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Cod4topright MW2DStr BlackopsNewTopright MW3tr MW3DStr BODtr CoDO Icon MWRtr


For the similarly named weapon in Call of Duty: Black Ops II, see Skorpion EVO.
For the cryptid featured in Extinction, see Scorpion (Extinction).
For the melee weapon featured in Call of Duty: Modern Warfare Remastered, see Scorpion (melee).

The Vz.61 Skorpion is a weapon appearing as a Submachine Gun in Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare: Mobilized, Call of Duty: Black Ops, Call of Duty: Modern Warfare 3: Defiance, Call of Duty Online and Call of Duty: Modern Warfare Remastered, as a Machine Pistol in Call of Duty: Modern Warfare 3, and as a Handgun in Call of Duty: Black Ops: Declassified.

Call of Duty 4: Modern Warfare & Modern Warfare RemasteredEdit

Skorpion menu icon CoD4

Skorpion Model MWR

Skorpion
Damage 70-20 (SP), 50-20 (MP)
Damage Multipliers Head: 4, Chest: 1, Limbs: 1 (SP),

Head: 1.4, Chest: 1, Limbs: 1 (MP)

Weapon Class Submachine gun
Magazine Size 20 rounds
Unlocked Level 4
Starting Ammunition 20 + 60 (MP)
Maximum Ammunition 20+240 (SP), 20+160 (MP)
Reload Time 2.4s loaded, 2.67s unloaded
Rate of Fire 857 RPM
Range (explanation) SkorpionRange COD4
Recoil Very Low (MP), Medium (SP)
Penetration Low
Fire Mode Automatic
Used by Ultranationalists, Loyalists, OpFor
HUD icon Skorpion Pickup CoD4
Console codename(s) skorpion
"Fully automatic with a high rate of fire. Effective at close range."
— Weapon description


CampaignEdit

In the campaign, the Skorpion is used infrequently by Ultranationalists and Loyalists. It is found in "Crew Expendable", "Blackout", "Safehouse", "The Sins of the Father", and "Mile High Club". In the event that the player's primary weapon runs out of ammo, it is a decent secondary weapon.

MultiplayerEdit

In Multiplayer, the Skorpion has a magazine capacity of 20 rounds and has a relatively short range, but has very high damage within range and high accuracy. It can be fitted with a Red Dot Sight, Silencer and ACOG Scope.

The Skorpion's damage profile is unique, dealing 50-20 damage depending on range. This translates to a 2-5 hit kill. Stopping Power reduces the bullets required to kill to 2-4 bullets. Stopping Power therefore does not benefit the Skorpion at extreme close ranges, though it allows for faster times to kill at longer ranges.

The Skorpion has no idle sway and extremely low recoil. Its recoil profile is 50 to the side, 30 upward, and 20 downward. Its high center speed value of 1700 make its already low recoil patterns even more manageable. Its rate of fire of 857 RPM is about middle of the pack, being faster than that of the MP5 or AK-74u, but slower than the Mini-Uzi or the P90. Reload speed is average for non-empty magazines, but is much faster than other SMGs if reloaded while empty. However, reload cancelling has minimal benefits on the Skorpion, and its small magazine means that they are also frequent. As with most other submachine guns, wall penetration power is very low, and users move at 100% base speed.

With its set of unusual traits, the Skorpion fills niches that other submachine guns lack. The Skorpion's moderately high rate of fire and high damage make it the fastest killing submachine gun at close range, and it can achieve this without Stopping Power. Equipping Double Tap makes the Skorpion's close range performance even better, but this comes at the cost of increased reloads and ammo consumption. However, the damage dropoff starts very early, at around six meters, and falls off completely at about ten meters. The Skorpion suffers most at mid-close to middle ranges, where its early damage dropoff and low minimum damage put it at a disadvantage in terms of killing speed. At medium to long ranges, the Skorpion is once again a strong weapon compared to other submachine guns due to its very low recoil. Even though it requires up to five shots to kill targets, the Skorpion's low recoil allows for easy tracking of moving targets.

The Skorpion is a suitable weapon in Hardcore modes, where it can deliver two shot kills at long range. Because of its extremely low recoil, it is fairly easy to kill enemies who are far away without having to burst fire.

The Skorpion benefits from all the attachments. The Red Dot Sight is an improvement over the flat iron sights, and is a strong improvement for a gun that relies on precision. The Silencer decreases the already tiny range by a fraction, but isn't a big decrease compared to other weapons, and masks the user from the minimap when firing. The ACOG sight may also be a good choice for a player who is confident with the weapon's hipfire capability, as this adds to the mid to long range capability of the gun.

