The M1 Garand is an American semi-automatic rifle featured in all World War II era Call of Duty games, as well as in Call of Duty: Black Ops, Call of Duty Online, Call of Duty: Advanced Warfare and Call of Duty: Infinite Warfare. This weapon is notable for its distinctive metallic "pinging" sound when an empty clip is ejected.
- 1 Call of Duty and United Offensive
- 2 Call of Duty: Finest Hour
- 3 Call of Duty 2
- 4 Call of Duty 2: Big Red One
- 5 Call of Duty 3
- 6 Call of Duty: Roads to Victory
- 7 Call of Duty: World at War
- 8 Call of Duty: World at War (DS)
- 9 Call of Duty: World at War Final Fronts
- 10 Call of Duty: Zombies
- 11 Call of Duty: Black Ops
- 12 Call of Duty Online
- 13 Call of Duty: Advanced Warfare
- 14 Call of Duty: Infinite Warfare
- 15 Call of Duty: WWII
- 16 Trivia
- 17 References
Call of Duty and United Offensive
- "The M1 Garand is a powerful and accurate semi-automatic rifle. Its primary drawback is it can't be conveniently reloaded in the middle of a clip."
- — Call of Duty manual description.
In the original Call of Duty, and in the expansion pack Call of Duty: United Offensive, the M1 Garand is typically the US Army's rifle of choice. It combines high power and accuracy, as well as a high rate of fire, when compared to the other rifles. It is a one-shot kill at any range to the head or chest, just like the bolt-action rifles, but has some close-range effectiveness due to its semi-automatic nature. Its only major flaws are that the game restricts the player from reloading mid-clip, and its ammo can become scarce, just as with all Allied weapons.
In multiplayer, this rifle is issued to the American team. In Call of Duty, it is just as effective as the bolt-action rifles available, being able to kill in two quick shots to the chest or one to the head. In the expansion pack, Call of Duty: United Offensive, it is much less effective at range, taking two bullets to the head to kill, and five to the chest. It is not particularly effective at close range, either, as its slow rate of fire in comparison to the submachine guns prevent it from engaging in close quarters combat. Its small clip and inability to reload mid-clip make it overshadowed by weapons such as the STG-44.
Call of Duty: Finest Hour
- "The M1 Garand is a powerful and accurate semi-automatic rifle. Its primary drawback is that it can't be reloaded in the middle of a clip."
- — Manual description
The M1 Garand is seen in the American campaign of Call of Duty: Finest Hour. It has a decent rate of fire and has moderate damage, requiring 1-3 shots to kill. It still cannot be reloaded unless empty and ammo is rather scarce, meaning that the player will have to enter combat with a partially empty clip or replace it with a Kar98K or G43 eventually.
Call of Duty 2
The M1 Garand is the most frequently used American weapon Call of Duty 2's campaign. It is still quite powerful, capable of killing an enemy with one shot to the head or chest at any range, and it still has limited close-range capabilities. It retains its inability to reload mid-clip, and the scarcity of ammo.
This weapon is issued to the American or British team in multiplayer. With precision, it can kill in just one shot to the head at any range. It is a two-shot kill to the chest at any range, and a three-shot kill to the limbs. Its semi-automatic nature can allow it to take on enemies at medium-long range, and even close range to a limited extent. However, it is still incapable of reloading mid-clip, forcing the user to either waste several rounds to reload, or take on enemies with a mid-clip weapon, which in itself can be dangerous if the user runs out of ammo, forcing them to reload during a firefight.
Call of Duty 2: Big Red One
- "The first semi-automatic rifle in American military service. A "ping" sound is produced when an empty clip is ejected. .30-06, 8-round cartridge clip."
- — Description
The M1 Garand is a starting weapon in most missions, and is a very common weapon in the hands of US forces. In the campaign, it takes 2-3 shots to kill an enemy. Like in previous installments, it cannot be reloaded mid-clip. However, it has one of the fastest reload times of all the weapons in the game. Ammunition is somewhat scarce.
Call of Duty 3
- "Caliber .30-06, semi-auto gas operated rifle. The brainchild of John Garand, the M1 was powerful, accurate and reliable. Chambered for the venerable .30-06 cartridge, the M1 was the first semi-automatic rifle in military use."
