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Call of Duty: Infinite Warfare eGuide
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Contents

  • Single-Player
    • Campaign Boot Camp
      • For First-Time Players
      • For Call of Duty Veterans
      • The Retribution
      • Difficulty Levels
      • Collectibles
    • The Armory
      • Assault Rifles
      • LMGs
      • Sniper Rifles
      • SMGs
      • Shotguns
      • Handguns
      • Heavies
      • Tactical Equipment
      • Lethal Equipment
      • Scopes
      • Generic Attachments
    • Campaign Walkthrough
      • Rising Threat
      • Black Sky
      • Operation Port Armor
      • Target of Opportunity: Operation Taken Dagger
      • Target of Opportunity: Operation Phoenix
      • Target of Opportunity: Operation D-Con
      • Target of Opportunity: Operation Deep Execute
      • Operation Burn Water
      • Jackal Assault: Operation Safe Harbor
      • Jackal Assault: Operation Pure Threat
      • Jackal Assault: Operation Grave Robber
      • Jackal Assault: Operation Sudden DEath
      • Operation Dark Quarry
      • Jackal Assault: Operation Trace Kill
      • Operation Black Flag
      • Operation Blood Storm
    • Achievements
      • Achievement Tables
  • Multiplayer
    • What’s New?
    • Basic Training
      • Movement
      • HUD
      • Combat
      • Class Customization
    • Rigs
      • Customized Battle Armor
      • Warfighter
      • Merc
      • Synaptic
      • FTL
      • Stryker
      • Phantom
    • Arsenal
      • Weapons of War
      • Special Weapons
      • Assault Rifles
      • SMGs
      • LMGs
      • Sniper Rifles
      • Shotguns
      • Classic
      • Handguns
      • Launchers
      • Melee
    • Attachments
      • Overview
      • Sights
      • Sniper Sights
      • Shotgun Sights
      • Shared Upgrades
      • Ballistic Weapon Upgrades
      • Energy Weapons Upgrades
      • Sniper Rifle Attachments
      • Shotgun Attachments
      • Pistol Attachments
    • Equipment
      • Overview
      • Lethal
      • Tactical
    • Perks
      • Overview
      • Perk 1
      • Perk 2
      • Perk 3
    • Scorestreaks
      • Overview
      • Streaks
    • Multiplayer Maps
      • Overview
      • Breakout
      • Crusher
      • Scorch
      • Retaliation
      • Frontier
      • Grounded
      • Precinct
      • Frost
      • Throwback
      • Skydock
      • Mayday
      • Terminal
      • Dome
    • Game Modes
      • New Modes
      • Deathmatch Modes
      • Control Modes
      • Bomb Modes
      • Objective Modes
      • Bonus Modes
      • Multiplayer Goals
  • Spaceland Tours
    • Overview
    • Getting Started
    • The Zombie Hordes
    • Cash Only
    • Park Features
    • Park Quests
    • Surviving Spaceland
  • Call of Duty 4: Modern Warfare Multiplayer
    • Introduction
    • Basic Training
      • Multiplayer Overview
      • Weapons And Attachments
      • Weapon And Character Skins
      • Challenges
      • Custom Class Suggestions
      • Modes
      • Tactical Basics
    • Map Tactics
      • Ambush
      • Backlot
      • Bloc
      • Bog
      • Countdown
      • Crash
      • Crossfire
      • District
      • Downpour
      • Overgrown
      • Pipeline
      • Shipment
      • Showdown
      • Strike
      • Vacant
      • Wet Work
    • Clans
    • Fun
    • Master Unlockables List

Call of Duty: Infinite Warfare Guide › Single-Player › The Armory

SMGs

SMGs are the default secondary weapon and are a preferred weapon in multiplayer. They balance excellent mobility with good combat performance. The extra mobility is as high as with handguns, making them an ideal secondary to have if you prefer to sprint between cover when advancing on the enemy.

The limited range and accuracy of most SMGs means that they are rarely effective beyond medium range. (With the exception of the RPR Evo, which has an assault rifle mode.) If you find yourself in a situation where you are pinned down by snipers, you definitely want to have an AR, LMG, or sniper to back up your SMG, as it will be very difficult to get a kill shot on an enemy at extended range.

Scopes

All sniper rifles have access to the following scopes:

  • Scout Hybrid
  • Thermal
  • Reflex
  • VMC
  • Trojan
  • ELO

FHR-40

Full auto ballistic rifle. Offsets a modest range with an extreme fire rate, thanks to a unique magnetic bolt carrier.

