Modern Warfare 4 launches on Friday, October 23, 2026 with 33 weapons. That figure breaks down as 24 primaries, 8 secondaries and 1 melee weapon, spread across nine weapon classes. It is a deliberately tighter arsenal than recent Call of Duty launches, and the design logic shows: fewer guns, each with a clearer job.
Activision published the full launch roster on 19 October, naming all 33 by class with the Player Level each unlocks at. This guide lists what is actually confirmed by class, explains what each class is for, flags which weapons stood out in the beta, and is explicit about the gaps rather than filling them with guesses.
One thing to get straight before the list: a weapon count means less in MW4 than it did in previous games, because of Apex Attachments. More on that at the end.
The headline numbers
Thirty-three weapons at launch, nine classes, one melee weapon. The primary classes are assault rifles, SMGs, LMGs, marksman rifles, sniper rifles and shotguns. The secondary classes are pistols and launchers. Melee stands on its own.
The Riot Shield is handled separately rather than as a weapon class, and it works differently in MW4: it takes damage and breaks over time instead of being an indestructible wall. That is a real change from the games where a shield on your back was a permanent rear armour plate.
Season 1 arrives on November 6, and at least one post-launch weapon has already been shown alongside the launch arsenal, so the 33 figure is a launch-day number rather than a ceiling.

The launch arsenal by class
Below is every weapon publicly named so far, grouped by class. The role column is what the class is for in MW4's 6v6 maps, and the standout column is beta opinion only.
| Class | Named so far | What the class is for | Beta standout |
|---|---|---|---|
| Assault rifles | M4, Kastov 762, Patriot XMR, Hyeon Burst, Han 86 | The default pick on almost every map. Usable at every range, strongest in the mid band | M4, by a wide margin |
| SMGs | ISO Nightshade, X-58 NYX, PPSh-41 | Close quarters and movement. Fast handling, falls off hard past short range | ISO Nightshade |
| LMGs | Type 73, FiNN LMG | Holding lanes and suppressing. Big magazines, slow to bring up and reload | FiNN LMG, per one outlet |
| Marksman rifles | Oris 8.6, MAR-9 | Semi-auto precision between AR and sniper range | Oris 8.6 |
| Sniper rifles | KG-7 Vulcan, Signal 50 | Long sightlines and one-shot potential on Ground War and the bigger 6v6 maps | Disputed, sources disagree sharply |
| Shotguns | Rezi 12 | Room clearing and objective defence at knife range | Rezi 12 is the only one named |
| Pistols | .50 GS, Krait P68 | Secondary. Fast swap when a primary runs dry | Not meaningfully tested in the beta |
| Launchers | PILA | Secondary. Anti-vehicle and anti-killstreak | Essential on Ground War, situational on 6v6 |
| Melee | Combat Knife | The single melee weapon in the launch arsenal | Movement-focused play only |
Assault rifles and SMGs: where most games are decided
Five assault rifles are named and they cover distinctly different briefs. The M4 is the forgiving all-rounder and dominated the beta accordingly. The Kastov 762 is the opposite trade: higher damage for considerably more recoil, which rewards players who can actually control it and punishes everyone else. The Patriot XMR, Hyeon Burst and Han 86 landed mid-tier in most beta assessments, though one outlet rated the Han 86 as the most well-rounded rifle it tested, which is a good reminder that mid-tier in a beta is not a verdict.
The three named SMGs are a cleaner story. The ISO Nightshade was the beta's close-quarters answer and the second most used weapon overall. The X-58 NYX sat behind it without anybody calling it weak. The PPSh-41 is the interesting one, appearing on at least one best-guns shortlist and almost nowhere else.
For a ranked view of all of these with the beta caveats attached, see the MW4 weapon tier list.
LMGs, marksman rifles and snipers: the long-range half
Two LMGs are named, the Type 73 and the FiNN LMG. LMGs matter more in MW4 than in a pure 6v6 game because the launch map pool includes three Ground War maps alongside the 12 core 6v6 maps, and sustained fire across open ground is a real job there. One pre-launch guide was notably positive about the FiNN's versatility, which is not the usual reception for an LMG.
The two marksman rifles, Oris 8.6 and MAR-9, occupy the semi-auto space between AR and sniper. In Call of Duty these tend to be the sleeper class because they are over-represented in camo challenge requirements and under-represented in loadouts.
The two named snipers, KG-7 Vulcan and Signal 50, are the most contested weapons in the arsenal. One outlet put the KG-7 Vulcan among the five best guns in the beta and specifically praised using it while moving. Other rankings place it much lower. Do not commit a sniper grind on pre-launch information.