The Skorpion also benefits greatly from perks. Its small magazine and starting ammo supply mean that it benefits greatly from Bandolier. The smaller benefit Stopping Power provides means that other perk alternatives can be competitive. Its frequent reloads can be expedited with Sleight of Hand. UAV Jammer and/or Dead Silence with a silencer can make users undetectable to all but sight, and Double Tap makes the Skorpion a powerful contender, particularly at closer ranges.

Shell casings eject from the side of the gun despite the fact that the ejection port is clearly visible on the top.

Weapon AttachmentsEdit

Old School Mode Edit

The Skorpion appears in Old School Mode as the default primary, with 20 rounds in the magazine and 80 rounds of reserve ammunition. The only method of obtaining this weapon is upon spawn or from a dead player.

GalleryEdit

For camouflage images, see Skorpion/Camouflage.
For attachment images, see Skorpion/Attachments.

Call of Duty 4: Modern WarfareEdit

Call of Duty: Modern Warfare RemasteredEdit

Call of Duty: Modern Warfare: MobilizedEdit

Skorpion MW2DS
Skorpion
Damage Medium
Magazine Size 20 rounds
Starting Ammunition 20+100
Maximum Ammunition 20+100
Reload Time Fast
Rate of Fire Very high
Recoil Absent
Fire Mode Automatic
Used by Insurgency

The Skorpion reappears in Call of Duty: Modern Warfare: Mobilized. It only has 20 rounds per magazine, but it does have fair power and accuracy as well as a very high rate of fire, which is boosted by the fact that there is no recoil in the game, though it will burn ammo very quickly. The Skorpion has one of highest rates of fire of all guns in game, comparable to that of LMGs and some other SMGs.

In multiplayer it is the fourth weapon of the Insurgents faction and the first to be unlocked, taking 50 kills while using the Insurgency. The high rate of fire and power and clear iron-sights make this an overall good weapon, but the small magazine (a mere 20 rounds) and low reserve ammo (only sidearms have less overall ammo or smaller magazine) make most players discard it after other weapons are unlocked.

Call of Duty: Black OpsEdit

Skorpion menu icon BO
Skorpion
Damage 50-20, 40-20 w/ Dual Wield (MP)
Damage Multipliers Head: 1.4, Body: 1, Limbs: 1
Weapon Class Submachine gun
Magazine Size 20 Rounds (30 with Extended Mags)
Tier 6 (Dual Wield)
Unlocked Level 7
Cost (Black Ops) CoD Points logo BO2000
Starting Ammunition 60 + 20 (MP)
Maximum Ammunition 300 (SP standard, 450 with Extended Mags), 160 (MP)
Reload Time 2.35s, 3.2s (Empty)
Rate of Fire 750 RPM
Range (explanation) 200-400 (100-300 Suppressed), 500-750 w/ Dual Wield
Recoil Low, Very low (With Grip)
Recoil center speed 1700
Penetration Low
Fire Mode Automatic
Used by Tropas, Soviet Armed Forces, Viet Cong, Op 40
HUD icon Skorpion HUD BO
Sound(s) Original Sound

CampaignEdit

The Skorpion appears in some missions of campaign, such as "Operation 40" or "WMD" where it is used by the Tropas or Spetsnaz. It also appears in mission "Victor Charlie", used by Viet Cong soldiers.

MultiplayerEdit

The Skorpion returns in Call of Duty: Black Ops. It can be purchased after Level 7 and costs CoD Points logo BO2000.

The Skorpion has highly varying damage. Up close, a 2 shot kill can be earned. This, along with the M60, are the only fully automatic weapons in Black Ops to be able to 2-shot kill. However, damage can steep off to a 5 shot kill, making the Skorpion a very poor weapon at range. To go in hand with this apparent weakness, the Skorpion has terrible range. The 2 shot kill stops at about 7 and a half meters, with the minimum 5 hit kill starting at around 12 meters. The rate of fire is also tied with the MP5K and the AK-74u for the lowest fire-rate in class, shooting at a measly 750 RPM.

Accuracy is amazing. The Skorpion has almost no recoil, and the iron sights, while a bit lacking with clarity, are very clear and easy to use. Using the Grip gives little benefit, and using Rapid Fire has little detriment towards the recoil.

The rest of the statistics are slightly average. The mobility is high, the hip-fire cone is small, and reload speeds are pretty quick, at 2.35 seconds, or 3.2 seconds for an empty reload. Unfortunately, a weakness the Skorpion has is its 20 round magazine, which makes reloads often.

