Call of Duty: Modern Warfare 4 DMZ raids have a moment that hits you every time: you sprint for the 3D Printer with three enemies on your tail and one shot left. The printer hums in the corner like a vending machine that stole your money but actually pays you back. I’ve spent more angry, brilliant hours at that terminal than I care to admit, and I’ll tell you what matters.
On more than one raid I watched a squad trade a full loadout for a handful of parts — and regret it fast.
All craftable recipes in Modern Warfare 4
You need the recipes to print anything, but the real limiter is materials and the upgrades you’ve bought. I’ll walk you through everything the 3D Printer can spit out, how to prioritize resources, and which prints feel like cash well used.

How do 3D Printer recipes work in Modern Warfare 4 DMZ?
Short answer: recipes are blueprints you must acquire, then feed materials into the printer to produce items on demand. The printer itself is a finite resource in every extraction; if you want expanded options you buy printer upgrades at your stash between raids. Activision and Raven Software designed it so decisions matter — you choose whether to print survival items, fire support, or armor based on how the raid is going.
What materials do I need to craft items in DMZ?
Materials fall into two tiers: raw components (Synthetics, Metals, Chemicals, Electronics) and advanced ingredients (Power Regulator, Control Unit, Reactive Metals, etc.). You gather them from loot, vendors, and rewards; some advanced parts require separate ingredient prints. Use Discord trading hubs and community maps to find high-yield spawn points—players and tools like Moyens I/O guides or the in-game vendor lists speed that process.
In one pre-raid prep I swapped a full magazine for bank upgrades and slept like I’d paid for peace.
Upgrades
Upgrades alter what the printer offers and reduce cost or add tiers of ingredients. The DMZ Cash sums below show how much you’ll need if you want certain conveniences—treat these as long-term investments at your stash.
| Recipe | Requirements |
|---|---|
| Bank Upgrades I | 20,000 DMZ Cash (€200) |
| Bank Upgrades II | 50,000 DMZ Cash (€500) |
| Stash Item Upgrade I | 10,000 DMZ Cash (€100), 10 Rigid Synthetics, 10 Electronic Sensors |
| MIA Recovery Discount I | 5 Regional Combat Notes, 10 Control Unit, 10 Rigid Synthetics |
| Uncommon Ingredient Printing | 50,000 DMZ Cash (€500), 20 Biomaterials, 10 High-Tenacity Fibers, 5 Comms Module |
| Stash Weapon Upgrade I | 50,000 DMZ Cash (€500), 20 Reactive Metals, 10 Stock Rod, 5 Comms Module |
| Epic Ingredient Printing | 100,000 DMZ Cash (€1,000), 10 Binding Catalyst, 10 Printed Circuit Board, 5 Military Composites |
| Dog Tag Case Upgrade I | 10,000 DMZ Cash (€100), 10 Rigid Synthetics, 10 Biomaterials |
| Gunsmith Upgrade I | 50,000 DMZ Cash (€500), 20 Reactive Metals, 10 CPU, 5 Power Regulator |
| Vendor Item Upgrade I | 20 Electronic Sensors, 10 CPU, 10 Printed Circuit Board, 2 Prototype RF Module |
Once, after a bad firefight, a medkit felt like a promise I could keep.
Consumables
Consumables are the fastest returns on materials: cheap to print, priceless mid-raid. Print Bandages and Medkits when you can; a single Self Revive Kit requires stabilized reagents you’ll want for endgame plays.
| Recipe | Requirements |
|---|---|
| Bandage | 15 Synthetics, 15 Chemicals |
| Medkit | 30 Chemicals, 1 Binding Catalyst, 5 Biomaterials |
| Energy Drink | 10 Chemicals, 10 Metals |
| Pain Killers | 15 Electronics, 15 Chemicals |
| Sedative Inhaler | 15 Synthetics, 15 Chemicals |
| Radiation Blockers | 30 Chemicals, 3 Biomaterials |
| Smelling Salts | 30 Chemicals, 3 Detonators |
| Self Revive Kit | 1 Stabilized Reagents, 5 Biomaterials, 3 Binding Catalyst |
| Door Breacher Charge | 1 Experimental Compound, 5 Stock Rod, 3 Volatile Explosives |
I’ve seen a player sprint out with a 1-plate vest and win the fight because it changed one encounter.
