The subject of this article appeared in Call of Duty. The subject of this article appeared in Call of Duty: United Offensive. The subject of this article appeared in Call of Duty: Finest Hour. The subject of this article appeared in Call of Duty 2. The subject of this article appeared in Call of Duty 2: Big Red One. The subject of this article appeared in Call of Duty 3. The subject of this article appeared in Call of Duty: Roads to Victory. The subject of this article appeared in Call of Duty: World at War. The subject of this article appeared in Call of Duty: World at War for the Nintendo DS. The subject of this article appeared in Call of Duty: World at War: Final Fronts. The subject of this article appeared in Call of Duty: Black Ops. The subject of this article appeared in Zombies mode The subject of this article appears in Call of Duty: WWII The subject of this article appears in Call of Duty: WWII Nazi Zombies This article was previously featured
For another variant, see KG M-21.

The Browning Automatic Rifle is an American light machine gun found in every World War II installment of the Call of Duty series, as well as in Call of Duty: Black Ops.

Call of Duty and United Offensive[edit | edit source]


"The Browning automatic rifle is a squad support weapon, used to lay down accurate suppression fire at enemy positions. It is most effective when used while prone."
Call of Duty manual description.

Campaign[edit | edit source]

In Call of Duty and Call of Duty: United Offensive, the BAR is generally hard to find, but is very powerful, capable of killing with one hit at any range. Because of this and its easy to use iron sights, it is a fairly effective long range weapon. It also has a relatively high magazine capacity of twenty. It has fairly high recoil, but its already somewhat low rate of fire allows for very easy tap-firing. As it is already fairly hard to find, ammunition can get to be very scarce throughout the campaign. It has fast-auto and slow-auto firing modes; when found it is normally on the latter firing mode.

Multiplayer[edit | edit source]

The BAR is issued to the Americans in multiplayer, it is fairly powerful, capable of killing an enemy with one shot to the head or two to the chest, or two to the head and three to the chest at maximum range in Call of Duty: United Offensive. Its primary flaw is the small magazine, which is not as large as the comparable MP-44, therefore may force the player to reload more often.

Gallery[edit | edit source]

Call of Duty: Finest Hour[edit | edit source]

"The Browning automatic rifle is a squad support weapon, used to lay down accurate suppression fire at enemy positions. It is most effective when used while prone."
— Manual description


The BAR returns in Call of Duty: Finest Hour and has the same sights as the M1 Garand, and will down an enemy in two-five shots, depending on the range. It is available in all of the American missions except for "Come Out Fighting", and ammunition is plentiful.

Gallery[edit | edit source]

Call of Duty 2[edit | edit source]


Campaign[edit | edit source]

The BAR is a fairly rare weapon, but is quite powerful and much easier to find than in the original Call of Duty, as almost every American mission has at least two soldiers using this weapon at a time. An enemy can be killed with just one hit at close range, or with a headshot at any range, but requires two shots to kill at maximum distance with anything but a headshot. Its magazine size is still small, and ammunition is not always readily available.

Multiplayer[edit | edit source]

In multiplayer, it is issued to the American team. It is not as powerful as the earlier version, taking two rounds to the chest to kill, or one shot to the head. Its recoil can throw a user's aim off, so tap or burst firing is a useful tactic. It can take on bolt-action users at long-range with tap-firing, and even submachine gun users at close range by going full-auto, although its magazine size is fairly small, meaning it may need to be reloaded fairly soon after beginning a firefight.

Gallery[edit | edit source]

Call of Duty 2: Big Red One[edit | edit source]


"The U.S. M1918A2 BAR was Clyde Barrow's (of Bonnie and Clyde fame) weapon of choice during his spree. .30-06, 20-round cartridge clip."
— Description

In Call of Duty 2: Big Red One, the BAR (referred to as Browning Automatic Rifle in the Bonus Materials) is a rare weapon. It is in Denley's hands in every mission after "Tankers" until his death in "Farewell to Friends". It first appears in Counterattack as an available weapon in some areas of the mission. It does not appear again until Crucifix Hill, where it is given as a starting weapon for this mission. The BAR is most useful at medium to long ranges firing single shots or short bursts. It has some visual recoil, but no actual recoil. It is recommended that the player fires in short bursts to conserve ammunition, since it only takes a few shots to kill an enemy.

Gallery[edit | edit source]


Call of Duty 3[edit | edit source]

"M1918A2, caliber .30-06. The Browning Automatic Rifle was a robust, full automatic, gas-operated light squad machine gun with a detachable 20 round box magazine."
— In-game description


Campaign[edit | edit source]

The BAR appears in Call of Duty 3 in the levels "The Island" and "Chambois". It has a very slow rate of fire, high accuracy and high penetrative power. The player should fire in single shots as this is accurate and saves a lot of ammo with no cost to power. Typically, two - three hits are needed to kill, but with proper aim, a single round to the head will kill an enemy.

