How camos work
Every gun has 16 camos in three groups. Military camos come first, then the Specials, then Mastery. Unlocking a camo also gives account XP.
Military (9)
One running count per gun unlocks them in order. What counts depends on the class: critical kills for most guns, point-blank kills for shotguns, and eliminations for launchers and specials.
| CAMO | COUNT | ACCOUNT XP |
|---|---|---|
| Char | 100 | 250 |
| Tundra | 200 | 250 |
| Flood Digital | 300 | 250 |
| Cedar | 400 | 250 |
| Marshland | 500 | 250 |
| Mire | 600 | 250 |
| Ravine | 700 | 250 |
| Skulk | 800 | 250 |
| Emerald Snake | 1000 | 250 |
Special (3)
Mutilate, Slither and Pathfinder open once all 9 Military camos are done. Do them in any order. Each one has its own challenge for that weapon class, for example 300 hipfire kills or 300 eliminations while Pack-a-Punched. Each gives 500 account XP.
Mastery (4)
| CAMO | NEEDS | ACCOUNT XP |
|---|---|---|
| Golden Dragon | All 3 Special camos on that gun | 1,000 |
| Bloodstone | Golden Dragon on every gun in that class | 1,000 |
| Doomsteel | Bloodstone on that gun | 1,000 |
| Infestation | Doomsteel on that gun, and Doomsteel on 30 weapons | 2,500 |
Pack-a-Punch camos
Pack-a-Punch puts its own tier camo on the gun while it is packed. Those are separate from these 16. See Pack-a-Punch and rarity.