Gear Up: Modern Warfare III Loadouts: What You Need to Know
Prior to a match, the Weapons menu of Modern Warfare III allows you to select, edit, and save up to 10 Customized Loadouts for Multiplayer: selections of armaments and equipment. This is generally the same as the legacy term “Create-a-Class.”
Note: The process is different for Multiplayer and Zombies. While Zombies has access to your available weapon arsenal, other equipment is accessed differently, and there’s an impressive amount of Zombies-only ordnance to utilize and unlock. Perks, Field Upgrades, and some Killstreaks will not be available in MWZ. Consult the Modern Warfare Zombies Overview Blog, prior to game launch.
Note: The following equipment is scheduled to be available at game launch. Additional equipment of various types may appear after launch.
Loadout Overview: Multiplayer (and Zombies)
Each Loadout is presented in a familiar layout, but with one important difference: the type of Vest you choose governs the number of Equipment pieces you can carry and offers you a particular set of Perk-like skills.
Note: Loadouts are unlocked at Player Level 4. Modern Warfare Zombies uses a different Perk and Field Upgrade system, but does employ a selection of Tacticals and Lethals that are shared with Multiplayer.
Gear Up: The Evolution of Perks (MP only)
Vests, Gloves, Boots, and Gear
When choosing a Vest, it is important to know that same Vests remove (or increase) the number of Tacticals, Lethals, Field Upgrades, Gloves, Boots, and Gear you can carry into matches. Therefore, it’s worthwhile picking a Vest first.
Tip: The key to an effective Loadout is to pick Vests, Gloves, Boots, and Gear with complementary abilities, which further augment your Primary and Secondary Weapon, as well as the Tactical, Lethal, and Field Upgrade Equipment you are carrying.
Vests (6, MP only)
The following Vests are available at the launch of Modern Warfare III:
Infantry Vest
Equipment Slots (3): Tactical, Lethal, Field Upgrade
Gear Slots (3): Gloves, Boots, Gear
Standard issue mobile infantry vest. Increases Tac Sprint duration and reduces refresh time. Duplicate effects do not stack. If equipped with Running Sneakers (Boots), you gain the effects of Lightweight Boots (Boots).
Engineer Vest
Equipment Slots (3): Tactical x2, Field Upgrade (Lethal Slot removed)
Gear Slots (4): Gloves, Boots, Gear x2
Counter equipment and explosives expertise. Spot enemy equipment, Field Upgrades, and Killstreaks through walls. Aiming down sights highlights them for the team. Faster Field Upgrade recharge.
Gunner Vest
Equipment Slots (3): Two Primary Weapons, Tactical, Lethal, Field Upgrade (Secondary Weapon Slot removed)
Gear Slots (2): Gloves, Gear (Boots Slot removed)
Weapon and ammo focused kit. Deploy with max ammo. Improved reload speed. Duplicate effects do not stack. If equipped with Mag Holster (Gear), gain the effects of Mission Control Commlink (Gear).
Demolition Vest
Equipment Slots (4): Tactical, Lethal x2, Field Upgrade
Gear Slots (3): Gloves, Boots, Gear
Lethal and Tactical mastery. Resupply Lethal and Tactical Equipment every 25 seconds.
CCT Comms Vest
Equipment Slots (1): Field Upgrade (Tactical and Lethal Slots removed)
Gear Slots: (4)L Gloves, Boots, Gear x2
Team intelligence resource. Increases duration enemies stay on radar and zooms out radar for you and nearby allies. Enemies you kill drop intel packs, which generate a radar ping for you and nearby allies when collected. Duplicate effects do not stack. If equipped with Data Jacker (Gear), gain the effects of Mission Control Commlink (Gear).
Overkill Vest
Equipment Slots (2): Tactical, Lethal (Field Upgrade Slot removed)
Gear Slots (3): Gloves, Boots, Gear
Mastery of weapon mobility. Increased weapon swap speed. Reload while sprinting. Duplicate effects do not stack. If equipped with Quick-Grip Gloves (Gloves), or Commando Gloves (Gloves), gain the effects of Marksman Gloves (Gloves).
Gloves (6, MP only)
Gloves have Perks that specifically improve the handling of your Primary and Secondary Weapons, as well influence your interactions with Tactical and Lethal Equipment. Every Vest allows you to pick one pair of Gloves from the following:
Quick-Grip Gloves
Increased weapon swap speed.
Ordnance Gloves
Throw equipment farther. Reset fuse timer on thrown back grenades.
Commando Gloves
Reload while sprinting.
Scavenger Gloves
Resupply ammo and throwing knives from dead players.