Multiplayer[edit | edit source]

The BAR appears in multiplayer mode and is only obtainable for the Allied Heavy Assault class. It is moderately accurate, but has a very slow rate of fire. It's magazine size of 20 .30-06 rounds is outclassed by the Axis's MP44, which has 30 rounds per magazine, but the BAR has more damage per shot than the MP44. The BAR's reload is about on par with the MP44, but is still longer than the MP40's and the Thompson's.

Gallery[edit | edit source]

Call of Duty: Roads to Victory[edit | edit source]


"The BAR M1918A2 was the standard automatic rifle of US forces in World War II."
— In-game description

In Call of Duty: Roads to Victory, the BAR appears in one level of the American campaign: "Nijmegen". Surprisingly, the BAR can kill with one shot, similar to the StG-44. However, the BAR's image looks exactly from the one in Call of Duty 2: Big Red One.

Call of Duty: World at War[edit | edit source]


"American fully automatic machine gun with high power. Effective at medium range to long range."
— Description

Campaign[edit | edit source]

The BAR appears throughout the Pacific Campaign and is the players starting weapon in "Hard Landing." Like in Call of Duty 3, it's a powerful and versatile weapon, killing in one hit to the torso, but ammo is scarce as few of the Marines use it in levels other than "Hard Landing", "Breaking Point" or "Relentless." It can also be found in some of the trenches in "Burn 'em Out."

Multiplayer[edit | edit source]

The BAR is unlocked at level 4, and is the second weapon unlocked in Call of Duty: World at War.

The BAR is a high damage per bullet MG. At any range short of 37.5 meters, the BAR will deal 45 damage per bullet. Damage decreases linearly until fifty meters, where the BAR will deal 35 damage per bullet at any range beyond fifty meters. In both cases, the BAR will need three hits to kill, or just one in Hardcore game types. The BAR deals out one shot kills in Hardcore unless shooting through walls or against Juggernaut users. The BAR also has the ability to get a 2 hit kill through headshots, although the two headshot kill range ends at roughly fifty meters. The BAR also has high penetration power, allowing the BAR to deal huge damage through walls.

When using Stopping Power, the damage per bullet heavily increases with the BAR. At any range short of 37.5 meters, the BAR will deal 63 damage per bullet, taking two shots to kill. Damage decreases linearly until fifty meters, where the BAR will deal 49 damage per bullet, needing three shots to kill, although a headshot or the enemy being slightly injured will reduce this to two shots to kill. The BAR's two hit kill range ends at 49 meters. The BAR is not optimal to use with Stopping Power, as it doesn't need Stopping Power to get a three hit kill at all ranges, and even with Stopping Power, can still fall off to a three hit kill.

A huge weakness on the BAR is its rate of fire. It is the lowest of all fully automatic weapons, firing at a lowly 375 RPM. This heavily restricts the BAR's damage output, and makes accuracy critical with the BAR, as a miss makes the time to kill dramatically longer. Using Double Tap on the BAR increases the BAR's rate of fire to 500 RPM. When used with Double Tap, the BAR fires faster than the DP-28, but all other fully automatic weapons will still fire faster. This very low rate of fire makes the BAR a total liability in close quarters combat.

The BAR's accuracy is unusual. The iron sights are clean enough to use, but the recoil per shot is exorbitant, with the BAR having enormous recoil per shot to the sides and upwards. Thankfully, the BAR has an equally enormous centerspeed of 2823 to compensate, the highest centerspeed value in the game. When factoring in the extremely low rate of fire and the incredibly high centerspeed, the BAR is actually quite accurate despite having some of the highest recoil per shot of any weapon in the Call of Duty series, and can be fired fully automatically rather comfortably at most ranges with little user input needed. At longer ranges, tap firing is extremely effective, as limiting the fire rate will allow the weapon to re-center very quickly.

The BAR's handling traits are good for an MG. The BAR allows users to move at 95% of the base speed, and strafe at 38% of the base speed, both values being higher than the average MG. The hip-fire crosshairs are decently sized, allowing for hip-fire to be reasonably accurate, and the BAR's aim down sight time is the standard 350 milliseconds. The BAR's reload speeds are also really fast for an MG, taking 2.75 seconds to do a partial reload, or 3.25 seconds to perform an empty reload. The BAR has a variable Reload Cancel speed. If the magazine is not empty, the BAR can perform a reload cancel after 1.95 seconds, and if the magazine was empty, the BAR can reload cancel after 1.7 seconds. These reload speeds are some of the best in the MG category, only rivalled by the FG42. These are some of the best selling points of the BAR, as it is much more nimble and better-handling than most of the MGs on offer.

