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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: Modern Warfare 2. 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 Online This article was previously featured
For other variants, see M1927 and M1928.
For the playable character in Call of Duty: Ghosts, see Thompson (Ghosts).

The Thompson (sometimes referred to as Thompson M1A1) is an American submachine gun that appears in every Call of Duty title set in World War II to date (excluding Call of Duty: WWII, where it is replaced by the M1928), as well as appearing in Call of Duty: Black Ops and Call of Duty Online, and being briefly seen in Call of Duty: Modern Warfare 2.

Call of Duty and United Offensive

"The Thompson submachine gun is effective at close range and fires the powerful .45 ACP round. It's notoriously inaccurate at a distance but compensates with a high rate of fire."
Call of Duty manual description.


Campaign

This is commonly a starting weapon for the American campaign, in a similar way to the Soviet campaign's PPSh-41. The Call of Duty and the Call of Duty: United Offensive versions are somewhat different, in that the Call of Duty: United Offensive version is much less powerful, only doing one third the damage as the older version, which could kill an enemy with a single bullet. It has a high magazine capacity and damage, along with minimal recoil, which makes the Thompson a versatile weapon in that it can be used to good effect at all ranges. However, ammunition is not always readily available in comparison to the MP40, which is very similar to the Thompson, but with more abundant ammo, but ammo is still plentiful in comparison to other weapons such as the BAR or the M1A1 Carbine. It has a fire select switch, allowing the user to switch between semi-automatic and fully-automatic modes of fire.

Multiplayer

This can be a very effective weapon in multiplayer, as it takes just two bullets to kill an enemy at any range in Call of Duty. However, in Call of Duty: United Offensive, it loses its effectiveness at range due to damage drop-off, which forces the player to land six rounds to kill one enemy.

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Call of Duty: Finest Hour

"The Thompson submachine gun is effective at close range and fires the powerful .45 ACP round. It's notoriously inaccurate at a distance but compensates with a high rate of fire."
— Manual description


In Call of Duty: Finest Hour, the Thompson has a 30-round magazine, and is available in most of the American missions, as well as being used by British Sgt. Dehart in the British North African campaign. It can kill an enemy in two to three shots.

It uses the fire sound from the PPSh-41. It uses the circular peep sight when aiming as opposed to the above "V-notch" that all other games use.

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Call of Duty 2


Campaign

The Thompson in Call of Duty 2 is still one of the common Allied weapons. However, it now only has a 20-round magazine, which means that the player will be reloading more frequently. It is a one-shot-kill in close range, but at long range the damage is greatly reduced.

It seems to be the favored weapon of Sgt. Randall. He uses it during the whole game and is never seen with an alternative.

Multiplayer

The Thompson is still fairly ineffective in multiplayer as it requires three to six shots to kill, which, combined with its small magazine size of just 20, makes the Thompson sub-par to the other submachine guns available.

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Call of Duty 2: Big Red One

"Also known as the "Tommy" gun, the M-1A1 is an American weapon that became infamous for its use by gangsters during the Prohibition era."
— Description


In Call of Duty 2: Big Red One, the Thompson (referred to as M-1A1 Thompson in the Bonus Materials) is used by many American soldiers. The Thompson is appears in every mission in the hands of Sgt Hawkins with the exception of "The Great Crusade" and other soldiers and is usable by the player in the mission, "We've Been Through Worse" and in every mission after Piano Lupo, with the exception of "Crucifix Hill". It has a 30-round magazine. Ammunition is common.

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Call of Duty 3

"Submachine gun. .45ACP. The "Tommy Gun" was blow-back operated with a cyclic rate of 700 rounds per minute. Wartime M1A1 were fed by 20 or 30 round stick magazines and generally issued to officers and NCOs."
— In-game description


The Thompson (listed as a Thompson M1A1 in the Bonus Materials) returns yet again in Call of Duty 3 as one of the main weapons of the American Forces. The weapon keeps roughly the same statistics fire wise as it does in Call of Duty 2 but it now has much more intrusive iron sights, taking up roughly half the player's view. It is featured in the trailer.

Campaign

The Thompson is common in the campaign. It is first introduced in the first mission, "Saint-Lô". The Thompson is powerful, with low recoil, but inaccurate at long ranges. It is extremely useful for clearing out enclosed areas with multiple enemies, and should be ideally used in conjunction with a rifle for targets at a further distance. Ammunition for the Thompson is scarce on some levels, so the player should ideally watch their shots.

Multiplayer

In multiplayer, the Thompson is carried by the allies if the player chooses the Light Assault class. It is somewhat more accurate than the MP40, and has slightly less recoil. However, it has a smaller magazine than the MP40, but has a shorter reload time to compensate for this.