Marksman Gloves
Reduced sway and flinch while ADS.
Assault Gloves
While jumping, accuracy and time to ADS is improved.
Boots (6, MP only)
Boots have Perks that specifically improve your movement and swimming, as well as how loud and maneuverable you are. Every Vest (except the Gunner Vest) allows you to pick one pair of Boots from the following:
Lightweight Boots
Increases movement and swim speed. Reduces noise while swimming.
Climbing Boots
Increased climbing and mantling speed. Reduces fall damage.
Running Sneakers
Increases Tac Sprint duration and reduces refresh time.
Tactical Pads
Increases slide distance and allows for aiming down sights while sliding. Increases stance transition speeds and crouched movement speed.
Stalker Boots
Increased strafe and ADS movement speed.
Covert Sneakers
Eliminates footstep sounds.
Gear (12, MP only)
Gear has Perks that have a wide-ranging selection of improvements to a variety of skill sets, related to weapon handling, immunities, early warning systems, and damage reduction. Every Vest allows you to run one of the following pieces of Gear, and the Engineer and CCT Comms Vests allow two:
Tac Mask
Reduces strength of enemy flash, stun, and gas grenades.
Mission Control Commlink
Reduce Killstreak cost by one (1) kill. Reduce Scorestreak cost by 125.
Bone Conduction Headset
Reduces combat noise, allowing improved identification of enemy footsteps and gunshots.
Mag Holster
Improved reload speed.
Blacklight Flashlight
Shows recent enemy footsteps.
L/R Detector
Warns of hostile laser and radiation sources.
Threat Identification System
While ADS, automatically pings enemy locations in crosshairs.
Data Jacker
Enemies you kill drop a smartphone. Collecting the smartphone generates a radar ping from that location.
Signal Jammer
Emits a signal disrupting placed enemy claymores and mines. Warns of nearby enemy equipment.
Hijacked IFF Strobe
Undetectable by AI targeting systems and thermal optics. Does not highlight in enemy Tactical Cameras or Recon Drones.
Ghost T/V Camo
While moving, blocks detection by UAVs, enemy radar sources, and Heartbeat Sensors.
EOD Padding
Reduces damage from non-killstreak explosives and fire.
Equipment Overview: Tacticals and Lethals (MP, MWZ)
Tacticals (12, MP, MWZ)
A complement of 12 pieces of Tactical Equipment is available for every Operator, 11 in Multiplayer and 7 in Zombies. Add to your Loadout (in Multiplayer, you can carry none, one, or two, depending on the Vest you’ve equipped) from the following:
Stun Grenade (MP, MWZ)
Slows victim’s movement and aiming.
Battle Rage (MP)
Experimental stimulant that gives you an adrenaline rush. Health regenerates quickly, Tactical Equipment is resisted, and Tactical Sprint is constantly refreshed.
Smoke Grenade (MP, MWZ)
Deploys a smoke screen that blocks vision and automated targeting systems.
Scatter Mine (MP, MWZ)
Throw a field of mines across a wide area that detonates when enemies come within range.
Decoy Grenade (MP, MWZ)
Counter-intel grenade that simulates gunfire, movement, and radar signatures to confuse the enemy.
Flash Grenade (MP)
Blinds and deafens targets.
Snapshot Grenade (MP)
Provides a momentary glimpse of enemies within the blast radius for your team or squad.
Shock Stick (MP, MWZ)
Electrical device that sticks to surfaces. Electrocutes enemies, destroys equipment, and causes vehicles to go haywire.
Stim (MP, MWZ)
Military stimulant that promotes clotting to close wounds quickly and refreshes Tactical Sprint.
Tear Gas (MP)
Explodes on impact with the ground, releasing a lingering cloud of tear gas that causes slowed movement, blurred vision, and coughing.
Experimental Gas Grenade (MWZ)
Grenade that releases a lingering cloud of gas that causes slowed movement, blurred vision, coughing, and light damage.
EMD Grenade (MP)
Applies a tracking device to enemies hit, revealing them on your team’s minimap.
Lethals (12, MP, MWZ)
A total of 12 pieces of Lethal Equipment is available for every Operator, 11 in Multiplayer and 10 in Zombies. Add to your Loadout (in Multiplayer, you can carry none, one, or two, depending on the Vest you’ve equipped) from the following:
Frag Grenade (MP, MWZ)
Cookable fragmentation grenade.
Claymore (MP, MWZ)
Proximity-activated explosive mine.
Throwing Knife (MP, MWZ)
Retrievable throwing knife that is lethal on impact in Core MP.
Thermite (MP, MWZ)
Explosive incendiary device that sticks to all surfaces.
