M1911

The Colt M1911 (known as the Colt .45 in the World War II-era Call of Duty games and the M1911 .45 in the Modern Warfare series or simply M1911) is a semi-automatic handgun featured in almost every installment of the Call of Duty series (excluding Call of Duty: Finest Hour , Call of Duty: Black Ops: Declassified, and Call of Duty: Ghosts), making it the most featured weapon in the series.

Call of Duty and Call of Duty: United Offensive
"A standard issue pistol for American paratroopers, favored by British airborne forces as well. The 7-round magazine is small, but the stopping power of the large .45 caliber round makes the Colt useful in a pinch."

- Call of Duty manual description.

Campaign
The Colt .45 is the standard sidearm during all American and British campaign missions. It is a very powerful weapon in close quarters, but its effectiveness over range is limited.

In Call of Duty: United Offensive, the Webley Mk IV Revolver replaces the Colt .45 as the standard sidearm in the British Campaign.

Multiplayer
The Colt .45 is the sidearm used by the American infantry. It has a seven-round magazine, relatively low accuracy and does average damage. It is most useful when the player does not have time to reload their primary weapon, or if their primary weapon is a bolt-action rifle and they need to engage enemies at close range.

Campaign
The Colt .45 is again the standard sidearm during all American campaign missions. The weapon is given to the player in the missions Rangers Lead the Way and The Silo. It is more powerful than the version in the original Call of Duty, doing almost 50% more damage at close range and double the damage at long range. The Colt .45 reuses the weapon sounds from Call of Duty.

Multiplayer
The Colt .45 in multiplayer is much weaker than in the original Call of Duty. It is still a decent pistol for use as a last resort, particularly if the player's primary weapon is out of ammo, or if the enemy is very close, but its effectiveness is severely limited over range.

Call of Duty 2: Big Red One
The Colt .45 is the standard sidearm for American soldiers in multiplayer levels. It is handy when the player is reloading or when the player is out of ammo for their primary weapon.

When the player gets eight points in a match, they get the ability to use two Colt .45 pistols at once (similar to Akimbo or Dual Wield) in the Submachine Gun class, albeit with very limited ammunition.

Once the player gets sixteen points, they get more ammunition. The dual Colt .45 pistols are very effective when enemies are close, taking out three or four enemies easily. Despite its advantages, the Colt .45 is not used often by online players, as other weapons outmatch it in terms of accuracy, damage and rate of fire.

Call of Duty 3
"Caliber .45ACP. Single action, semi automatic pistol adopted by the U.S. military prior to WWI. Powerful and rugged, the M1911 holds seven rounds in its magazine. Effective range of 50 feet."

- In-game description

The Colt M1911 (or Colt .45, as it is called on the player's HUD) appears in Call of Duty 3.

Campaign
The Colt .45 is not obtainable in the campaign.

Multiplayer
The Colt .45 is the sidearm of the Allies. It has equal power to the Thompson M1A1 due to it firing the same cartridge, and is capable of killing within three to four shots. It has a magazine capacity of seven rounds, which is less than the P-38. However, it has a faster reload than the P-38, which compensates for its smaller magazine capacity.

Call of Duty 4: Modern Warfare
"Semi-automatic with medium capacity and power. Effective at close range."

- Sidearm description

Campaign
The M1911 .45 possesses night sights and a seven-round magazine. It is a starting sidearm in "Hunted", "Shock and Awe", "The Sins of the Father", and "Game Over", but also appears in "War Pig", in which Marines sometimes draw it when their primary weapon runs empty while under fire. It can very rarely be found in "The Bog". If the "give all" console command is used in "Safehouse", an M1911 with much greater zoom than normal can be obtained.

In "Safehouse", Captain Price uses an M1911 .45 to execute Khaled Al-Asad after he is interrogated. In "Sins of the Father", Victor Zakhaev uses an M1911 .45 to commit suicide after being cornered by Bravo Team.