The BAR's principle weakness is its very short magazine, at just twenty rounds per magazine. Thankfully, the BAR gets three magazines in reserve instead of the usual two magazines in reserve. Despite this, the BAR still gives the user the smallest starting ammo loadout of all the MGs, at just eighty rounds total, on par with the FG-42. Thankfully, the BAR is much more ammo efficient than the FG-42 is , meaning that Bandolier isn't a mandate, although it is very nice to have all the same.

The BAR gets access to one attachment only: the Bipod. The rate of fire is increased to 545 RPM when the bipod is deployed. The BAR is the only MG that gets increased rate of fire when the Bipod is deployed, and this can stack with Double Tap as well. If using Double Tap while the Bipod is deployed, the BAR's rate of fire increases to 731 RPM. The BAR's damage drop-off when the Bipod is deployed doesn't begin until fifty meters, meaning that the two headshot kill range (or the two hit kill range with Stopping Power) is increased to fifty meters. Once the BAR is being used at fifty meters, the damage immediately drops to the minimum damage value of 35 (or 49 with Stopping Power). The BAR gains the most benefit out of all the MGs when being used from the Bipod simply due to the rate of fire increase alone, but it still isn't a wise idea to excessively use the Bipod.

Overall, the BAR is heavily out-classed by the other MGs in its class. It may have superior handling to most of them, but its rate of fire deficiency heavily betrays it, especially considering that the BAR doesn't deal increased damage relative to most of the other MGs. The BAR has a very niche role, as it is more mobile than the average MG, and it isn't very reliant on Stopping Power since its three hit kill range is infinite by default.

The BAR best compares to the DP-28, as both have the same damage profile, some of the lowest rates of fire of all fully-automatic weapons in the game, and heavy recoil per shot, but great centerspeed to compensate. Compared to the DP-28, the BAR has superior movement speed, a superior reload speed, and a much better centerspeed. The BAR's recoil doesn't accumulate as much thanks to the combination of ultra low fire rate and very high centerspeed. The DP-28 has a much faster rate of fire, a significantly larger magazine capacity, a larger starting ammo loadout, and much less recoil per shot than the BAR, although the DP-28's recoil per shot remains very high overall. In most circumstances, the DP-28 is superior to the BAR, as many of the BAR's weaknesses are much less pronounced on the DP-28, chiefly the magazine capacity and rate of fire. The BAR may have a superior reload speed to the DP-28, but the DP-28's reload speed is perfectly fine, especially considering that the DP-28's magazine capacity is more than double the BAR's magazine size.

Nazi Zombies[edit | edit source]

In Nacht Der Untoten, it is available upstairs, for 1800 points; in Shi No Numa and Der Riese, the BAR appears in the Mystery Box for 950 points. In Verrückt, it costs 1800 points, or 2500 with a Bipod. Double Tap Root Beer is very effective with it, as the significant increase in rate of fire can make the difference in a life-or death situation. Speed Cola is also nice to compensate for its low magazine capacity. Still, medium damage, low rate of fire, and small magazine stop this weapon from being effective against Zombies past round ten.

When upgraded, using the Pack-A-Punch machine in Der Riese, it becomes "The Widow Maker". When upgraded, it has a higher rate of fire, higher damage, higher reserve ammo and a larger magazine. However, even with the upgrade, ammunition supplies can become problematic in later rounds, which makes some players skip upgrading the BAR altogether in favor of other weapons.

BAR vs. The Widow Maker[edit | edit source]

BAR The Widow Maker
BAR Bipod WaW.png The Widow Maker WaW.png
Damage 100-85 200-150
Fire mode Automatic Automatic
Rate of fire 375 545
Magazine size 20 30
Max ammo 140+20 180+30
Reload 2.75, 3.25 empty 2.75, 3.25 empty
Mobility Low Low
Extras Larger magazine, slightly more ammo, higher rate of fire, much more damage


Weapon Attachments[edit | edit source]

Gallery[edit | edit source]

For attachment images, see BAR/Attachments.

Call of Duty: World at War (Nintendo DS)[edit | edit source]

The BAR appears in the Nintendo DS version of World at War as the only portable machine gun available for use. Unlike the console versions, the BAR has a higher rate of fire, slightly less bullet damage, different irons sights, and more recoil. The iron sights are not as precise; it is often considered obstructive.