Thermobaric Grenade (MP)
Cookable grenade. Creates a large explosion that stuns, leaves a fiery residue, and increases the lethality of explosives for a period of time.
Proximity Mine (MP, MWZ)
Proximity-triggered explosive that launches in the air, and deals heavy damage to the surrounding area.
Drill Charge (MP, MWZ)
Charge with a thermal lance that can burrow into surfaces before exploding.
Semtex (MP, MWZ)
Timed sticky grenade.
C4 (MP, MWZ)
Large explosive that sticks to surfaces and can be detonated remotely using a “use Lethal Equipment” button when the equipment is deployed. Double-tapping the “Interact/Reload” button always detonates the explosives.
Molotov Cocktail (MWZ)
Improvised incendiary device that explodes on impact.
Throwing Star (MP)
A swift and deadly throwing star that inflicts a wounding effect on the target.
Breacher Drone (MP, MWZ)
Explosive drone that explodes on proximity to an enemy or on impact.
Equipment Overview: Field Upgrades (18, MP only)
Additional equipment utilized after a recharge period, Field Upgrades are the final piece of the individual Loadout. Every Operator can carry one (or none, depending on the Vest equipped) from the following:
Heartbeat Sensor
A limited use tablet that displays rough information about nearby enemies.
Med Box
Deploy a box of medical supplies for you and your teammates to reduce healing delay.
Inflatable Decoy
Proximity activated decoy mine. Upon activation the reinforced fiber target is violently deployed to confuse and distract. Press the ‘Tactical and Lethal’ buttons together a second time for manual activation.
Comm Scrambler
Disables communication with intel within its radius. Enemies will not be able to activate killstreaks. Enemy UAV and intel systems will not detect you and your teammates. Location of the scrambler is visible in the enemy minimap.
Tactical Insertion
Marks a location as your next spawn point. Tactical Insertion doesn’t have an effect in one-life modes, such as Search & Destroy.
Trophy System
Deployable autonomous defense system that destroys up to three nearby pieces of equipment and projectiles. Some larger targets may take multiple shots.
Munitions Box
Deploy a box of ammo and equipment for you and your teammates.
A.C.S.
An Automated Computer Spike slowly captures points and temporarily hacks nearby enemy devices. Point capturing applies in the following modes: Domination, Hardpoint, Control, Ground War.
Tactical Camera
Remote-controlled camera that marks enemies. Press the ‘Tactical and Lethal Buttons’ to throw it, and press again to connect to it. When left on its own, the camera will monitor the area and warn players of nearby enemies by sound.
DDoS
Activates a device that deactivates electronics, and disrupts enemy sensors in the immediate area for a short time.
Deployable Cover
Portable, rapidly deployable ballistic cover.
Recon Drone
Remote-controlled drone that has manual and auto marking capabilities.
Dead Silence
Temporarily makes your footsteps silent. Gun, melee, and throwing knife kills refresh duration.
Loadout Drop
Call in a team-based loadout crate with limited uses. Each player can only use it once.
Portable Radar
Emits a periodic radar ping to detect nearby enemies.
Smoke Airdrop
Call in a line of drones to deploy a smoke wall at a targeted location.
Suppression Mine
Trip mine that when triggered, emits a constant sound wave that disrupts enemy vision and slows their movement.
Anti-Armor Rounds
Gives weapon ammo that applies bonus damage against armored targets; this includes vehicles, equipment, body armor, and targets behind penetrable cover.
Equipment Overview: Killstreaks and Scorestreaks (25, MP, MWZ)
A full and impressive complement of mainly harder-hitting offensive (or reconnaissance) capabilities become available to your Operator as you level up through the Military Ranks. You can pick three Killstreaks, and choose whether they become available after a certain number of enemy kills (Killstreaks) or after you score a certain number of points by completing in-match actions (Scorestreaks).
Note that Modern Warfare Zombies utilizes Killstreaks in a different manner, and has a smaller pool of them to access.
UAV
Killstreak Needed: 4
Scorestreak Needed: 500
UAV recon ship that reveals enemy locations on the minimap.
NEW: Mosquito Drone
Killstreak Needed: 4
Scorestreak Needed: 500
Explosive drone that circles the area around where the drone is launched. Dive bombs on enemies it spots and explodes.
NEW: SAM Turret
Killstreak Needed: 4
Scorestreak Needed: 500
Launch a targeted missile strike against air vehicles.
Bomb Drone
Killstreak Needed: 4
Scorestreak Needed: 500
A remote-controlled drone with an attached C4 charge.