- — In-game description
In Call of Duty 3's campaign, the M1 Garand can typically be found in the hands of American soldiers. During the American campaign, the player often begins the level with it. It is very powerful, and can kill enemies in 1 hit, providing the shot is placed above the enemies' waist. However, the inability to reload mid-clip is something of a hindrance, meaning the player must empty their clip in order to reload.
In multiplayer, the M1 Garand is issued to the Allied Rifleman class. It has an 8-round clip and 40 rounds in reserve. A Rifle grenade can be mounted on it. It has a good rate of fire and medium recoil. Compared to the Axis' equivalent, the Kar 98k, it is superior in most aspects, as it can kill with two shots to the chest at any range, or a single headshot, and has a larger capacity and a much higher rate of fire, due to its semi-auto nature. It cannot be reloaded mid-clip, which lets it down slightly, and it is less accurate than the Kar 98k at longer ranges.
Call of Duty: Roads to Victory
- "The M1 Garand was the first widely distributed semi-automatic rifle."
- — In-game description
In Call of Duty: Roads to Victory, the M1 Garand is seen in the American campaign during the mission "Hunner Park" and in the Canadian campaign during "Sloedam" and "Walcheren." Like in previous Call of Duty games, the M1 Garand is prevented from being reloaded mid-clip. The M1 Garand is generally a two shot kill, like every other rifle in the game. In the intro cinematic the M1 Garand was held left-handed instead of being right handed like in-game.
Call of Duty: World at War
The M1 Garand in Call of Duty: World at War is very similar to Call of Duty 3's version of the M1 Garand. Treyarch reused the wire frame for Call of Duty 3, but used a different firing sound, as well as a new reloading technique unseen in previous Call of Duty games.
The M1 Garand is fairly common, being standard issue for Marine riflemen. It is the weapon of Pvt. Polonsky, and the player starts off with it on several levels. Ammunition is widely available during the American campaign, so it is not a bad idea to use the weapon throughout the Pacific Theater. On the level "Little Resistance," a M1 Garand with a Bayonet is available. Also, in "Hard Landing" and "Relentless," a M1 Garand with a rifle grenade can be found by a Japanese base on the airfield and in a trench by the tanks. It is generally advisable to use the M1 with a fully automatic-firing weapon such as the Thompson or Type 100 as a back-up, as some fighting can occur in close-quarters. It can be reloaded without expending the clip (this is not always advised, due to the fact that reloading empty is faster, although reloading to ensure the player always has a full clip is also beneficial, deciding to reload mid-clip or not depends on the current situation faced). Excluding headshots and shots to the chest, it usually takes two shots to kill.
The M1 Garand is unlocked at level 17. The weapon has significant recoil, in comparison to other weapons. However, in some cases, this makes headshots easier. In Call of Duty: World at War, the M1 Garand can now be reloaded at any time, without having to empty the clip. Statistically speaking, the M1 Garand is less comfortable than other rifles, due to its: restricted rate of fire, high recoil, relatively low ammo capacity, slow reload and only slightly higher damage. The high damage and low rate of fire will help the user manage their ammo supply. Three direct hits with the weapon will guarantee a kill, allowing for the use of a perk besides Stopping Power. This does not apply to Hardcore, where the M1 Garand one-hit kills, if the enemy is not: behind cover, or using the Second Chance perk (this only applies to the un-scoped Garand). It is advisable to use this weapon at longer ranges, as it can be difficult to fire quickly in close quarters. Overkill can be used effectively to allow an SMG or other close quarters weapon, because the rifle is not very effective in CQC environments. It must also be noted that the M1 Garand and the M1 Carbine are the only semi-automatic rifles that can be fitted with a bayonet, but the Garand is unlocked at an earlier level, and is less effective in close quarters. The bayonet makes the weapon effective in close quarters, mostly eliminating the need for assistance such as a weapon with the Overkill perk.
The M1 Garand can be equipped with a Sniper Scope, and can be used as a semi-automatic sniper rifle. When equipped with the scope (unlocked from the Marksman IV challenge), the damage is raised to 70 (the same as all other sniper rifles with scopes), but it has much lower damage multipliers than the other sniper rifles. However, the M1 Garand scoped moves idly the same amount as the PTRS-41 (four degrees), while all other scoped bolt actions idle at six degrees, making the M1 Garand more accurate, due to the lower sway. The M1 scoped has another advantage, in that the sway drops to three degrees when crouched or prone, making it the most accurate sniper rifle in the game. One flaw of the M1 scoped is that it is the only sniper rifle whose recoil does not reset before the next shot. However, for most players, the low visual recoil and high rate of fire more than make up for this. Another flaw is that it is only a one shot kill to the head, which is generally difficult to achieve on moving targets at range, although Stopping Power will grant a one-shot-kill to the head, neck and chest (unless a target is using Juggernaut), similarly to most bolt-action rifles without Stopping Power. The scoped M1 Garand does exactly the same damage as the M21 from Call of Duty 4: Modern Warfare, as they have the same base damage and multipliers. If caught in close quarters, a Garand with a Sniper Scope can be hipfired fairly accurately, due to the low recoil, while also benefiting from the increased damage.