In the level "Game Over", SSgt. Griggs is seen using a nickel plated M1911 .45 while dragging Soap to safety. A nickel-plated M1911 .45 can also be seen in the armory in the level "F.N.G.". The M1911 .45 plays an important role in "Game Over", when Captain Price slides his M1911 .45 across the bridge to Soap, who then proceeds to kill Zakhaev and his guards with the pistol.

The nickel-plated M1911's texture is of much higher quality than that of the standard M1911 seen in the majority of the game.

Multiplayer
The M1911 .45 has stats that are similar to the USP .45, except that it has a lower magazine capacity (The M1911 .45 has eight rounds, where the USP .45 has 12), less muzzle climb, and higher hipfire accuracy, leading to a pistol that has a very different play style than the USP .45. Like the M9 and USP .45, it can be fitted with a Suppressor.

Weapon Attachments

 * Silencer

Campaign
The Colt M1911 appears in some of the Marine Raiders missions as the player's standard sidearm. The M1911 is a good weapon to draw quickly if the player's main weapon runs out of ammo. The player receives the Colt M1911 in the missions "Little Resistance", "Hard Landing" and "Breaking Point". Sgt. Roebuck will sometimes draw his Colt M1911 in the campaign. It should be noted that pistols in the campaign have much higher recoil than their Multiplayer counterparts, as well as a restricted rate of fire, which hinders their effectiveness.

Multiplayer
The Colt M1911 is one of the available sidearms, along with the Nambu, the Walther P-38, the Tokarev TT-33, and the .357 Magnum. As with all pistols, the Colt M1911 is best used as a last resort weapon. It is the default Second Chance pistol. Like all other non-Magnum pistols, the Colt M1911 holds eight rounds. The base damage and multipliers of the Colt M1911 are exactly the same as the Nambu, Tokarev, and Walther. The M1911 only differs from these pistols in minor characteristics, such as reload time and accuracy of the iron sights. Choosing a pistol in the game is purely a matter of personal preference, and no pistol can definitively be declared better than another.

Nazi Zombies
In Nazi Zombies, players always start with the Colt M1911. It is a decent weapon for the early rounds, but even then it sometimes requires an entire magazine to kill a zombie. However, if console commands are used to spawn this gun in Zombies mode, it has much higher damage.

In Der Riese, the Colt M1911 can be Pack-a-Punched via the Pack-a-Punch Machine, turning it into a re-skinned M1911 with the name "C-3000 b1at-ch35". The weapon fires rifle grenades instead of regular rounds, and has a six-round magazine. It is similar to the Dirty Harry, but somewhat weaker. The Pack-a-Punched version causes lethal splash damage, and has a much slower rate of fire than the regular version.

Call of Duty: World at War (Nintendo DS)
The Nintendo DS version of the Colt .45 is essentially the same as the console versions, with the same accuracy, power, and recoil. The pistol looks similar to the one in Call of Duty 2 with a similar looking grip safety. The DS version also holds seven rounds unlike the console and PC version, which holds eight.

The Colt. 45 can fire as quickly as the player can pull the trigger button. There are two on the DS, and the player can rapidly push both, gaining a rate of fire higher than any of the automatic weapons in the game. However this tactic makes aiming impossible and will empty the magazine in less than a second.

Multiplayer
In Multiplayer, the Colt .45 is the standard sidearm for the American faction. Like in Singleplayer, it holds seven rounds in the magazine which, coupled with decent damage and low upward recoil, make it an overall good sidearm.

Call of Duty: ZOMBIES
The Colt .45 is the starting weapon in the iOS game. It is rather weak and only good for the first few rounds. Because of the slow rate of fire and small magazine size, it is best swapped out as soon as possible, unless being kept for Pack-a-Punching.

Call of Duty: Modern Warfare 2
"Price? This belongs to you, sir."