NEW: Guardian-SC
Killstreak Needed: 5
Scorestreak Needed: 625
A beam shaped, non-lethal, area denial weapon. Enemies entering the beam have similar effects to a stun grenade, reduced movement speed, blurred vision, and removed UI.
Care Package
Killstreak Needed: 5
Scorestreak Needed: 625
Call in a random killstreak care package to your location.
Counter UAV
Killstreak Needed: 5
Scorestreak Needed: 625
A drone that scrambles all enemy minimaps.
Cluster Mine
Killstreak Needed: 6
Scorestreak Needed: 750
Throw a device that launches a cluster of smaller mines within the immediate area.
Precision Airstrike
Killstreak Needed: 6
Scorestreak Needed: 750
Call in twin jets for a precision strike along the best available path.
Cruise Missile
Killstreak Needed: 6
Scorestreak Needed:750
Control a long-range cruise missile with boost capabilities.
NEW: Remote Turret
Killstreak Needed: 7
Scorestreak Needed: 875
Automated turret that scans for nearby enemies and fires incendiary based rounds.
Mortar Strike
Killstreak Needed: 7
Scorestreak Needed: 875
Signal several waves of mortars to attack a location.
SAE
Killstreak Needed: 7
Scorestreak Needed: 875
Call in a trio of jets to release aerial explosives onto specified targets.
NEW: Juggernaut Recon
Killstreak Needed: 8
Scorestreak Needed: 1,000
Juggernaut Recon gear delivered by care package. The suit is equipped with a radar that pings nearby enemies. Contains a riot shield, Haymaker and smoke grenade.
Wheelson-HS
Killstreak Needed: 8
Scorestreak Needed: 1,000
Remote controlled amphibious vehicle with auto sentry capabilities.
Overwatch Helo
Killstreak Needed: 8
Scorestreak Needed: 1,000
An escort helo that will watch over your position and ping nearby enemy locations before engaging them.
VTOL Jet
Killstreak Needed: 10
Scorestreak Needed: 1,250
Releases a pair of precision bombs before circling back and guarding a location of the player’s choice.
Emergency Airdrop
Killstreak Needed: 10
Scorestreak Needed: 1,250
Call in three random killstreak care packages to your location.
Carpet Bomb
Killstreak Needed: 10
Scorestreak Needed: 1,250
Call in a bomber that releases a large line of explosives along its path.
Advanced UAV
Killstreak Needed: 12
Scorestreak Needed: 1,500
An untargetable orbital UAV that reveals the enemy’s direction on the minimap in real time.
Chopper Gunner
Killstreak Needed: 12
Scorestreak Needed: 1,500
Control an assault chopper armored with a turret and air-to-land missiles.
Gunship
Killstreak Needed: 12
Scorestreak Needed: 1,500
A heavy assault gunship equipped with a laser tracking missile, along with the standard 40mm and 25mm cannons.
Juggernaut
Killstreak Needed: 15
Scorestreak Needed: 1,875
Juggernaut assault gear delivered by care package. The minigun will drop when the Juggernaut dies.
Modern Warfare III Launch Comms Continues
Be sure to check back at the Call of Duty Blog between now and launch, as we confirm in-game content and offer deep dives on both Multiplayer and Zombies. Here’s what to expect prior to November 10:
Blog 1: Pre-Season Preparation: A look back at Intel Drops, confirmation of Preload and Early Access Times, and confirmation of the rewards you receive for playing the Campaign. Read more here.
Blog 2: Mapping Out Multiplayer: Details on the launch modes (3v3v3, 6v6, and 32v32), Additional Mode Intel, all the launch maps (both Core and Ground War), Carry Forward Maps, and the Modern Warfare III Operators from SpecGru and Kortac. Read more here.
Blog 3: Fully Equipped: A Deep Dive into Loadouts (MP, MWZ): You’re reading this Blog!
Blog 4: Upping Your Arsenal: Primary and Secondary Weapons (MP, MWZ): All launch weapons are confirmed, including Aftermarket Parts, and a weapon-balancing pass. The Gunsmith receives a statistical overhaul, and we break this all down for you. Read more here.
Blog 5: Cosmetic Customization: Weapon Camos (MP, MWZ): Could this be the biggest weapon progression feature in Call of Duty history? We detail the immense Multiplayer and Zombies Camo Challenge and Weapon Mastery system for your MWII and MWIII arsenal!
Blog 6: Modern Warfare Zombies: Launch Content Overview: Join Operation Deadbolt, learning about the Mission structure, your Equipment and Zombies Field Upgrades, Acquisitions and Schematics, Acts, Tiers, Rewards and what to find during your deployments to the Exclusion Zone.
Stay Frosty.
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