Campaign[edit | edit source]

In the campaign, the BAR is first used in "Into the Darkness" as a starting weapon, then is featured in "Castle Approach" and "Storm the Walls" as a starting weapon as well. Its modest rate of fire and damage make it a good weapon, though it is recommended to burst fire at long range. If there is an ammo shortage, one should swap it out for a Type 100, as ammunition for it cannot be found anywhere other than ammunition boxes.

Multiplayer[edit | edit source]

In multiplayer, the BAR is available for use once again, though exclusive to the USMC faction. Given its qualities, it is better using it for close ranges. Due to its small magazine, just 20 rounds, it is best not to spray n' pray with it, and use the iron sights for more precise, accurate shots. Just like all other automatic weapons featured in game, it only has upwards recoil, so aiming downwards while firing will effectively counter the recoil.

Gallery[edit | edit source]

Call of Duty: Zombies[edit | edit source]

The BAR can be found in the Mystery Box, or off the wall in some levels. Unlike the console version, there is no bipod variant. Compared to its Call of Duty: World at War counterpart, the Call of Duty: Zombies BAR has much more power, boasting a one hit kill ability on zombies until round 10. All of the deployable versions have been replaced with the regular one for the regular price.

Gallery[edit | edit source]

Call of Duty: World at War: Final Fronts[edit | edit source]

In Call of Duty: World at War: Final Fronts, it is aesthetically similar to its Call of Duty 2 variant. It only appears in the mission "Ettelbruck". It has a 20 round magazine with 400 rounds to carry. Ammo is quite scarce because it only appears in one mission and very few soldiers are seen carrying the BAR and they do not get killed at any point but because the BAR has quite good stopping power. It is advised to aim down your sights and go for headshots. It is better swapping the Thompson for the MP40 than the BAR, as the Thompson uses more ammo and is less accurate. It will always kill in one bullet to the head, and sometimes it will kill in one shot to the torso and a couple more to the limbs.

Gallery[edit | edit source]

Call of Duty: Black Ops[edit | edit source]

The BAR returns in the revised Call of Duty: World at War zombie maps available for the Prestige Edition and Hardened Edition (or from the Rezurrection map pack) for Call of Duty: Black Ops and is available off the wall. It is virtually identical to its counterpart in the previous game, except that it cannot be obtained from the mystery box, but rather only from its outline on the wall. Because it does not appear on the wall in Der Riese, the Pack-A-Punched BAR cannot be obtained in Call of Duty: Black Ops. The standard BAR is available in Nacht der Untoten and Shi No Numa, whereas the one with a Bipod is available in Verrückt. It is also held slightly differently then the World at War version. The BAR also appears to have much less sporadic recoil.

Attachments[edit | edit source]

Gallery[edit | edit source]

Call of Duty: WWII[edit | edit source]


"Automatic rifle with moderate recoil and fast fire rate."
— Description

The BAR returns in Call of Duty: WWII.

Multiplayer[edit | edit source]

Contrary to what the in-game description states, the BAR has very low recoil, and is among the lowest-recoil weapons in the game. It also boasts high damage, netting three-shot kills up close and dropping off to a four-shot kill past about twenty meters. The high damage is accompanied by a high rate of fire, second highest in its class, bested only by the M1941. These three strengths allow the BAR to have a fast time-to-kill in relation to other automatic rifles such as the STG44 and the FG 42. However, the BAR's main weakness is its low magazine capacity of 20 rounds, which, due to the high rate of fire, runs dry rather quickly. As such, accuracy is key to using the BAR effectively, as spraying and missing shots can result in the player running out of ammo mid-gunfight.

Although the BAR has a small magazine capacity, playing aggressive and rushing objectives is probably the best way to use the BAR effectively. This allows the player to take advantage of the fast time-to-kill up close, and with sufficient accuracy, one can even take on multiple enemies before their magazine runs dry. The BAR can be used at longer ranges, but at longer ranges, missing shots is more likely, and the magazine size becomes a problem.

As far as attachments go, optical attachments are preferred by some players, while others are perfectly fine with the BAR's iron sights: although rather large, the iron sights are not unduly obstructive and can be used to great effect at both close and long ranges. The Quickdraw Grip, as on most weapons, is a solid and dependable choice, and boosts handling at close quarters. Similarly, Steady Aim is also recommended to allow the player to shoot from the hip at close quarters. High Caliber has the potencial to make most engagements 2 shot kills as long as one of the 2 are a head shot. Like most rifles, FMJ is useful for shooting through cover without worrying about damage dropping off. Finally, the Extended Mag has the potential of drastically improving the BAR's handling, but is not unlocked until Weapon Level 10, which can be a problem for new players. Advanced Rifling should be avoided as the BAR receives the least benefit from it compared to other rifles.