An interesting fact is that the M1 Garand is the only weapon in Call of Duty: World at War thats dry reload is faster than its non-dry reload. Although some players believe that, for this reason, it should not be reloaded mid-clip, if a decent number of shots remain, a player can never really know when extra bullets might be useful, so it is generally helpful to reload, when not in immediate danger. Also, the fast reload, when empty, allows the user to get back in the fight quicker, than with a rifle with a longer reload (ex. SVT-40, Gewehr 43).
This rifle is one of the most overlooked guns in the game, because of the reasons stated above, but it is arguably the best scoped rifle, in the hands of a skilled sniper, due to its: higher accuracy, rate of fire, ammo capacity, and a high amount of starting ammo, compared to other sniper rifles, rendering Bandolier unnecessary, opening up a new perk slot.
One of the only disadvantages with using it as a Sniper Rifle is that a Ghillie Suit is not supplied, while using it with a scope. If one equips Overkill, and uses a sniper rifle as their primary weapon, and the M1 Garand in the secondary slot, the character will be wearing a Ghillie Suit. However, this: uses up a Tier 3 perk slot, and divests the user of a close-ranged weapon. On another note, the M1 Garand has the slowest rate of fire of any Semi-automatic rifle, excluding the PTRS-41, in Call of Duty: World at War. However, when the Double Tap perk is used, it has the same rate of fire of a Gewehr 43 or an M1 Carbine, and its quicker dry reload makes it a more effective weapon than the Gewehr or Carbine.
As the player starts with a large amount of ammunition for the M1 Garand, Bandolier is of questionable value, as the player only needs to hit an enemy twice with Stopping Power, at most distances, or three times, without stopping power, at any distance, in most circumstances. Also, a skilled player would not waste as many rounds, meaning they could get a very long killstreak, before needing to change weapons, or find ammo. Sleight of Hand is rather ineffective, as the player will only receive most of the benefits of Sleight Of Hand, if reloading a partially empty clip, which can be handy when the player is not in combat, as it reduces the chances of the player being killed whilst reloading. Camouflage and a Flash Hider can work very well with the M1 Garand, since it always requires three hits to kill any player lacking Juggernaut or Second Chance. This can be a good tactic in Search and Destroy, as a stealth class.
The Garand appears on all Nazi Zombie levels, being available from the Mystery Box (most commonly with Rifle Grenades) and off the wall on Verrückt and Shi No Numa. In Nacht Der Untoten it holds four grenades in reserve, in Verrückt it holds 15 grenades in reserve, and in Shi No Numa and Der Riese it holds 20 grenades in reserve. It is not the most powerful gun, as damage to the body is reduced, and like all semi-automatics, it is good for the early to mid rounds. Double Tap is useful. When it is used with the Pack-a-Punch Machine in Der Riese, the gun is upgraded to the "M1000". The Rifle Grenade variant is upgraded to "The Imploder", and is one of the best weapons for making crawlers, though it usually overlooked for more powerful weapons.
M1 Garand vs M1000
M7 Grenade launcher vs The Imploder
Call of Duty: World at War (DS)
The M1 Garand in the Nintendo DS version of Call of Duty: World at War is a blend of the versions from Call of Duty 2, Call of Duty 3, and Call of Duty: World at War, as it cannot be reloaded mid-clip and does not have a limited rate of fire, and can drop an opponent in three-to-four shots, as in World at War. In Easy mode (The equivalent of Recruit) for Campaign, the M1 Garand kills in one shot, making it one of the best weapons for DS. If the player tries to melee while holding this weapon the character will not knife the enemy, it will hit him with the gun's stock, which is the same animation for the BAR, the SVT-40, the G41 and the sniper rifles. In multiplayer however, the M1 Garand is not as good as in campaign, as the damage is reduced to that of the other two semi-automatic rifles (SVT-40 and Walther G41) but it has a few disadvantages compared to them: it has a lower ammo capacity and cannot mid reload, and sports a bit more obstructive ironsights.
