★ S6 New Guns: DTIR 30-06 | Kastov LSW
☆ S5 Reloaded Dark Aether Keys and Locations
★ Mr. Peeks | Drum | Locked Diary | Giraffe Toy
☆ Final MWZ Story Mission: Ascension Walkthrough
★ Zombies Map | Dark Aether Interactive Map
☆ Rarity vs Pack-a-Punch Damage Chart
Insured Slots are used to save a weapon, while contraband refers to weapons you pick up in Call of Duty: Modern Warfare 3 (MW3). Continue reading to learn more about the differences between these weapons.
Insured Weapons are weapons you bring home as contraband or weapons you've unlocked via Player Level or Weapon Level Progressions. You get a variety of base weapons that you can fully customize to slightly tweak the stats according to your playstyle.
These Insured Weapons are customizable and available to you as long as you put them in an Insured Slot.
Increase the number of Insured Slots by completing the Story Mission Acts. While the first Insured Slot is unlocked by default, completing Act I unlocks the second Insured Slot, and Act II completion unlocks the third Insured Slot.
Zombies Acts and Mission Rewards
If you equipped an Insured Weapon and died during your run, the Insured Weapon will not be lost, but the slot will go under a one-hour cooldown before you can use it again.
You can reduce the cooldown of your Insured Weapons simply by playing the game and successfully exfiltrating. The amount of time reduced on your cooldowns is determined by the XP bonus you have accumulated at the end of your run.
Any weapon you pick up in zombies mode is considered a Contraband Weapon, and it will be available in the loadout screen if you successfully exfiltrate, as long as you have it equipped until the end of a run.
Any Contraband Weapon, whether primary or secondary, will be lost if you die during your run in zombies mode. Since it is not considered yours and you only picked it up from the zone, you will not be able to access it in the loadout screen unless you successfully exfiltrate with the weapon.
Wonder weapons like the Ray Gun and Wunderwaffe DG-2 cannot be brought back to the lobby and will be lost even if you survive an exfil. These items are forfeited as soon as you leave the match. However, bringing back Wonder Weapons grants an additional 400 XP for each Wonder Weapon that you can bring back home.
Zombies Mode Walkthrough and Guide
All Zombies Guns and Weapon Guides | |
---|---|
Best Guns | Refund Weapon Upgrades |
Weapon Rarity | Pack-a-Punch |
Reduce Weapon Cooldown | Insured Slots and Contraband |
Wonder Weapons | Ray Gun |
Wunderwaffe DG-2 | The Scorcher |
V-R11 | Rarity vs Pack-a-Punch |
Wonder Weapon Rarity Glitch | - |
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