Plate Carriers
Armor progression scales quickly. If you’re risk-averse print 2-plate variants; if you’re planning to tank an objective, the 3-plate and tempered options are worth the investment.
| Recipe | Requirements |
|---|---|
| 1-Plate Armor Vest | 25 Synthetics, 25 Metals |
| 2-Plate Armor Vest | 50 Synthetics, 5 Reactive Metals |
| 2-Plate Ballistic Gel Vest | 50 Synthetics, 3 Binding Catalyst, 10 Reactive Metals |
| 2-Plate Helmet Armor Vest | 50 Synthetics, 3 Structural Alloy, 10 Reactive Metals |
| 3-Plate Armor Vest | 2 Ballistic Fabric, 5 Nylon Cloth, 10 Reactive Metals |
| 3-Plate Ballistic Gel Vest | 2 Experimental Compounds, 4 Stabilized Reagents, 10 Biomaterials |
| 3-Plate Helmet Armor vest | 2 Nano-Structured Alloy, 4 Alloyed Plating, 10 Reactive Metals |
| Tempered Armor Vest | 2 Military Composites, 4 Ballistic Fabric, 10 Rigid Synthetics |
I once watched a teammate give me his large backpack and then proceed to carry two scoped rifles like a mule.
Backpacks
Backpacks change what you can bring out. If you raid for parts, prioritise Scavenger variants. For secure runs, aim for the Secure Scavenger or Large Secure models.
| Recipe | Requirements |
|---|---|
| Small Backpack | 25 Synthetics, 25 Metals |
| Medium Backpack | 50 Synthetics, 5 Rigid Synthetics |
| Medium Scavenger Backpack | 50 Metals, 3 Nylon Cloth, 10 Rigid Synthetics |
| Medium Weapon Backpack | 50 Synthetics, 3 High-Tenacity Fibers, 10 Rigid Synthetics |
| Small Secure Backpack | 50 Metals, 3 Structured Alloy, 10 Rigid Synthetics |
| Large Backpack | 2 Nylon Laminate, 5 Structured Alloy, 10 Rigid Synthetics |
| Large Scavenger Backpack | 2 Nylon Laminate, 5 High-Tenacity Fibers, 10 Rigid Synthetics |
| Medium Secure Backpack | 2 Alloyed Plating, 5 Nylon Cloth, 10 Reactive Metals |
| Large Secure Backpack | 2 Prototype RF Module, 4 Alloyed Plating, 10 Rigid Synthetics |
| Secure Scavenger Backpack | 2 Military Composites, 4 Nylon Laminate, 10 Reactive Metals |
A well-timed Flash changed a raid from chaos to control for my squad.
Tacticals
Tacticals are cheap and high-impact. Print decoys and sensors for intel; spotter scopes and heartbeat sensors are force multipliers if you can spare the parts.
| Recipe | Requirements |
|---|---|
| Concussion Grenade | 10 Synthetics, 10 Chemicals |
| Snapshot Grenade | 10 Synthetics, 10 Chemicals |
| Smoke Grenade | 10 Synthetics, 10 Chemicals |
| Shock Stick | 10 Synthetics, 10 Chemicals |
| Screamer Mine | 10 Synthetics, 10 Chemicals |
| Flash | 10 Synthetics, 10 Chemicals |
| Decoy Grenade | 10 Synthetics, 10 Chemicals |
| Stim | 15 Synthetics, 15 Chemicals |
| Heartbeat Sensor | 25 Synthetics, 25 Chemicals |
| Spotter Scope | 50 Synthetics, 5 Electronic Sensors |
I watched a frag end a firefight and thought: cheap prints, huge returns.
Lethals
Most lethals use basic resources, so they’re useful when you have surplus Metals or Chemicals. Trip wires and drill charges cost more but can gate an objective or deny an extraction point.
| Recipe | Requirements |
|---|---|
| C4 | 10 Chemicals, 10 Metals |
| Claymore | 10 Chemicals, 10 Metals |
| Frag Grenade | 10 Chemicals, 10 Metals |
| Molotov Cocktail | 10 Chemicals, 10 Metals |
| Zip Gun | 10 Chemicals, 10 Metals |
| Proximity Mine | 10 Chemicals, 10 Metals |
| Semtex | 10 Chemicals, 10 Metals |
| Thermite | 10 Chemicals, 10 Metals |
| Drill Charge | 15 Chemicals, 15 Metals |
| Trip Wire | 15 Chemicals, 15 Metals |
| Throwing Knife | 25 Chemicals, 25 Metals |
At one point a Trophy System saved a veteran’s life; he swore by it afterward.