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Call of Duty: Roads to Victory

"The Thompson SMG was also known as the Tommy Gun."
— In-game description


The Thompson also appears in Call of Duty: Roads to Victory. It inflicts medium damage onto enemy troops, requiring two body or one head shot to kill any enemy soldier. It is one of the starting weapons in all of the American missions (except "Lucky Thirteen", which takes place in the air).

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Call of Duty: Devil's Brigade

Throwing Knife menu icon MW3.png
The subject matter of this article was cut from the final version of a Call of Duty game. Since some information cannot be independently verified, the content on this page may be subject to change.

It appeared in a screenshot for the cut game Call of Duty: Devil's Brigade.

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Call of Duty: World at War

"American submachine gun with high accuracy and moderate power. Effective at close to medium range."
— Create a class description.


Campaign

In Call of Duty: World at War, the Thompson is never a starting weapon in the missions, unlike almost every other game, but it is often found on fallen Marines. It can first be found in "Semper Fi", where two are on the floor of a hut, in which two Japanese soldiers are executing a Marine. It is a preferred weapon of Cpl. (later Sgt.) Roebuck when he is promoted to Sergeant and is one of the four weapons available to use and re-supply in the beginning of the mission "Breaking Point". Interestingly, even if the Marines used this weapon, it is somewhat rare to find while Arisakas, Type 100s, and M1 Garands usually rule the Pacific campaign missions, yet they are far from scarce either. Because of the fairly low ammo and high rate of fire, the Thompson tends to run out of ammunition fairly quickly. When two players are playing co-operative mode on the same console, if one player receives a flamethrower as a starting weapon in a mission, the other receives a Thompson with full ammunition.

Multiplayer

The Thompson is the first submachine gun available.

The Thompson is a moderate damage submachine gun. At any range short of nineteen meters, the Thompson will deal forty damage per bullet, needing three shots to kill. Damage decreases linearly until 25 meters. At any range past 25 meters, the Thompson will deal twenty damage per bullet, needing five shots to kill. The Thompson has a three shot kill range of 21 meters, and a four shot kill range of 23 meters. This is fair damage for an SMG, and it makes the Thompson quite effective in close to medium range combat. The Thompson deals forty percent more damage on a headshot, reducing the shots needed to kill by one in almost all circumstances. Unlike other SMGs, the Thompson has medium penetration power, on par with the rifles,

The Thompson's damage per bullet increases substantially when using Stopping Power. At any range short of nineteen meters, the Thompson will deal 56 damage per bullet, needing two shots to kill. Damage linearly decreases until 25 meters. At any range past 25 meters, the Thompson will deal 28 damage per bullet, needing four shots to kill. The Thompson has a two shot kill range of roughly 21 meters, and a three shot kill range of roughly 23 meters. Stopping Power is incredibly beneficial to the Thompson in Core game types, as it will make the Thompson kill faster in all scenarios, but in Hardcore game types, Stopping Power's value is highly questionable as its one shot kill range simply gets extended out to about 24 metres.

The Thompson's rate of fire is average for an SMG, clocking in at 750 RPM. This is almost a perfect midpoint between the MP40 and the PPSh-41's rates of fire. Selecting Double Tap will increase the Thompson's rate of fire to 1000 RPM. Due to the value of Stopping Power in Core game types, only consider using Double Tap in Hardcore game type environments.

The Thompson's accuracy is decent for an SMG, but average overall. The Thompson has simple, albeit crude iron sights. The recoil per shot is quite heavy, as the Thompson has significant horizontal recoil, and the gun will tend to kick upwards rather violently. Thankfully, the Thompson has a great centerspeed value of 1813. Combined with the Thompson's average rate of fire, the Thompson is accurate enough for full-auto fire up to medium ranges, but past that, burst firing or tap firing will be more effective. Unlike other SMGs, the Thompson has a slightly higher innate zoom level when aiming down the iron sights, on par with the rifles as well.

The Thompson's handling traits are solid for an SMG, and great overall. The Thompson allows the user to move at 100% of the base speed, but only strafe at 40% of the base speed. The user can aim down the sight in a swift 200 milliseconds, and the hip-fire spread is tight.

The Thompson's reload speeds, like all other SMGs in World at War, are highly variable and situation dependent. If reloading box magazines that are not empty, the Thompson's reload animation is 2.1 seconds long, or 2.7 seconds long if empty. The Reload Cancel speed is 1.6 seconds if the magazine is not empty, but actually speeds up to 1.2 seconds if the magazine is empty. If reloading a Round Drum, the Thompson's reload speeds are overall slower. The reload animation for a drum magazine is 3.1 seconds long, or 3.9 seconds long if the drum is empty. The Thompson's drum magazine can be reload cancelled in 2.1 seconds. The Thompson's reload speeds are some of the quickest in the class overall, but its reload speed advantage is nullified if using a drum magazine, as all SMGs with magazine enhancing attachments will reload equally slowly.

