and equipment. This is the core system; no separate "armor" or "consumables".
- "Stopping Power + Deep Impact" (Perk 2 & 3) with M16A4 makes it a wall-penetrating beast.
- "UAV Jammer + Silencer" (Perk 2 + attachment) on MP5 is the ultimate stealth class.
- "Sonic Boom + Frag x3" (Perk 2 + Perk 1) maximizes grenade lethality.
- "Last Stand + Stopping Power" can yield post-death kills but is risky.
- "Overkill" lets you carry a sniper rifle for long range and an SMG for close, covering all distances.
- "Martyrdom + Frag x3" – Mass chaos; dropped grenade often kills pursuers.
Weapon Pickups – In campaign, you can swap your weapon for enemy weapons found on the ground. These include the same primary and secondary weapons listed above, plus some exclusive variants:
Vehicle Weapons – In the AC-130 gunship mission ("Death from Above"), you use three weapons:
NV Goggles – Used in night vision missions ("All Ghillied Up"). No pickup, automatically equipped.
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7. Currencies and Progression
Multiplayer
Campaign
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8. Miscellaneous Items
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Important Synergies and Builds
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Acquisition Summary Table (Multiplayer)
| Item Type | How to Obtain |
|---|---|
| Weapons | Reach specific rank level (see tables above) |
| Attachments | Complete weapon-specific challenges (kills) |
| Equipment (Frag, Claymore, etc.) | Unlocked via rank (Frag default) |
| Tactical grenades | Unlocked via rank (Flash default) |
| Perks | Unlocked via rank (1st perk of each tier available at rank 1) |
| Killstreak rewards | Always available from rank 1 |
| Prestige rewards | Prestige icon; no items |
This covers all items in Call of Duty 4: Modern Warfare. Note that the game has no armor, consumables (like health packs), or materials. Equipment is limited to grenades. Use this guide to optimize your loadouts and understand what each piece does.