Call of Duty: Black Ops 7 ships with 30 base weapons on November 14, 2025, spanning six primary classes, two secondary categories, and a dedicated melee slot. Treyarch’s revamped loadouts also introduce Overclocks — mid‑match upgrades that can make Equipment hit harder, Field Upgrades charge faster, or Scorestreaks cost less. Below is a category‑by‑category breakdown of the guns and combat tools confirmed so far, plus the full perk slate and how Combat Specialties work. A subset of these items will be playable in the all‑platform beta running October 2–8.

Primary weapons (launch lineup and confirmed picks)

Six primary classes anchor the arsenal. The lists below call out the weapons shown to date; each class will receive additional entries at launch.

Assault rifles — versatile and mid‑range focused

  • M15 Mod 0: full‑auto AR tuned for balanced damage, range, and handling; reliable across most fights.
  • MXR‑17: full‑auto with strong accuracy and reach, traded off against mobility and fire rate.
  • Peacekeeper Mk1: agile, fast‑handling full‑auto that kicks harder and loses steam at distance.

SMGs — high mobility for close quarters

  • Graz 45k: balanced SMG with dependable CQB power and controllable recoil.
  • Dravec 45: extremely stable at longer SMG ranges; less bursty up close.
  • Razor 9mm: extreme rate of fire; shorter reach and slower handling.
  • Plus three more SMGs at launch.

Shotguns — close‑range control

  • M10 Breacher: pump‑action “charge” shotgun; hold the trigger to tighten hip‑fire and ADS spread.
  • Echo 12: double‑barrel that fires two semi‑auto shots before rechambering; strong follow‑up burst potential.
  • One more shotgun at launch.

LMGs — sustained fire, slower movement

  • MK.78: full‑auto with high damage and a big mag; weighed down by handling and mobility.
  • One more LMG at launch.

Marksman rifles — precise, mid‑to‑long range

  • M8A1: four‑round burst with high per‑burst damage and a quick internal cadence; moderate burst cooldown.
  • Two more marksman rifles at launch.

Sniper rifles — long‑range lethality

  • VS Recon: bolt‑action with quick rechambering, moderate recoil, and stability.
  • XR‑3 Ion: three‑round burst sniper with high power and low recoil; slower handling and a short pre‑fire delay.
  • One more sniper at launch.

Secondary weapons

Pistols

  • Jäger 45: semi‑auto sidearm with very fast follow‑up shots and minimal kick.
  • CODA 9: full‑auto pistol with high DPS; strong recoil and a shorter effective range.
  • One more pistol at launch.

Launchers

  • A.R.C. M1: charge‑to‑fire energy launcher; the beam pierces targets and shreds vehicles/Scorestreaks.
  • One more launcher at launch.

Melee weapons

  • Flatline MK.II: dedicated melee with high damage and a moderate swing speed.
  • One more melee weapon at launch.

Note: Operators always carry a dedicated melee slot. The riot shield is also confirmed to return.


Loadouts, Gunsmith, and Overclocks

You can save up to 10 custom loadouts and tweak them mid‑match. Gunsmith returns with up to five attachment slots by default (expandable via the Gunfighter Wildcard). A new Build Code system lets you share/import exact weapon setups at launch (usable only with items you’ve unlocked).

Overclocks are match‑earned upgrades applied to Tacticals, Lethals, Field Upgrades, and Scorestreaks. Each eligible item has two Overclocks you can unlock through use, such as faster Field Upgrade charge, lower Scorestreak costs, or bigger blast/stun effects.