The Thompson's biggest weakness as an SMG is its magazine capacity. It is the worst in-tier, holding only twenty rounds. This causes the Thompson to struggle against groups of enemies, making it entirely possible to need to reload mid-firefight. The starting ammo loadout is also worst in-tier, at a measly 80 rounds. Bandolier is very tempting to use with the Thompson.

The Thompson gets the standard assortment of SMG attachments at its disposal. The Silencer keeps the Thompson from revealing the player on radar when firing, but at the cost of the weapon's range. The Thompson has a niche of being tied for the fastest firing full-auto weapon in the game that can be silenced, but seeing that the Thompson has good power and the means to take advantage of it, the Silencer's value on the Thompson is very questionable.

The Aperture Sight, unlike on other SMGs, is functionally useless on the Thompson, since it does not enhance the zoom level when aiming down the sight since the Thompson's iron sights already have that same zoom level. Still, an Aperture Sight can clean up the iron sights for those that do not like the Thompson's iron sights.

The Round Drum is easily the best attachment on the Thompson, and fixes many of the Thompson's biggest problems. The Thompson's magazine capacity is doubled to forty rounds, making the Thompson more than capable of taking on groups of enemies at once. It also increases the Thompson's starting ammo loadout from 80 rounds up to 120 rounds, making the Thompson far less reliant on Bandolier for those that wish to use a different perk, and for those that do use Bandolier, the Round Drum will provide even more ammo when spawning in. The reload speeds are made longer, but the extra ammo, enhanced sustained fire capability, and reducing the number of times needed to reload more than offset that penalty.

The Thompson is incredibly similar to the Type 100, another SMG. The two SMGs have identical damage profiles, rates of fire, accuracy profiles, attachment availability, and incredibly similar handling characteristics. The Thompson's biggest advantage over the Type 100 is its enhanced penetration power, as well as iron sights that aren't offset. The Type 100 holds a major advantage in terms of magazine capacity, although strangely, the Type 100 and Thompson with their magazine enhancing attachments will have the same starting ammo loadout despite the Thompson having far smaller magazines. The Type 100 won't need to reload as often due to the ammo being distributed across fewer magazines. Both SMGs make for potent options in CQC due to their good balance of bullet damage and fire rate, and if the player likes one of these SMGs, they should try the other to see which one they prefer.

Zombies

The Thompson appears in all maps, both off the wall and from the Mystery Box. It can be bought for 1200 points, with ammo costing 600 points. It is a good weapon, especially in the early to mid rounds, due to its good accuracy, fire rate, high close range power, cheap off the wall cost and easily obtainable ammo. In higher rounds, it loses its effectiveness quickly, and requires several shots to take down a single zombie, making headshots a priority. However, the Thompson remains an effective weapon to use if the player needs to gain a lot of points, as the cheap ammo, good accuracy and rate of fire allow the player to gain points very rapidly.

On Der Riese, it can be Pack-a-Punched via the Pack-a-Punch Machine into the Gibs-O-Matic, giving it a doubled magazine of 40 rounds, larger ammo reserve and more power. Even after Pack-a-Punching, ammo reserves may be problematic in the higher rounds. However, this can be countered by the fact that ammo can be bought off of the wall for 4500 points. It is somewhat ineffective unless the player can make a large number of headshots in later rounds. The Thompson is very accurate laterally and vertical recoil is gentle and uniform, conductive to headshots with a good damage multiplier for such. Between the 40-round magazine, fast dry reload and with the addition of Speed Cola, the Gibs-O-Matic can sustain fire for a fair amount of time.

Thompson vs. Gibs-O-Matic

Thompson Gibs-O-Matic
Thompson WaW.png Gibs-O-Matic WaW.png
Damage 120-80 200-120
Fire mode Automatic Automatic
Rate of fire 750 923
Magazine size 20 40
Max ammo 200+20 250+40
Reload 2.1, 2.45 empty 2.1, 2.45 empty
Mobility High High
Extras More ammo, larger magazine, higher rate of fire, higher damage


Weapon Attachments

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For Attachment images, see Thompson (weapon)/Attachments.