By far the Skorpion's strongest strength is its ease of use. The Skorpion's little recoil and amazing center speed (at 1700) make the weapon very controllable even at long range. As well, the Skorpion is easily one of the greatest weapons up close, easily scoring 2 or 3 hit kills.

The Skorpion's big weakness is its ammo loadout and magazine size. At 20 rounds, players only start with 80 total rounds of ammo. The Skorpion may shoot slower, but it'll still run out of ammo fast. As well, the range is terrible, as 4 and 5 hit kills are relatively common.

The Skorpion is limited to modifications, as all optical attachments are prohibited, and Dual Mags is absent. The most useful attachment is Rapid Fire, as it increases the Skorpion's rate of fire to 1000. This, alongside the little penalty to accuracy, make the Skorpion very powerful in areas it would be consistently weak. Extended Mags increases the magazine size to 30, allowing users to not reload as often. However, only 2 magazines are given in the ammo loadout, so it's not recommended unless Scavenger Pro is in use.

The Grip is one of the worst attachments for the Skorpion, as the added center speed isn't necessary. The Skorpion is already extremely accurate to contend with the ACR in terms of accuracy; it is not needed.

The Suppressor is a risky attachment: the already pitiful range is lowered even further, but the penalty isn't that bad, as it helps the Skorpion at times when the user would still be getting 4 or 5 hit kills without it.

The Dual Wield attachment is unique in the fact that it changes multiple factors of the weapon. Using Dual Wield lowers the maximum damage of the weapon, meaning it can no longer achieve two hit kills at close range. Compared to other submachine guns with the attachment, the Skorpion has a lower fire rate but proves to be more accurate. Both bullet spread and visual recoil are the lowest in the category, which makes the weapon semi-useful at medium ranges.

For perks, Scavenger is the best choice for Blue perks. The Skorpion's low magazine capacity and ammo loadout make Scavenger of huge help. For the red perk, Sleight of Hand Pro is very helpful, as the constant reloading is make quicker, and the Aim Down Sight time is reduced. Steady Aim and Warlord can be possible alternatives.

For the green perk, it's up to personal preference, but it's best that it suits a more mobile strategy. Hacker is very good to detect equipment and turrets, possibly saving your life in some cases. Ninja is another great perk if on the move, as it can leave attentive players guessing. Marathon is a good perk as well to increase the time the player can sprint.

In conclusion, the Skorpion has some glaring weaknesses that mold how this weapon should be used. If not used correctly it can be a poor weapon. However, if used correctly, the high power rounds and extreme accuracy will fail to disappoint.

AttachmentsEdit

GalleryEdit

For camouflage images, see Skorpion/Camouflage.
For attachment images, see Skorpion/Attachments.

VideoEdit

Call of Duty: Modern Warfare 3Edit

Skorpion menu icon MW3
Skorpion
Damage 30-20 (MP)
Damage Multipliers x2.0: Head (MP)
Weapon Class Machine Pistol
Magazine Size 20 rounds, 30 rounds (Ext. Mags)
Unlocked Level 36 (Multiplayer)
Level 3 (Survival Mode)
Cost (Survival Mode) $1500
Starting Ammunition 20+60 (MP)
Maximum Ammunition 160 (MP)
Reload Time 2.43s loaded, 3.23s unloaded
Rate of Fire 857 RPM
Range (explanation) Skorpion Range MW3
Recoil ADS: High
Hipfire: Very Low
Penetration Low
Fire Mode Automatic

The Skorpion returns in Call of Duty: Modern Warfare 3, but appears as a machine pistol, as opposed to its classification as a submachine gun in previous games. It seems to have retained many physical aspects from the Call of Duty 4: Modern Warfare variant.

MultiplayerEdit

The Skorpion is unlocked at Level 36 in Call of Duty: Modern Warfare 3's multiplayer. It is now a secondary weapon, classified as a machine pistol. It still retains many traits from its Call of Duty 4: Modern Warfare counterpart such as a 20 round magazine, but with a new black synthetic grip instead of a wooden one, and a noticeably higher recoil and less damage, as the Skorpion no longer retains the 2 hit kill capability from the previous games.

Compared to the MP9, the Skorpion has a slower fire rate, smaller magazines, less overall ammunition, a slower reload, and more recoil - the Skorpion has an unusual recoil pattern, that causes the weapon to harshly pull to the left, making the iron sights hard to use during sustained fire. It does, however, kill in one less bullet at long ranges and has a slightly faster raise time, making it more ideal for pulling out at a moment's notice. Additionally, the Skorpion does not have idle sway. The Skorpion is also unique in the fact that it has a very small hipfire spread and very little recoil when hipfired. This trait makes it one of the best weapons to use Akimbo, as the tight spread and lack of recoil allows it to be used out to middle range. Interestingly, the Skorpion has the highest headshot multiplier of any gun in the game at 2x the damage, only matched by the MP9. At medium ranges, one should fire the Skorpion in controlled bursts, and at long ranges, one should fire semi-automatically while aiming for the head to gain the headshot multiplier (which is possible due to the lack of sway).