Tactical equipment (launch list with Overclocks)

  • Stun Grenade: slows aim and movement
    • Overclock 1: longer stun duration
    • Overclock 2: stronger movement slow while stunned
  • EMP Grenade: disables/destroys electronics, counters Equipment and Scorestreaks
    • Overclock 1: larger disruption radius
    • Overclock 2: can be cooked to emit extra EMP bursts
  • Flashbang: blinds and deafens
    • Overclock 1: wider full‑flash angle (harder to avoid by looking away)
    • Overclock 2: cook for additional detonations
  • Stim Shot: rapid healing
    • Overclock 1: cleanses debuffs
    • Overclock 2: short movement speed boost
  • Pinpoint Grenade: scans for enemies; close targets get tagged with removable trackers
    • Overclock 1: longer lifetime and bigger detection radius
    • Overclock 2: tagged enemies appear on allied minimaps
  • Psych Grenade: impact detonation releases a lingering hallucinogenic gas cloud
    • Overclock 1: longer effect duration
    • Overclock 2: gas also deals damage over time
  • Also at launch: Smoke Grenade, Decoy Grenade, Hunter Bot (a hovering counter‑gadget that seeks enemy Equipment/Field Upgrades/Scorestreaks and explodes on impact).

Lethal equipment (launch list with Overclocks)

  • Frag: cookable fragmentation grenade
    • Overclock 1: more lethal explosive charge
    • Overclock 2: longer throw; cooking shows an arc indicator
  • Sticky Grenade: timed grenade that sticks to surfaces or players
    • Overclock 1: more lethal charge
    • Overclock 2: can be cooked
  • Cluster Grenade: spawns mini‑grenades on detonation
    • Overclock 1: can be cooked
    • Overclock 2: adds an extra mini‑grenade
  • Combat Axe: one‑hit kill throwing axe that can ricochet
    • Overclock 1: faster ready speed
    • Overclock 2: faster, farther throws
  • Point Turret: mini deployable sentry that automatically engages enemies
    • Overclock 1: higher rate of fire
    • Overclock 2: can be mounted on walls/ceilings
  • Needle Drone: small flying drone that explodes on impact; toggle auto/manual control
    • Overclock 1: more lethal explosive charge
    • Overclock 2: manual mode boost dash
  • Also at launch: C4, Molotov.

Field Upgrades (beta‑ready with Overclocks)

  • Assault Pack: resupplies ammo and equipment
    • Overclock 1: charges faster
    • Overclock 2: extra score on eliminations
  • Drone Pod: launches aerial drones that seek and explode near enemies
    • Overclock 1: faster drone launches
    • Overclock 2: leaves a minimap icon at detonation
  • Trophy System: destroys incoming projectiles
    • Overclock 1: charges faster
    • Overclock 2: +2 explosive charge ammo
  • Active Camo: brief partial invisibility
    • Overclock 1: gunfire only reveals you temporarily (doesn’t end the cloak)
    • Overclock 2: longer duration and faster charge
  • Echo Unit: holographic decoy that can capture/hold objectives
    • Overclock 1: bright flash when enemies approach, briefly stunning them
    • Overclock 2: faster charge
  • Squad Link: deployed node that boosts score and improves ally effectiveness in range
    • Overclock 1: wider coverage area
    • Overclock 2: nearby allies recharge Field Upgrades faster; more earned score
  • Also at launch: Scrambler, Fear Trap (neurotoxic gas trap causing hallucinations/disorientation), Black Hat (aim to hack enemies/equipment/Scorestreaks), Mute Field (quiet steps, minimap concealment, and temporary Scorestreak targeting immunity).

Wildcards

  • Gunfighter: three extra attachments on your primary weapon.
  • Overkill: equip any non‑melee weapon in both primary and secondary slots.
  • Perk Greed: one extra Perk.
  • Also at launch: Prepper, High Roller, Flyswatter, Tac Expert, Danger Close, and Specialist (replaces Scorestreaks with three additional Perks earned at 200/400/600 score, with all remaining eligible Perks awarded at 1,200 score).

Perks (complete launch list)

Every loadout takes three Perks, one from each slot. Perks are tagged by color to denote their Combat Specialty (Enforcer = red, Recon = blue, Strategist = green).