Call of Duty: World at War Final Fronts
The M1 Garand is used in the War in the Pacific and Victory in Europe Campaigns. Its appearance is the same as in Big Red One. Like other previous Call of Duty games, reloading mid-magazine is not possible. It has fairly good stopping power as a headshot will always get a kill. It is in the missions "Basic Training", "Betio Assault", "Codename: Forager" and sometimes in "Mount Tapochau" as a starting weapon with the M1 Carbine or the Trench Gun.
Call of Duty: Zombies
The M1 Garand appears in the iOS game Call of Duty: Zombies.
Call of Duty: Black Ops
The M1 Garand returns in the revised Zombies maps from Call of Duty: World at War, available for download for the special editions of Call of Duty: Black Ops and in the Rezurrection downloadable content pack.
The M1 Garand can be purchased off of the wall on maps where it could in the previous versions. However, since it can no longer be obtained from the Mystery Box, the M1 Garand with Rifle Grenades cannot be obtained. It is worth noting that the M1 Garand is superior in some respects to the eight-round M14 that appears in the later zombie maps, as the only difference is its empty reload animation, which is much quicker than the M14's. The M1 Garand also has more reserve ammo then the M14, at 128 rounds in reserve compared to the 96 rounds that the M14 has
Call of Duty Online
A futuristic version of the M1 Garand appears in Call of Duty Online.
Call of Duty: Advanced Warfare
The M1 Garand was added to Xbox One consoles on February 23, 2016. It can only be obtained via Supply Drop. Unlike most other weapons, it cannot accept the Dual Magazine or Extended Mags due to having an en-bloc clip.
The M1 Garand is almost completely identical to the MK14 statistically, although the two have some major changes. The most notable changes are that the M1 Garand has a 2.9x multiplier to the neck and upper torso, while the MK14 only has said multiplier to the head. This makes the M1 Garand much more lethal. However, the MK14 has a twenty round magazine versus the M1 Garand's eight round magazine, and the MK14 reloads faster during a regular reload mid-magazine. The M1 Garand has much less idle sway than the MK14 does, making the M1 Garand almost completely accurate. Other minor differences include the M1 Garand's longer three body shot kill range of eighteen meters (versus fifteen) and the M1 Garand's faster sprintout time of 192 milliseconds versus 250 milliseconds, although using the Grenade Launcher on the M1 Garand nullifies this and makes the M1 Garand's sprintout time 250 milliseconds.
Due to the M1 Garand's increased lethality and accuracy, alongside its shorter magazine, the M1 Garand is much more suitable for an accurate player that can make quick work with eight rounds. It is also available before the MK14 after being unlocked by supply drops,
The M1 Garand's Marksman variant is quite good it has no disadvantages, as the -1 accuracy in-game is erroneous. The Marksman will reduce viewkick and increase hip-fire accuracy. It also increases the M1 Garand's medium damage range, although this has no functional change since the M1 Garand's minimum damage is the same as its medium damage. The Marksman also has an integrated Quickdraw Grip, making it a great variant to use because it has no downside besides the fact that the player is forced to use the Quickdraw Grip, although the Quickdraw Grip takes up no points due to it being integrated.
- Red Dot Sight
- Hybrid Sight
- Auto Focus Sight
- Target Enhancer
- ACOG Scope
- Laser Sight
- Grenade Launcher
- Parabolic Microphone
- Quickdraw Grip
Supply Drop Variants
|Old Dog||Enlisted||Starting ammo: 8+40||View Kick +10%|
|Deadstock||Professional||Fire Rate: 705 RPM
ADS Time −10%
|Starting ammo: 8+24
View Kick +10%
View Kick −10%
|Fire Rate: 571 RPM
ADS Time +10%
|Integrated Quickdraw Grip|
Call of Duty: Infinite Warfare
- "Semi-auto ballistic rifle. An old, reliable service rifle with moderate stopping power and low recoil. The top-loading clip must be exhausted to reload."
- — Description.
The M1 Garand returns in Call of Duty: Infinite Warfare as simply the M1. It is one of the "Classic" weapons, and is assigned as a sniper rifle, despite having the same attachments as an Assault Rifle. The classical "ping" of the M1 is returned from previous installments, as well as the inability to reload mid-magazine via the integral Top-Loading Clip attachment.