Call of Duty: World at War: Final Fronts

In Call of Duty: World at War: Final Fronts, the Thompson M1A1 is the standard submachine gun of the U.S. Army Divisions, 80th Infantry Division in Europe and the 2nd Marine Division in the Pacific. It appears in almost all American missions, as a secondary weapon along with the M1 Garand. It is a very good weapon on medium to close range, and its ammo can be scavenged from dead American soldiers, as it ammo would not be an issue, but the problem for all players is its high rate of fire and small magazine would be outperformed by other weapons like the Type 100 and MP40.

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Call of Duty: World at War (Nintendo DS)

The Thompson appears in the Nintendo DS version of Call of Duty: World at War as one of the five submachine guns available for use. Like most weapons featured in Nintendo DS games, there are a few similarities and differences between the DS version and the console version of the weapon. The first similarity would be the general appearance of the gun, even with a similar looking compensator. Another similarity would be the irons sights, though they offer a better peripheral view at the cost of being less pin point accurate. Even more similar to the real life counterpart, it has much higher recoil and stopping power.

Campaign

In the campaign, the Thompson is found in every American mission as a starting weapon or being used by allies. The only exception would be "On the Water", which is a vehicle based level. The Thompson is well rounded weapon, killing in three shots at any range, moderate but manageable recoil, a moderate reload time, and a decent magazine size of 30 rounds. Despite the good qualities, it is beaten by the Type 100 as it has a higher rate of fire and ammunition for it is more common, at the cost of higher recoil.

Multiplayer

The Thompson is the only submachine gun available to the Americans if the Allied faction is chosen. As with all weapons in multiplayer, its power is reduced, taking four shots to kill, as opposed to three. Luckily, it has still retained the steady damage at all ranges, like its single player variant. Due to these traits, it is a moderately encountered weapon. It can be effectively used in close quarters, as its recoil will push the players aim upward towards the head, where damage is increased. Its use in long range combat is also manageable, as long as the player burst-fires or uses the weapon like it is semi automatic.

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Call of Duty: Zombies

The Thompson appears in the IOS game Call of Duty: Zombies.

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Call of Duty: Modern Warfare 2

While never appearing physically in Call of Duty: Modern Warfare 2, on the map Derail, pictures of a Russian woman holding a Thompson are seen multiple times. It can also be seen in Loose Ends.

Call of Duty: Black Ops

The Thompson returns in the revised Call of Duty: World at War Zombies maps for the Hardened and Prestige editions of Call of Duty: Black Ops and the Rezurrection map pack.

It can be purchased off of the wall, but is no longer available from the Mystery Box. It is one of the few Call of Duty: World at War weapons that can be obtained in every classic map, as it can be found on the wall in all the original maps. It remains a highly useful weapon due to the ease in obtaining ammo for it. It is worth noting if a player does not want to gamble with receiving a poor weapon from the Mystery Box, the Thompson is a good go-to weapon when available.

Thompson vs Gibs-O-Matic

Thompson Gibs-O-Matic
Thompson BO.png Gibs-O-Matic BO.png
Damage 120-80 200-120
Multiplier Head: x4
Chest: x1
Abdomen: x1
Head: x5
Chest: x1
Abdomen: x1
Fire mode Automatic Automatic
Rate of fire 750 RPM 923 RPM
Magazine size 20 40
Max ammo 200+20 250+40
Reload 2.1, 2.45 empty 2.1, 2.45 empty
Mobility High High
Extras More ammo, larger magazine, higher rate of fire, higher damage.


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Call of Duty Online

The Thompson returns in Call of Duty Online.

Attachments

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Video

Trivia

General

  • In Call of Duty 4: Modern Warfare there is a poster of a woman with a Thompson. This also appears in Call of Duty: Modern Warfare 2.
  • All of the Thompson submachineguns depicted have the American Auto Ordnance logo engraved on top of the reciever.

Call of Duty: World at War

  • The Create-A-Class picture of the Thompson is missing a muzzle brake. It resembles the Thompson in Call of Duty 3.
  • When playing online with the Thompson that has a Round Drum, the player (from third-person view) still has the original 20 round Box Magazine.
  • On the Nintendo Wii version, the Thompson is portrayed without the compensator that the consoles versions have.
  • On the left side, it can be seen written, "THOMPSON SUBMACHINE GUN CALIBER.45 M1A1 NO. 080878".
  • The selective fire switch on the Thompson is set for semi-automatic, even though it is always fully automatic in the game.
  • In Nacht der Untoten, walking up to the Thompson on the wall tells the player the gun's cost is 1500 points, even though it actually costs 1200 points. This has been fixed in Call of Duty: Black Ops.

Call of Duty: Black Ops

  • The files for the Thompson can be found on PC even without Classic Zombies maps installed. However, the files are empty.

References

  1. Call of Duty: Finest Hour instruction booklet, page 18.
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