Shotguns, secondaries and the one melee weapon
Only one shotgun is named, the Rezi 12, widely called the best shotgun in the beta, which is easier to earn when it is the only one tested. With 24 primaries at launch there is almost certainly more than one shotgun in the arsenal.
On secondaries, 8 of the 33 weapons are secondaries and only 3 are named: the .50 GS and Krait P68 pistols and the PILA launcher. Secondaries are easy to ignore and should not be, for one reason: if MW4 follows its predecessors, camo and mastery challenges count them. The mastery camos guide covers why whether secondaries count toward the final camos is still an open question.
The melee slot holds exactly one weapon, the Combat Knife. For a 33-weapon arsenal that is a single mandatory grind nobody will enjoy if the camo chain requires it.
The weapons not on the published list yet
Every launch weapon now has an official name. The Mosin-Nagant arrives as a Marksman Rifle at Player Level 36 and the VEL 46 as an SMG at Level 5, both straight off Activision's list. Names such as Daewoo K2, GM6 Lynx and Knight's Armament LAMG still circulate in coverage, but those are the real-world firearms behind the already-named Han 86, Signal 50 and FiNN LMG rather than separate weapons.
The unlock curve is worth planning around, because it decides what you can even start levelling on day one. Each class opens at Player Level 4 with its anchor weapon - ISO Nightshade, Rezi 12, Finn LMG, MAR-9, KG-7 Vulcan, PILA - and then staggers the rest a long way out. The VEL 46 is early at Level 5, but Striga waits until 18, PPSh-41 until 30 and X-58 Nyx until 46. Snipers are the harshest: Astaroth .57 at 25 and Signal 50 all the way at 50. If you are chasing a class-wide camo, the back half of that list, not the challenges, is what sets your real timeline.
The gap matters for planning. If you intend to chase a camo that requires work across an entire class, the size of that class decides your timeline, and right now you cannot see the size of any class. Planning a full-arsenal grind before the in-game armoury is readable is guesswork.

Apex Attachments change what a weapon list means
MW4 adds Apex Attachments, and they are the reason a count of 33 undersells the arsenal. An Apex Attachment is a specialised unlock that changes how a weapon behaves rather than nudging a stat. Reported examples include underbarrel launchers and shotguns, throwing knives, a sniper variant that fires blades and a shotgun variant with explosive rounds.
Two mechanics make them significant. They unlock at max weapon level, so the grind itself is the gate. And they do not consume one of the five standard attachment slots, so an Apex Attachment is additive rather than a trade-off. Activision has reportedly said most weapons launch with their own, occasionally more than one.
In practice that means your 33-weapon arsenal behaves more like 50-plus configurations, and it makes getting weapons to max level the gate on the most interesting content rather than just a camo prerequisite. Which maps you are fighting on also matters, and the launch map list covers the 12 core 6v6 maps and the Ground War pool. The store's Modern Warfare 4 pages cover the levelling side if you would rather not do all 33 yourself.
Frequently Asked Questions
How many weapons are in MW4 at launch?
Thirty-three, reported as 24 primaries, 8 secondaries and 1 melee weapon, across nine weapon classes. Activision has publicly named roughly 19 of them as of 19 October 2026.
What are the nine weapon classes in MW4?
Assault rifles, SMGs, LMGs, marksman rifles, sniper rifles and shotguns as primaries, pistols and launchers as secondaries, and melee. The Riot Shield is handled separately rather than as one of the nine.
Which MW4 weapons have been confirmed by name?
The M4, Kastov 762, Patriot XMR, Hyeon Burst and Han 86 assault rifles, the ISO Nightshade, X-58 NYX and PPSh-41 SMGs, the Type 73 and FiNN LMGs, the Oris 8.6 and MAR-9 marksman rifles, the KG-7 Vulcan and Signal 50 snipers, the Rezi 12 shotgun, the .50 GS and Krait P68 pistols, the PILA launcher and the Combat Knife.
What is the best weapon in the MW4 arsenal?
In beta data the M4 was the runaway pick at roughly 59 per cent of loadouts, with the ISO Nightshade second at roughly 13 per cent. Both figures are beta-only and launch balance can change them.
What are Apex Attachments?
Specialised unlocks that change how a weapon behaves, such as underbarrel launchers or alternative ammunition. They unlock at max weapon level and do not take up one of the five normal attachment slots, so they sit on top of a full build.
Will more weapons be added after launch?
Yes. Season 1 begins on November 6, 2026 and at least one post-launch weapon has already been shown alongside the launch arsenal, so 33 is the launch-day count rather than the final one.