The M1 also features a modernized variant with an integrated sniper scope, the DMR-1.
The M1 is available to the player when they purchase it with a Classic Weapons Token, and is available at any level after being purchased.
It is the only unscoped semi-automatic rifle in the game, excluding any weapon variants. However, the weapon possesses especially high damage, being a two shot kill to a large range. It is interesting to note that despite all attachments for a ballistic Assault Rifle being available to the M1, it features similar attributes found on sniper rifles, such as a lethal headshot multiplier. The M1 is also capable of earning One Shot, One Kill medals, due to the declaration as a sniper rifle.
Due to the inability to reload mid-magazine, the option of discharging rounds whilst not in a firefight is advised, as the player can refresh their magazine. However, caution should be taken, as exhausting spare rounds will designate the player on the minimap, if they chose to fire without a Suppressor.
On February 3, 2017, the M1 was updated to have a slightly longer return speed when firing while aiming down the sights.
The M1 appears as one of the very first weapons available to the player in the starting area along with the Hailstorm for 500 points. In comparison to the other assault rifles on the map, the M1 is superior in terms of accuracy and damage, with its only minor drawback being its semi-auto firing rate.
The M1 is a reliable choice for early rounds, remaining a consistent one-shot headshot kill up until round six or seven, and only increasing by one shot more in higher rounds. The headshot bonuses can stack massively with the FMJ and Hollow Point attachments.
The M1 is also synergistic with the Fate cards Scoped Dollars and Eagle Eyed, due to the classification of being a sniper rifle.
When upgraded via the Pack-a-Punch Machine, the M1 becomes the T-Money, gaining increased damage, a larger magazine, more reserve ammo, and auto-aim when hip-firing within a medium distance. When double Pack-a-Punched, it becomes the Organ Donor.
M1 vs T-Money vs Organ Donor
|Rate of fire||Semi-Automatic||Semi-Automatic||Semi-Automatic|
|Extras||Increased Fire Spread, Hipfire Automatically hits zombies||Increased Fire Spread, Two shots, Hipfire Automatically hits zombies|
Call of Duty: WWII
- "Semi-auto marksman rifle. Delivers high damage that can take out enemies in two shots."
- — Description
The M1 Garand returns in Call of Duty: WWII.
The M1 Garand is a high damage, semi-auto rifle capable of delivering two-shot kills out to a medium distance, after which it will kill in three shots. However, in practice, a player will rarely find themselves killing in three shots as not many sightlines in-game are farther than the two shot kill range. Although it has eight shots per clip, it does have a relatively fast reload. However, one should be mindful of when and where they reload as the 'ping' of the clip ejection is much more prominent in this game than in past titles and can either give away the player's position or inform the enemy that the gun is reloading. Kill potential is also limited by the fire rate and the fact that it is a semi-auto weapon, which can potentially limit one's time to kill if they do not have a particularly trained trigger finger. The weapon's recoil is somewhat mild but manageable as long as shots are paced or if one isn't firing from too far of a range.
Players who find the recoil to be unmanageable can probably find some use with the Grip attachment, allowing better use of the weapon's limited magazine and ammo supply if one can land more shots. Quickdraw is also useful, as it allows a player to more easily "snap on" to targets when taking aim and may be found helpful in close quarters. Some players may find it less useful if they're using the Infantry division and have unlocked the ability to move faster while aiming, or are using the 'Scoped' basic training, allowing these players to pre-aim around corners. Full Metal Jacket is a useful attachment, allowing a player to shoot through cover more effectively without losing too much damage and do more damage to aerial streaks. Extended Mag is an extremely useful attachment for various reasons; the first and foremost reason is that it will increase the magazine's ammo capacity from 8 to 12, as well as increasing the reserve ammunition. Another useful feature of the attachment, however, is that it will get rid of the loud 'ping' sound when the magazine runs dry (as the attachment uses a box-magazine rather than the M1's en-bloc clip). Whether an optical attachment, specifically the Lens and Reflex Sights, is used is primarily player-preference; they may provide an easier time aiming over the iron sights, and different reticles can be unlocked that may provide an even clearer picture than the base reticles. The 4x Optic can be effective if one employs the weapon for medium to long range engagements but the recoil of the weapon and the lack of sufficiently long sightlines limit such potential. It is recommended that the player use the M1 with the Infantry division, as the bayonet gives the added benefit of extra close range ability and the other abilities of the division suit the weapon's traits and playstyle. However, one can also use the Armored division if playing more defensively. High Caliber should also be avoided as it does little to increase head shot damage on the Garand.