- John "Soap" MacTavish, as he hands Price's M1911 to him in "The Gulag"This belongs to you Sir Soap The Gulag MW2.ogg

Campaign
The M1911 .45 that Soap has in Call of Duty: Modern Warfare 2 is the same one which was used to kill Imran Zakhaev during the mission "Game Over" in Call of Duty 4: Modern Warfare. Soap carries a M1911 .45 in "Cliffhanger" on his hostler.

In the Call of Duty: Modern Warfare 2 mission "The Gulag", Soap returns it to Captain Price saying "This belongs to you, sir." This is a reference to the aforementioned mission "Game Over" in Call of Duty 4: Modern Warfare. In "Just Like Old Times", it is visible on Price.

The M1911 .45 is also visible in "Takedown", where it is used by a Militia member to threaten Alejandro Rojas' assistant.

The M1911 .45 can be seen in the holsters of people from the various factions in-game. However, it can only be used in the bonus level, "Museum", from the case in the first room (with General Shepherd, "Cliffhanger"/"Contingency", and the "Takedown"/"The Hornet's Nest" showcases, etc.), although it can be seen being wielded in "Loose Ends".

When firing with an empty magazine, the player will appear to bring the weapon to his side instead of the usually instant weapon swap. It is also not treated like the rest of the sidearms in that the player's movement is slower while aiming down the sights, which is similar to movement with an assault rifle. The automatic empty reload has a very noticeable delay before it begins. The Colt .45 is one of three guns only usable in Campaign (the other two being the Dragunov and W1200).

Multiplayer
A player using a sniper rifle as their primary weapon will have an unusable M1911 .45 handgun in a holster on either their belt or side.

Call of Duty: Black Ops
The M1911 is mostly the same as its previous versions; sporting high damage at close ranges, but low damage and fair idle sway beyond. Its iron sights are near-identical to that of the Call of Duty: World at War version. There are two different possible appearances of the M1911; in the campaign, it has its standard parkerized finish appearance, while in multiplayer and Zombies, it uses a nickel-plated finish.

Campaign
It is first seen in "U.S.D.D." when Alex Mason points it at Kennedy, only to find out it was only in his mind. It is the standard sidearm of the USMC and Central Intelligence Agency in the campaign. It can be seen in "S.O.G." where it is used by a Marine who is struck by an artillery shell as Jason Hudson is transported to the bunker. This is also when it first becomes available.

In "Victor Charlie", the player uses the M1911 found on the floor of the Huey where the mission starts. It is used to kill the Viet Cong who killed the pilots of the Huey. It remains with the player throughout the initial, stealthy part of the mission until Mason detonates the C4, where it is replaced by a Commando and a WA2000. However, the Wii version retains the M1911 instead of the WA2000.

The M1911 later appears in the mission "WMD". It is given to the player with a silencer attached in the first building, and can be swapped out for a Soviet weapon for use in breaching the next building. After the SR-71 sequence, it is replaced by a Crossbow with Variable Zoom.

Multiplayer
The M1911 is an unlocked pistol at level 1 along with the Makarov and ASP in the default classes. It takes three shots to kill an enemy at close range and five shots to kill an enemy at medium to long range. All three sidearms have the same damage and multipliers. What sets them apart is that the ASP has a higher max firecap, lower recoil and faster reload and drop time, the Makarov has a slightly larger magazine capacity (albeit with a lower Extended Mag capacity), and the M1911 has the quickest time to aim down the sights, at 0.1 seconds. This means the Makarov is superior, capacity-wise, to the M1911 with most attachments. However, the M1911 with Extended Mag gives it more ammunition than all other starting pistols, though at later levels it is eclipsed by the CZ75, which has 18 rounds with Extended Mags. However, the M1911's visual recoil can be easier to manage than the CZ75's visual recoil, which can throw off a player's aim. The M1911 also aims down its sights faster, making it a viable choice if the CZ75 is available.