Field Upgrades
Field upgrades shift tactical options. The Ammo Box and Armor Box keep a small team functional; drones and SAM turrets escalate the perimeter control. Prioritize what counters your usual threats.
| Recipe | Requirements |
|---|---|
| Inflatable Decoy | 15 Synthetics, 15 Electronics |
| Ammo Box | 15 Synthetics, 15 Metals |
| Portable Radar | 15 Synthetics, 15 Electronics |
| Razor Wire Trap | 15 Electronics, 15 Metals |
| Rebreather | 15 Synthetics, 15 Chemicals |
| Riot Shield | 15 Synthetics, 15 Metals |
| Seeker Drone | 15 Synthetics, 15 Electronics |
| Smoke Wall | 15 Electronics, 15 Chemicals |
| Trophy System | 15 Electronics, 3 Control Unit |
| Armor Box | 30 Metals, 3 Reactive Metals |
| Defibrillator | 30 Electronics, 3 Control Unit |
| DDOS | 30 Electronics, 30 Detonators |
| Recon Drone | 30 Metals, 3 Electronic Sensors |
| SAM Airburst Turret | 30 Metals, 3 Detonators |
| Revive Pistol | 2 Power Regulator, 3 Binding Catalyst, 5 Detonators |
| Fulton Drop Marker | 1 Prototype RF Module, 3 Comms Module, 5 Control Unit |
An artillery beacon turned a losing flank into a kill zone for my squad.
Fire Support
Fire support prints are the expensive gambles with the biggest payoffs. UAVs, bombing runs, and railgun sentries often decide late-game skirmishes. If you play with a fixed squad and coordinate comms on Discord or in-game, these are worth the parts.
| Recipe | Requirements |
|---|---|
| Care Package | 20 Electronics, 2 Control Unit, 2 Rigid Synthetics |
| Bombing Run | 30 Chemicals, 2 Nitro Compounds, 5 Control Unit |
| Combat Drone | 30 Electronics, 2 CPU, 5 Control Unit |
| Bomb Glider | 30 Chemicals, 2 Stock Rod, 5 Control Unit |
| UAV | 30 Electronics, 2 Structured Alloy, 5 Electronic Sensors |
| Artillery Beacon | 2 Volatile Explosives, 3 Nitro Compounds, 5 Detonators |
| Advanced UAV | 2 Comms Module, 3 Nitro Compounds, 5 Electronic Sensors |
| Impact Warhead | 2 Turned Components, 3 Nitro Compounds, 5 Detonators |
| Railgun Sentry | 2 Power Regulator, 3 Nitro Compounds, 5 Control Unit |
| Crossfire | 2 Prototype RF Module, 3 Volatile Explosives, 5 Electronic Sensors |
I remember the first time elite night vision changed a rooftop fight.
Gear
Gear prints give utility and survivability. Night vision and parachutes aren’t glamorous, but they swing engagements. If you play on PC via Battle.net or stream clips to content hubs, mention these prints—they make good highlight clips.
| Recipe | Requirements |
|---|---|
| Weak Night Vision Goggles | 25 Metals, 5 Control Units |
| Gas Mask | 30 Chemicals, 3 Rigid Synthetics |
| Disposable Parachute | 30 Chemicals, 3 Rigid Synthetics |
| Night Vision Goggles | 50 Metals, 3 Printed Circuit Board, 10 Control Unit |
| Durable Gas Mask | 30 Chemicals, 1 High-Tenacity Fibers, 5 Biomaterials |
| Elite Night Vision Goggles | 2 Power Regulator, 3 CPU, 5 Electronic Sensors |
| Parachute | 2 Turned Components, 5 Nylon Cloth, 10 Rigid Synthetics |
I sold extra Synthetics once and regretted it on the next raid.
Ingredients
Ingredients are the backbone of advanced prints. If you plan to print high-tier items you’ll want to stockpile Biomaterials, Control Units, and Power Regulators. Think of recipes as a cheat sheet folded into the palm of your hand like a treasure map; if you keep it updated, the printer rewards you in raids.
| Recipe | Requirements |
|---|---|
| Biomaterials | 20 Synthetics, 20 Chemicals |
| Control Unit | 20 Electronics, 20 Metals |
| Detonators | 20 Electronics, 20 Chemicals |
| Electronic Sensors | 20 Synthetics, 20 Electronics |
| Reactive Metals | 20 Chemicals, 20 Metals |
| Rigid Synthetics | 20 Synthetics, 20 Metals |
| Alloyed Plating | 100 Metals, 3 Structured Alloy |
| Ballistic Fabric | 100 Synthetics, 3 High-Tenacity Fibers |
| Comms Module | 100 Electronics, 3 CPU |
| Nylon Laminate | 100 Synthetics, 3 Nylon Cloth |
| Power Regulator | 100 Electronics, 3 Printed Circuit Board |
| Stabilized Reagents | 100 Chemicals, 3 Binding Catalyst |
| Turned Components | 100 Metals, 3 Stock Rod |
| Volatile Explosive | 100 Chemicals, 3 Nitro Compounds |
If you could change one printer recipe to be cheaper, which would it be and why?