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Call of Duty: Total Warfare

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What if there was an expansion pack for the Call of Duty series which takes the best of the series' multiplayer, and allowed you to use every gun ever featured in the series?  It would allow for some truly interesting, and intense combat.

Example of how custom classes would work:

Primary Weapon: M14 (CoD 4) with ACOG and M203

Secondary Weapon: M1897 Trench Gun with bayonet

Equipment: Molotov Cocktail x 2

Special Grenade: Flash Grenade x 2

Perk 1: Bling Pro

Perk 2: Stopping Power Pro

Perk 3: Steady Aim Pro

Deathstreak: Final Stand Pro  

 

Primary Weapon: FG42 (WaW) with bipod

Secondary Weapon: Glock 18 with extended mags

Equipment: Tactical Insertion

Special Grenade: Smoke Grenade

Perk 1: Scavenger Pro

Perk 2: Hardline Pro

Perk 3: Reconnaissance Pro

Deathstreak: Martrydom Pro

 

Primary Weapon: Mosin-Nagant (WaW, w/ correct bolt) with bayonet and FMJ

Secondary Weapon: RPG-7

Equipment: Throwing Knife

Special Grenade: Tabun Gas x 2

Perk 1: Bling Pro

Perk 2: Lightweight Pro

Perk 3: Commando Pro

Deathstreak: Painkiller Pro

    

Weapons:

Bolt-Action Rifles.  A throwback to the glory days of infantry combat.  Excellent stopping power, combined with unparalleled range.

Attatchments: Bayonet, Rifle Grenade, Sniper Scope, FMJ, Red Dot Sight(?), Holographic Sight(?), ACOG scope(?), Thermal Sight(?)

Mosin-Nagant, M1903 Springfield, Arisaka Type-99, MAS36, Karabiner 98k, Lee-Enfield, Carcano

Assault/Battle Rifles.  The staple weapon of the modern military.  The all-round weapon suitable for almost any situation.

Attatchments: All of those in Modern Warfare 2

M14, AK-47, G36c, G3, Gewehr 43, SVT-40, M1 Garand, MP/StG-44, M4, M16, F2000, FAL, TAR-21, SCAR-H, FAMAS

Submachine Guns.  The Machine Gun's Mini-me (or Minimi :D).  Never has one held this much power in one's right hand.

Attatchments: Suppressor, RDS, Holo Sight, ACOG, Rapid Fire (N/A on PPSh-41), Extended Mags (71-round drum for PPSh-41), Thermal Sight, Akimbo, FJM

PPSh-41, MP40, Sten, Thompson, Type-100, Vector, P90, UMP .45, MP5/k, Mini-Uzi, AKS-74u

Light Machine Guns.  Twenty pound reincarnations of Hell.  High firepower and high rate of fire.

Attatchments: Suppressor, RDS, Holo Sight, ACOG, Thermal Sight, Extended Mags/Belts, FMJ, Heartbeat Sensor, Grip, bipod as standard.  FG42: sniper scope.  Type-99: bayonet.

MG42, M1919 .30 cal, FG42, M249, M240, Type-99, AUG HBAR, L86 LSW, RPD, DP28, Bren, M60E3, MG4, M1918 B.A.R.

Sniper Rifles.  If you see the muzzle flash, you're already dead.  The long-range marksman's weapon of choice.  Pin-point accurate fire at long range.

M40A3, R700, M21, Dragunov, Wa 2000

Attatchments: Suppressor, ACOG, Thermal Sight, FMJ, Heartbeat Sensor, Extended Mags, bipod? (no need to hold breath, but immobile)

Anti-Material/Anti-Tank Rifles.  If it works on tanks, it works on infantry.  Rifles that trade mobility and rate of fire for pure, brute force.

PTRS-41, M82 Barrett .50 cal, CheyTac Intervention

Attatchments: Sniper Scope, FMJ, Extended Mags, bipod?.  Suppressor: Intervention

Shotguns.  There's not much you can do when you have 5 pounds of buckshot in you.  The dominating force in close-quarters combat.

M1897 Trench Gun, Double Barrel shotgun, M1014, W1200, SPAS-12, AA12, Armsel Striker, M1887

Attatchments: Suppressor, FMJ, Grip, RDS, Holo Sight, Extended Mags.  M1897: Bayonet.