The M1911 is technically the least effective handgun with Dual Wield, although it has the same firecap as the default ASP with the attachment. As with no attachments, dual ASPs have superior reload and draw time, dual Pythons have superior damage, and dual Makarovs and CZ75s have superior capacity. Additionally, the Makarovs have the same faster draw time as dual ASPs, and the Pythons have better hipfire spread.

This weapon is also used in the "One in the Chamber" Wager Match game mode as the only available weapon, along with the knife.

The M1911 is also the default pistol for the Second Chance perk, as it is used in Second Chance if the player does not have a handgun as their secondary weapon, or is using one with Dual Wield or Full-Auto Upgrade. Interestingly, if the player dies in last stand using the default M1911, and not a custom M1911 for that class, the death will not be counted in M1911 stats.

Zombies
The M1911 is the starting weapon in all Zombie maps (with the exception of Dead Ops Arcade) with 8 rounds loaded in the first magazine and 32 rounds in reserve. It functions exactly as it does in ''Call of Duty: World at War. ''It is the weakest weapon available, and is only good for the first few rounds.

Although it is very ineffective at killing, it can be used for generating points for the first rounds, though with the lack of reserve ammo and inability to buy more ammo off the wall, it runs out of ammo very quickly.

When upgraded via the Pack-a-Punch Machine, it is renamed the Mustang & Sally. This upgrade gives it the Dual Wield attachment, firing grenades instead of regular bullets at the cost of the individual magazine size decreased to six and a decreased firecap.

The grenades are quite powerful, having a five second fuse time or exploding on impact and can be a one-hit kill as far as into round 17, provided the projectile as well as the splash damage hits. However, the projectiles also deal splash damage to the player, making PhD Flopper a good perk to have if the player will be using the Mustang and Sally a lot. The M1911 cannot be obtained from the wall or from the Mystery Box; it can only be obtained upon spawning. The Mustang and Sally is a less efficient, more powerful alternative to the Ray Gun. Each shot fires larger explosives that deal more damage, making it great for clearing crowds in open areas. They serve as an effective "panic weapon" when overwhelmed by a large crowd of zombies. If one shoots continuously directly at the ground, the blast radius can free a player with ease up into higher rounds.

If the player gets downed in Solo and has bought Quick Revive, the player receives the upgraded version of the M1911, Mustang and Sally, while being revived. This will not apply if the player has a Ray Gun, Winter's Howl, Wave Gun, Ballistic Knife, Python or CZ75.

Attachments

 * Upgraded Iron Sights
 * Extended Magazines
 * Dual Wield
 * Suppressor

Call of Duty: Black Ops ZOMBIES
The M1911 appears in Call of Duty: Black Ops ZOMBIES on every Zombies map as your starting weapon. It doesn't have the nickel plating like the Call of Duty: Black Ops M1911. When Pack-a-Punched, unlike in the console versions, it will not be dual wielded, but the magazine holds 12 rounds instead of six.

Call of Duty: Modern Warfare 3
The M1911 appears briefly in Call of Duty: Modern Warfare 3; it is first seen in the introduction as an injured John "Soap" MacTavish drifts in and out of consciousness, in a flashback to shooting Imran Zakhaev in Call of Duty 4: Modern Warfare. In "Mind the Gap", the player can see the M1911 holstered on some of the terrorists and a few SAS soldiers are seen with a shoulder-holstered M1911 at the end of the mission before leaving Westminster Station.

Later, in "Blood Brothers", after Soap has died, John Price places the same M1911 on his body and takes his journal.

It can also be seen in the chest holsters of American Soldiers, SAS operatives and some GIGN throughout the campaign.

Campaign
The M1911 is available at the start of the campaign, and it is the starting weapon for Alex Mason in the mission "Pyrrhic Victory". It has slight rising recoil, and does roughly the same damage as its Call of Duty: Black Ops variant. It is also seen in the holsters of Secret Service Agents with a nickel-plating.