Accuracy 30
Damage 42
Range 54
Fire Rate 86
Mobility 80
Unique Attachment: FMJ Rounds

Full metal jacket rounds allow the shots to penetrate thin walls and fire through cover.

Strategy

The FHR-40 burns through ammo as quickly as an LMG. This makes it ideal for a “spray and pray” backup weapon that can quickly take out multiple enemies at short range. Don’t expect to hit too much with the FHR beyond medium range. Even with Aim Down Sight and controlled fire bursts, the accuracy and damage of your shots will be imperfect.

Attachments
  • Suppressor
  • Rifled Barrel
  • Foregrip
  • Extended Mag

RPR Evo

Full auto ballistic firearm. Hold Switch Weapons to toggle Assault Rifle Mode. An integrated hybrid sight enhances longer-range engagements.

Accuracy 75
Damage 46
Range 62
Fire Rate 85
Mobility 80
Unique Attachment: Burst-Fire

Primary fire mode of the Ripper is switched to burst-fire, giving the weapon increased range and damage.

Accuracy –
Damage +5
Range +5
Fire Rate -7
Mobility –
Strategy

RPR Evo is a SMG/AR hybrid that is a good choice if you’re not sure what kinds of enemies you’re going to be facing on the upcoming level. You can use the Burst-Fire attachment to increase the accuracy of the weapon to be more like an assault rifle. However, the low damage means it will never quite be as powerful as the average AR.

Attachments
  • Suppressor
  • Rifled Barrel
  • Foregrip
  • Extended Mag

FHR-40 Counterweight

Modified FHR-40 scanned in Geneva that has built-in reduced recoil.

Accuracy 40
Damage 42
Range 54
Fire Rate 86
Mobility 80
Unique Attachment: FMJ Rounds

Full metal jacket rounds allow the shots to penetrate thin walls and fire through cover.

Strategy

The FHR-40 Counterweight is an improved version of the base FHR-40 weapon. The reduced recoil translates to better accuracy, which makes it more useful as an assault rifle stand-in.

Attachments
  • Suppressor
  • Rifled Barrel
  • Foregrip
  • Extended Mag

Karma-45

Full auto ballistic firearm. Built-in dual magazine provides faster reloads and increased ammo capacity.

Accuracy 70
Damage 48
Range 70
Fire Rate 78
Mobility 80
Unique Attachment: High-Cal Burst

Burst-fire Karma-45 that has increased stability and high caliber rounds. Rewards accuracy with increased damage output.

Accuracy +4
Damage +7
Range –
Fire Rate -3
Mobility –
Strategy

The Karma-45 is one of the default weapons of the SDF. You will find them frequently within levels. It’s a very good all-around SMG, but suffers from below average damage. Luckily, it has a very high fire rate; use it to spray bullets at enemies at medium- or close-range, and it will be effective.

Attachments
  • Suppressor
  • Rifled Barrel
  • Foregrip
  • Extended Mag

HVR

Full auto ballistic firearm. Popular with old Earth agencies for delivering high stopping power at range, despite a low fire rate.

Accuracy 72
Damage 62
Range 72
Fire Rate 77
Mobility 80
Unique Attachment: Akimbo

Hipfire two weapons.

Accuracy -10
Damage +20
Range –
Fire Rate +10
Mobility –
Strategy

The big advantage of the HVR is the coolness factor of being able to switch to akimbo full auto pistols at will. Of course going akimbo means you will blow through your ammo supply like crazy, so be sure to keep an eye out for nearby crates. Wait to use akimbo for when you are sure you have a ready supply to restock.

Attachments
  • Suppressor
  • Rifled Barrel
  • Foregrip
  • Extended Mag

Erad

Full auto energy firearm. A wide dispersion muzzle dampens recoil, providing highest accuracy in its class.

Accuracy 72
Damage 50
Range 66
Fire Rate 84
Mobility 80
Unique Attachment: Splitter

Converts the primary fire mode of the Erad to be slow firing, vertical-spread shot.

Accuracy –
Damage -7
Range –
Fire Rate +20
Mobility –
Strategy

The Erad is another common SDF weapon. You probably won’t be going out of your way to pick this in your secondary loadout, but it’s a solid performer if you are in need of a weapon in the field. The low damage and high fire rate means the best strategy for using the Erad is to fire in short bursts of rounds (5-10 rounds). This should be enough to kill most enemies, even if a few of the rounds go wide.

Attachments
  • Suppressor
  • Particle Amp
  • Foregrip
  • Ram Servo
  • Fusion Mag
  • Quickmag

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