The M1 Garand also appears as a wall weapon in the zombies map The Final Reich. It costs 1250 jolts, and when upgraded via Ubersprengen or by Mk. II Freefire special mod, it becomes the G.O.A.T., gaining a double magazine capacity, a two round burst and increased damage.
|Attachment||Unlock level||Stats||Upgraded Stats|
|Weapon Level 2
Automatically unlocked in Zombies
|Sight changed to a Lens Sight.|
|Weapon Level 3
Zombies level 4
|Faster aim down sights time.|
|Weapon Level 4
Zombies level 4
|Reduced recoil while aiming down sight.|
|Weapon Level 5
Zombies level 11
|Sight changed to a Reflex Sight.|
|Weapon Level 6
Zombies level 39
|Increased headshot damage.|
|Weapon Level 7
Zombies level 15
|Reduced hipfire cone size.|
Full Metal Jacket
|Weapon Level 8
Zombies level 18
|Increased surface penetration and increased damage done to Scorestreaks.
Increased penetration power against zombies.
|Weapon Level 9
Zombies level 22
|Optic changed to a 4x Optic.|
|Weapon Level 10
Zombies level 25
|Rate of fire increase to 346 RPM|
|Weapon Level 11
Zombies level 29
|Magazine increased to 12
Reserve ammo increased to
|Magazine increased to 24|
Reserve ammo increased to 528
|Weapon Level 12
Zombies level 32
|Increased damage falloff range.|
|Weapon Level 13||Bayonet added to weapon, giving ability to one hit melee and charge by holding the melee button.||N/A|
|Weapon Level 14||Gives two grenades that can be fired from rifle, must be equipped first to fire.||N/A|
|Independent||Epic||10% Bonus Soldier XP||Unique inspect animation.|
|Independent II||Heroic||15% Bonus Soldier XP|
|Volunteer||Epic||10% Bonus Soldier XP||The Resistance|
|Front Line||Epic||10% Bonus Soldier XP|
|Front Line II||Heroic|| 15% Bonus Soldier XP
|Rookie||Epic||10% Bonus Soldier XP||Collection Reward|
|Rookie II||Heroic||15% Bonus Soldier XP|
|Valor||Epic||10% Bonus Soldier XP||Currently unobtainable|
|Valor II||Heroic||15% Bonus Soldier XP||Currently unobtainable|
- In Call of Duty 2: Big Red One, if the player goes in ADS, it is possible to see written "U.S Rifle Cal. 30 M1 Springfield Armory L853380". This is also true in Call of Duty 3 (for PS2, Xbox, Wii) and Call of Duty: World at War: Final Fronts. Since the weapon models in these games are identical, the only difference is output texture resolution.
Call of Duty 2
- When the player reloads the M1 Garand, the character's palm clips through the bolt handle.
Call of Duty 3
- Several American soldiers can be seen firing the M1 Garand in full-auto.
Call of Duty: World at War
- The M1 Garand has a personal marking on the gun, a major scratch right below the clip latch.
- There is a mix-up in the Barracks in which it says the player unlocks the Sniper Scope after getting only 100 kills instead of the 150 needed. It also says that the sniper scope is unlocked in the third marksman challenge, instead of the fourth. As a result, the Rifle Grenade and the Sniper scope are mixed up.
Call of Duty: World at War (DS)
- Whenever the player switches to the M1 Garand from another weapon, or if the player aims down the sights of the M1 Garand, and then go back to hipfire mode, the bolt will be open, as if the weapon was empty.
Call of Duty: Advanced Warfare
- The bullets seen in the clips of the Deadstock and Marksman variants take on the camouflage of the weapon itself.
- When an optic is equipped, the ghost ring on the rear sight will be removed.
Call of Duty: Infinite Warfare
- A piece of the ring on the rear sight appears to be missing.
Call of Duty: WWII
- "Sledgehammer Armory" can be seen printed on the back of the gun.
- This is also the case in Advanced Warfare, because the same weapon model was used in both games.
- The ping sound is heard everytime the pause menu is called.
- The weapon has unlimited range in the Campaign, for example you could snipe a German soldier in a tower in The Rhine.
- The words "US RIFLE" and a serial number can be seen on the rear sight.