Attachments

 * Suppressor
 * Extended Clip
 * Dual Wield (Zombies mode only)

Zombies
The M1911 is a starting weapon in every Zombies maps excluding the DLC map Origins. The M1911 in Black Ops II does not use the nickel-plating seen on Call of Duty: Black Ops. It is only good for the first few rounds due to its short ammo supply and tendency to run out fast without any readily available ammo source. It can, however, score a few points if used in conjunction with the knife. Nevertheless, it pales in comparison to the starting room weapons and should probably be traded off for a better weapon as soon as possible.

Should a player hold onto the M1911 long enough to Pack-a-Punch it, the M1911 will become the '''Mustang & Sally. 'Like the Call of Duty: Black Ops'' variant, it is dual-wielded and can fire powerful explosive grenades in rapid succession, although overuse will quickly lead to ammo depletion.

In the game mode Turned, it is the sixth and last weapon to be obtained by the human.

General

 * The M1911 is the weapon with the most appearances in Call of Duty games, appearing in all except Call of Duty: Finest Hour, Call of Duty: World at War: Final Fronts, Call of Duty: Black Ops: Declassified and in the non-WWII DS games. A close follower is the STG-44, which does not appear in Call of Duty: Finest Hour and Call of Duty: Modern Warfare 3.
 * There is one model of M1911 - belonging to Captain Price - that holds great significance through the Modern Warfare series; his M1911 is used to execute Khaled Al-Asad and later used by John "Soap" MacTavish to kill Imran Zakhaev after it is thrown to him by Price following the tanker explosion. It is then given back to Price during the mission The Gulag, upon Soap and Price's reunion. This same M1911 is later placed upon Soap's lifeless body upon his death from a saddened Price in Blood Brothers.
 * It is one of only three weapons in zombies that doesn't start with full ammo (the others being the SVU-AS in Die Rise, with 12+48 default and a maximum of 12+96 and the Staff of Lightning, with 9+90 default and a maximum of 12=120), unless obtained through the box in Shi No Numa or Mob of the Dead. The M1911 by default has 8+32 ammo, with a maximum of 8+80.
 * It is the first gun in Zombies mode to have two different Pack-a-Punched names (C-3000 b1at-ch35 in Call of Duty: World at War, and Mustang and Sally in Call of Duty: Black Ops and Call of Duty: Black Ops II)
 * In Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2 the M1911 has the same firing sound as the USP .45.

Call of Duty

 * While aiming down the sights, it is not possible to see the front sight. The same is true with the TT-33.

Call of Duty 2: Big Red One

 * When using the sights, the player may notice a small gap in the textures on the left side of the hammer, allowing the player to see through the weapon.

Call of Duty 2

 * When the Player is reloading if one would notice the hammer while reloading is half cocked.

Call of Duty 3

 * As with the P-38, the M1911 is held in one hand whilst held at the hip, and when aiming it is held with two hands.

Call of Duty 4: Modern Warfare

 * Lt. Vasquez can be seen using this pistol when he runs out of ammo or executing an enemy after performing a hand-to-hand combat takedown.
 * During the beta, the gun was called "M1911 Colt .45".
 * When Khaled Al-Asad is executed by Price with an M1911, the firing sound of the Desert Eagle is used for dramatic effect.
 * At the end of "Game Over", Griggs uses a nickel-plated M1911 to cover Soap. He fires  it eight times before throwing it away, which is the M1911's magazine capacity in multiplayer, while  the M1911 normally available in the campaign holds seven rounds.This can, however be attributed to "One in the chamber", which would bring the capacity to 7+1.

Call of Duty: World at War

 * The M1911 In Call of Duty: World at War (DS) is silver, unlike the traditional black in most Call of Duty games.
 * When the player upgrades the M1911 in Der Riese, and has no other weapon, he will pull out a second one instead of having no gun.
 * It has the same firing sound as the Nambu, TT-33, Walther P38, and .357 Magnum on the Wii version of the game.
 * The numbers and letters in the name of the Pack-A-Punched version of the Colt M1911 reads "Biatches", a slang term for bitch.
 * "C-3000 b1at ch35" translate to "See-3000 biatches" or "See 3000 bitches."
 * In the Nintendo DS version, there is no trigger guard or trigger in third-person.