It is recommended to use the Skorpion with Akimbo, because when aiming down the sights, the Skorpion is outmatched by the MP9's lower recoil and superior magazine capacity. As with all Akimbo weapons, it is recommended to use Steady Aim, as this will greatly improve the accuracy. Scavenger is also useful, as otherwise the player will run out of ammunition very quickly. When used with Akimbo and Steady Aim, the Skorpion is able to effectively kill enemies at surprisingly long distances compared to the other Machine Pistols.

Worth taking note is that equipping this weapon increases the player's sprint time by 75%. This trait is also present in the MP9 and USAS 12.

In the game mode Money in the Denk, the Skorpion is the secondary weapon in the "Money" class, where it is equipped with Akimbo.

AttachmentsEdit

Survival ModeEdit

The Skorpion is available in Survival Mode at level 3 and costs $1500. Because of its low damage, high recoil, and a small magazine capacity, it is only recommended for use in the early waves.

GalleryEdit

For attachment images, see Skorpion/Attachments.

Call of Duty: Modern Warfare 3: DefianceEdit

Skorpion Inventory MW3DS
Skorpion
Weapon Class Submachine Gun
Magazine Size 20 rounds
Starting Ammunition 20+100
Maximum Ammunition 20+100
Reload Time Fast
Rate of Fire Fast
Recoil Low
Fire Mode Automatic

The Skorpion returns in Call of Duty: Modern Warfare 3: Defiance. It is very similar to the Mobilized variant, with identical aspect, ammo capacity and general stats.

Call of Duty: Black Ops: DeclassifiedEdit

Skorpion
Weapon Class Handgun
Magazine Size 20 rounds
Starting Ammunition 20+60
Recoil Low
Fire Mode Automatic

The Skorpion appears in Call of Duty: Black Ops: Declassified using the same model as the Modern Warfare 3 model. It is one of two automatic handguns, the other being the MAC11. The Skorpion has low recoil and a decent fire rate, but lacks in damage and range.

AttachmentsEdit

GalleryEdit

Call of Duty OnlineEdit

Skorpion menu icon CoDO
Vz.61 Skorpion
Damage 33-18
Weapon Class Submachine Gun
Magazine Size 30 rounds (45 w/ Extended Mags)
Starting Ammunition 30+90
Maximum Ammunition 30+180
Rate of Fire 1154 RPM
Fire Mode Automatic

The Vz.61 Skorpion returns in Call of Duty Online.

AttachmentsEdit

GalleryEdit

TriviaEdit

Call of Duty 4: Modern WarfareEdit

  • Its front iron sight is leaning a little bit to its left side.
  • Nearby the trigger guard, it is possible to see the word "Zastava", the manufacturer's name. This also applies to the Modern Warfare 3 version.
  • On the left side of rear sight there's a "75" impressed on it.
  • When equipped with an ACOG Scope, the Skorpion is held closer to the player when viewed in first person, than a Skorpion equipped with any other or no attachments.

Call of Duty: Modern Warfare: MobilizedEdit

  • The shells are expelled above the top of the gun.

Call of Duty: Black OpsEdit

  • In third person, the Skorpion is held as if it were a pistol.
  • On the Wii version it is held with one hand, but with the Grip it is held with two.
  • Unlike other versions of the weapon, the Skorpion in this game has no folded stock. It can only be seen used if using the Grip attachment, and in this case, is unfolded. And in the Wii version of the game, the stock is entirely absent, replaced by a default Grip.
  • The Skorpion's pickup icon shows the stock folded over the top however it is not present unless the Grip is used.
  • Camouflage in first person doesn't cover the handle, but in third person it does.
  • Using Golden Camouflage on the Skorpion will remove the tritium dot on the center post of the Skorpion's iron sights.
  • In the Rezurrection trailer, the ad for Verrückt shows a soldier with two Skorpions, which is unavailable in zombies.

Call of Duty: Modern Warfare 3Edit

  • The Skorpion has a side mounted rail in the Create-a-Class image, but this is only seen in game when an optical attachment is being used.
  • When an optic is attached, the reload animation changes. Instead of using the left charging handle, the right side charging handle is used instead.
  • When used with Akimbo, the two Skorpions are held at different angles.

ReferencesEdit