Machine Pistols.  Pistols on steroids.  A last-ditch weapon with a great rate of fire.

PP-2000, Glock 18, 93R, TMP, Skorpion  

All attatchments in Modern Warfare 2.

Handguns.  .45's, 9mm's and everything in between.  Your standard second best friend.

Tokarev TT-33, M1911, Luger, Walther P38, Nambu Type-14, Webley, USP .45, .357 Magnum, .44 Magnum, Desert Eagle, M9

Attatchments: Suppressor, FMJ, Akimbo, Extended Mags (exluding revolvers), tactical knife

Launchers.  Blow &($#*^ up.

RPG-7, Panzerschreck, Panzerfaust, M9 Bazooka, M79 "Thumper," AT4, Javelin, Stinger

Tanks and APC's.  Every infantryman's best friend.  Unless they're shooting at you.

T34, Panzer IV, M4 Sherman, HaGo, Crusader, M1 Abrams, T-72, M3 Halftrack, SdKfz "Hanomag," BTR-80, Striker, BMP

New Perk: Applique Armor.  Extra protection against explosives.

Misc. Weapons.

Primary: Riot Shield, Secondary: M2 Flamethrower, Imperial Japanese Katana(?)

Equipment.  Frag Grenade, That British Sticky Bomb, Teller Mine, Molotov Cocktail x 2, Semtex, Blast Shield, Tactical Insertion, Throwing Knife, C4, Claymore*, Bouncing Betty*

  • Make Claymores slightly less powerful than B.B.'s, but let the player have the ability to go prone (like in Loose Ends) before they are killed by the B.B.'s, though it would require fast reflexes.

Special Grenades.  Smoke Grenade, Flashbang x 2, Stun x 2, Tabun Gas, Signal Flare x 2

Killstreaks.  3: UAV, 4: Care Package, A-10 Thunderbolt (paint tank/building with designator), Counter UAV, 5: Sentry Gun, M2 Browning (can only be fire set up on bipod), Predator Missile, 6: Precision Airstrike, 7: Attack Helicopter, Harrier Strike, 8: Emergency Airdrop, Dogs, 9: Pavelow, Stealth Bomber, 11: Chopper Gunner, AC-130, 15: MOAB, EMP, Dirty Bomb (large-scale "Tabun Gas" bomb), 25: Tactical Nuke

Deathstreaks.  3: Painkiller, 4: Martrydom, Final Stand, 8: Terrorist? (like Javelin Glitch, but with blast radius slightly greater than frag grenade)


Vehicles.  Players would have a choice between a regular tank, or an APC.  The purpose of a tank is to take out other vehicles, and blast apart enemy strongholds.  The APC role would be to safely transport infantry, and give them supporting fire from their cannon/machine gun.

Tanks:  Each tank will have their main gun, and a coaxial machine gun that fires at the same point.  Instead of perks, players can pick two "attatchments" to customize their tank.  In order to balance, players will forfeit their primary weapon (like a reverse One Man Army), and are restricted to handguns, machine pistols and shotguns.  Perhaps as a "Pro" version of the tank perk, a third "attatchment" could be added.  Also, the view is restricted to first person.  Other players can ride on tanks (maximum of three on tanks), and give the tankers some protection from anti-tank teams.  Tankers can also rapair their tank, but will have to get out and thus expose theirselves to enemy fire.  Also, there will be a machine on the cupola (the second position in WaW's tanks) that the player can access by pressing the switch weapon button.  This would be good for taking out enemies above the tank's arc of fire, and good against helicopters and such.

APC's:  Same deal, though they can carry infantry inside and thus give them protection.  A tactic would be to break  through enemy lines and deploy soldiers in the middle of their formation.

"Attatchments":  Speedloader (Tanks only; "Ordnance Training"), Greased Bearings (faster turret rotation, faster speed), Watercooler (decrease cool-down for machine gun/autocannon), Applique Armor (increased protection), Mine Plow (harmlessly detonates Mines, C4, and destroys any moronically placed Tactical Insertions.  Also extends the "melee" range of the tank/APC).

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