Call of Duty: ZOMBIES

 * When reloading the M1911 with a magazine that is not empty, the player will reload the same as when the M1911 is empty in Call of Duty: World at War.
 * The fire rate of the M1911 is slower than the M1911's rate of fire in Call of Duty: World at War.
 * The upgraded M1911 does not harm the player. The same goes for the Wunderwaffe DG-2.

Call of Duty: Modern Warfare 2

 * In "Museum", the hammer appears to be stuck on half-cock while the player is using it.
 * When the M1911 is out of ammo, it has a different and slower holstering animation.
 * In "Museum", if the player points the gun at a friendly just before the empty reload sequence cuts in, the gun will not reload.
 * When the player sprints with the M1911, it completely disappears.
 * There is a delay on reloading the gun in "Museum".
 * The M1911 cannot be used in the campaign. The Museum is the only time the player can use the weapon.

Call of Duty: Black Ops

 * The Dual Wield M1911 on Multiplayer has a unique empty reload. During an interview with the Treyarch developers, one of the developers discussed the fact that they had been taught how soldiers reload their handgun one-handed, which is what it was based on in the game. Dual Wield M1911s also have a unique draw animation.
 * When using Dual Wield on the M1911 it has a fire cap equal to that of the ASP.
 * On multiplayer, the single magazine of the weapon contains seven rounds, while in Zombies a single magazine has eight rounds.
 * On the Nintendo Wii version, the M1911 has a different firing sound, sounding much like the M1911 from Call of Duty: World at War.
 * The Ascension scientists in "Executive Order", "WMD", and "Rebirth" all have M1911s holstered that use the Call of Duty: World at War model.
 * On the Nintendo Wii version multiplayer and Zombies, the M1911 lacks the nickel-plating, instead retaining the original design used in the campaign.
 * The M1911 is held with one hand, as well as the other pistols.
 * On the cover art of Call of Duty: Black Ops, the soldier is holding two M1911s, the left one with the name 'Sally' engraved into it. This is a reference to the Pack-a-Punched version of the M1911 in Zombies, the Mustang & Sally.
 * The achievement "Sally Likes Blood" is a reference to the M1911 on the cover-art for the game.

Call of Duty: Black Ops Zombies

 * The reload animation is more similar to the reload animation of the M1911 in Call of Duty: World at War than the one in Call of Duty: Black Ops.
 * The player will get an extra magazine when starting out, so instead of having eight bullets and 32 in reserve, they have eight and 40 in reserve.
 * It is the only gun to have a different Pack-a-Punched version compared to the original Call of Duty: Black Ops version.
 * It looks very similar to the one in Call of Duty: World at War.

Call of Duty: Black Ops II

 * It is the only weapon from the 1980's arc campaign to appear in 2025 without being equipped in Create-a-class. It appears in the Strike Force mission "Second Chance" where it is used by Chloe after it is given to her by a member of the SEALs, as well as in the holsters of several Secret Service agents.
 * Kravchenko is killed by either Alex Mason or Frank Woods with a M1911.
 * When firing, the hammer moves back very slightly, giving the illusion of it not moving at all, unlike in previous games.
 * Depending on the players actions, David Mason may place an M1911 on Alex Mason's grave in the ending cutscenes.
 * Secret Service Agents, LAPD, Colossus Security and Militia can sometimes be seen with the Call of Duty: Black Ops version of the M1911.
 * The words "Presented on August 13, 1934" are present on the side of the gun.
 * In Zombies, in the first person view, the player holds the Mustang and Sally at an angle.
 * In Zombies, the upgraded version's 'Cancel Switch' animation is broken, although this does not happen if the player has at least 1 round left as it only happens when its ammo is depleted.

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