In the November 9th, 2017 update, the BAR was nerfed to have a decreased fire rate and increased hipfire spread[1]. In the November 29th, 2017 update, the BAR was nerfed to have increased recoil.[2]

Nazi Zombies[edit | edit source]

The BAR can be obtained from a Weapon Locker in the maps The Final Reich and The Darkest Shore for 1500 Jolts, and can be obtained from the Mystery Box in all of the current maps.

When upgraded via the Ubersprengen, it becomes the FU-BAR.

Attachments[edit | edit source]

Attachment Unlock level Stats Upgraded Stats
Lens Sight menu icon WWII.png
Lens Sight
Weapon Level 2
Automatically unlocked in Zombies
Sight changed to a Lens Sight.
Quickdraw menu icon WWII.png
Quickdraw
Weapon Level 3
Zombies level 4
Faster aim down sights time.
Grip menu icon WWII.png
Grip
Weapon Level 4
Zombies level 4
Reduced recoil while aiming down sight.
Reflex Sight menu icon WWII.png
Reflex Sight
Weapon Level 5
Zombies level 11
Sight changed to a Reflex Sight.
High Caliber menu icon WWII.png
High Caliber
Weapon Level 6
Zombies level 39
Increased headshot damage.
Steady Aim menu icon WWII.png
Steady Aim
Weapon Level 7
Zombies level 15
Reduced hipfire cone size.
FMJ menu icon WWII.png
Full Metal Jacket
Weapon Level 8
Zombies level 18
Increased surface penetration and increased damage done to Scorestreaks.
Increased penetration power against zombies.
4x Optic menu icon WWII.png
4x Optic
Weapon Level 9
Zombies level 22
Optic changed to a 4x Optic.
Rapid Fire menu icon WWII.png
Rapid Fire
Weapon Level 10
Zombies level 25
Rate of fire increase to 612 RPM
Extended Mag menu icon WWII.png
Extended Mags
Weapon Level 11
Zombies level 29
Magazine increased to 30
Reserve ammo increased to
Magazine increased to 60
Reserve ammo increased to
Advanced Rifling menu icon WWII.png
Advanced Rifling
Weapon Level 12
Zombies level 32
Increased damage falloff range.
Bayonet menu icon WWII.png
Bayonet
Weapon Level 13 Bayonet added to weapon, giving ability to one hit melee and charge by holding the melee button. N/A
Rifle Grenade menu icon WWII.png
Rifle Grenade
Weapon Level 14 Gives two grenades that can be fired from rifle, must be equipped first to fire. N/A

Variants[edit | edit source]

Name Rarity Perk Operation Notes
Old Captain Epic Soldier Exp Bonus Items WWII.png 10% Bonus Soldier XP
Old Captain II Heroic Soldier Exp Bonus Items WWII.png 15% Bonus Soldier XP
Fly Boy Epic Soldier Exp Bonus Items WWII.png 10% Bonus Soldier XP
Zombies Mode Perk Icon WWII.png Efficient
Dude Up Epic Soldier Exp Bonus Items WWII.png 10% Bonus Soldier XP
Dude Up II Heroic Soldier Exp Bonus Items WWII.png 15% Bonus Soldier XP
Cool Hand Epic Soldier Exp Bonus Items WWII.png 10% Bonus Soldier XP
Cool Hand II Heroic Soldier Exp Bonus Items WWII.png 15% Bonus Soldier XP

Gallery[edit | edit source]

Trivia[edit | edit source]

Call of Duty 2[edit | edit source]

  • The BAR has an unusable folded bipod attached.

Call of Duty: World at War[edit | edit source]

  • Even though the BAR has a bipod attached in the Campaign and in Zombies, it cannot be deployed without the usage of a glitch.
  • The third person model of the BAR has no ejection port or bipod.
  • According to the strategy guide for Call of Duty: World at War, the BAR is considered an assault rifle instead of an LMG.

Call of Duty: World at War: Final Fronts[edit | edit source]

  • The BAR has an unusable folded bipod attached.

Call of Duty: Black Ops[edit | edit source]

  • In the revised Call of Duty: World at War zombie maps for Call of Duty: Black Ops, the BAR ejects the shells out of the left side, while in Call of Duty: World at War, they eject from the right side.

Call of Duty: WWII[edit | edit source]

  • The upgraded name of the BAR, the "FU-BAR" is military slang for "Fucked/Fouled Up Beyond All Recognition/Any Repair/All Reason".

References[edit | edit source]

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