PERK 1 SLOT

  • Gung Ho (Enforcer): fire while sprinting; faster movement when reloading or using Equipment.
  • Dexterity (Enforcer): steadier weapon motion; full ADS while sliding/diving/wall jumping; reduced fall damage.
  • Lightweight (Enforcer): higher movement speed; longer jumps/slides/dives; faster recovery from slides/dives.
  • Cold‑Blooded (Recon): immune to AI targeting and thermal; player‑controlled Scorestreaks don’t highlight you.
  • Ghost (Recon): hidden from UAV/Scout Pulse when moving, planting/defusing, or controlling Scorestreaks.
  • Ninja (Recon): quieter movement.
  • Tech Mask (Strategist): resistant to flash, concussion, gas; immune to EMP and hacking.
  • Flak Jacket (Strategist): reduced explosive and fire damage.
  • Shadow (Strategist): undetectable by traps and mines.

PERKS 2 SLOT

  • Scavenger (Enforcer): resupply ammo and equipment from eliminated enemies.
  • Assassin (Enforcer): streaking enemies are marked uniquely and drop Bounty Packs for bonus score.
  • Close Shave (Enforcer): your dedicated melee triggers when you perform a weapon‑butt attack.
  • Hunter’s Instinct (Enforcer): killing an enemy pings the direction of the next closest foe on your minimap.
  • Vigilance (Recon): HUD icon when you appear on hostile minimaps; immune to CUAV, Scrambler, Vendetta.
  • Blast Link (Recon): your explosive damage marks enemies on your minimap and grants this benefit to allies; earn score when they deal explosive damage.
  • Engineer (Recon): see enemy equipment and Scorestreaks through walls and on the minimap; aim to view target info.
  • Fast Hands (Strategist): faster reloads and weapon swaps; extend fuse while throwing back grenades.
  • Gearhead (Strategist): two Field Upgrade charges; booby‑trap Care Packages.

PERK 3 SLOT

  • Tac Sprinter (Enforcer): enables Tactical Sprint with a reduction to normal sprint speed.
  • Bankroll (Enforcer): spawn with +150 score toward Scorestreaks.
  • Bruiser (Enforcer): melee eliminations and finishers heal you and grant extra score.
  • Looper (Enforcer): can re‑earn Scorestreaks in the same life.
  • Vendetta (Recon): on respawn, mark your killer’s last known location briefly; bonus score for payback.
  • Tracker (Recon): see rough nearby enemy positions on the minimap and their footsteps in the world; ADS auto‑pings enemies.
  • Quartermaster (Strategist): Equipment recharges over time.
  • Charge Link (Strategist): faster Field Upgrade charge for you and nearby allies; earn score when allies use Field Upgrades.
  • Guardian (Strategist): faster healing while capturing/holding objectives; faster revives for downed teammates.

Combat Specialties (core and hybrid bonuses)

Perk colors determine a Specialty bonus. Equip three of one color for a core Specialty; mix two of one color with another to unlock a hybrid.

  • Enforcer (red): after each elimination, brief boosts to movement speed and health regeneration.
  • Recon (blue): on respawn, see the direction of the nearest enemy; HUD edge pulses for off‑screen threats; no death skulls.
  • Strategist (green): more score for objectives and sabotage; faster Equipment deployment; short‑range wall‑sense for enemy content.
  • Scout (red + blue): after a bullet elimination, stay completely off enemy minimaps for five seconds; chaining kills resets the timer.
  • Tactician (red + green): after earning assists, get bonus score from bullet eliminations for ten seconds.
  • Operative (blue + green): stealth eliminations (suppressed, melee, out‑of‑sight, etc.) feed Field Upgrade charge.

What’s in the beta (October 2–8)

The beta includes 16 named weapons across the classes above (the items in the lists here are representative), plus multiple Tacticals, Lethals, Field Upgrades with Overclocks, and three Wildcards (Gunfighter, Overkill, Perk Greed). Six core 6v6 maps are scheduled for the beta window, and more content unlocks at launch. Early Access begins October 2 at 10AM PT for preorders, with the Open Beta running October 5–8.

With Overclocks enabling on‑the‑fly power spikes and Hybrid Combat Specialties rewarding perk synergies, Black Ops 7’s launch sandbox leans into adaptation. Start with a few dependable loadouts for close, mid, and long‑range maps, then refine as the meta and your unlocks evolve.