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The subject of this article appeared in Call of Duty 4: Modern Warfare. The subject of this article appeared in Call of Duty 4: Modern Warfare for the Nintendo DS. The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appears in Call of Duty Online The subject of this article appears in Call of Duty: Modern Warfare Remastered The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered The subject of this article appears in Call of Duty: Modern Warfare II The subject of this article appears in Call of Duty: Warzone 2 The subject of this article appears in Call of Duty: Modern Warfare III The subject of this article appeared in Zombies mode The subject of this article appears in Call of Duty: Warzone Mobile
For a similarly named weapon, see M1216.

The M1014 is a semi-automatic shotgun featured in Call of Duty 4: Modern Warfare, Call of Duty 4: Modern Warfare (Nintendo DS)Call of Duty: Modern Warfare 2, Call of Duty Online, Call of Duty: Modern Warfare Remastered, Call of Duty: Modern Warfare II and Call of Duty: Modern Warfare III. It was seen in pre-release footage from Call of Duty: Modern Warfare 3, but was cut from the finalized game.

Call of Duty 4: Modern Warfare & Modern Warfare Remastered[]

"Semi-automatic combat shotgun. Effective at close range."
— Create-a-Class description


Campaign[]

In the campaign, the magazine holds seven shells with up to 70 shells in reserve, which are loaded individually. It can be found in "Hunted", "Safehouse", "Ultimatum", "All In", "No Fighting In The War Room", and "Mile High Club".

Multiplayer[]

In multiplayer, the M1014 is unlocked at Level 31.

The M1014 is the lower-damage but longer-range shotgun compared to the W1200. The M1014 fires eight pellets per shot. At any range short of 7.5 meters, the M1014 will deal thirty damage per pellet, needing four pellets out of eight in the shot to hit in order to get a one shot kill. Damage decreases linearly until fifteen meters. At fifteen meters, the M1014 will deal ten damage per pellet, needing ten pellets to kill, more than one shot. The M1014 ceases to do any damage past fifteen meters. The M1014 has a four pellet kill range of 9.4 meters, and a five pellet kill range of 11.25 meters. The W1200 is much more reliable as it pertains to getting one-shot kills, but the M1014 has superior overall range and performs significantly better at the edge of its effective range compared to the W1200. The M1014 has low penetration power and no positive body multipliers.

The M1014's damage per pellet increases significantly when using Stopping Power. At any range short of 7.5 meters, the M1014 will deal 42 damage per pellet, needing three pellets in a shot to hit in order to secure a one shot kill. Damage decreases linearly until fifteen meters. At fifteen meters, the M1014 will deal fourteen damage per pellet, needing all eight pellets in a shot to hit in order to get a one shot kill. The M1014 ceases to do damage past fifteen meters still.

The M1014 has a good fire rate. It is semi-automatic, and has a fire rate of 300 RPM.

The M1014 has decent accuracy for a shotgun. The M1014 has a centerspeed of 1000.

The M1014 has decent handling overall. The M1014 allows users to move at 100% of the base movement speed, but only strafe at 40% of the base movement speed. The M1014 can be aimed down the sight in 200 milliseconds. The M1014 reloads shell-by-shell, with the first shell takes 0.6 seconds to load, and all subsequent shells take 0.57 seconds to load. At most, the M1014 can take up to three seconds to fully load, and that's without using any Reload Cancel techniques.

The M1014's shell capacity is small, holding four shells in its tube magazine, twenty starting shells. Bandolier increases the starting ammo loadout to 36 rounds.

The M1014 has two attachments available: the Red Dot Sight and the Grip.

Weapon Attachments[]

Old School Mode[]

The M1014 appears in Old School Mode with 4 shells loaded and 16 shells in reserve ammunition.

  • Bloc - Found with a Grip behind the stairs on the ground floor in the western apartment building.
  • Bog - Found behind the center building, among cinder block foundations.
  • Broadcast - Found with a Grip in the recording room behind the backdrop at the north-easternmost part of the map.
  • Crash and Winter Crash - Found with a Red Dot Sight underneath the canopy building south of the crashed helicopter, next to Stopping Power.
  • Crossfire - Found with a Red Dot Sight inside the corner building on the south-eastern inside corner of the main road.
  • Pipeline - Found with a Red Dot Sight inside the southern warehouse on the ground floor.
  • Shipment - Found at the center of the map.
  • Strike - Found inside the market towards the northern end of the map.
  • Vacant - Found with a Red Dot Sight in the room to the east of the center of the map, by the parking lot, near the RPD.

Gallery[]

For camouflage images, see M1014/Camouflage.
For attachment images, see M1014/Attachments.

Call of Duty 4: Modern Warfare (DS)[]

The M1014 is the only shotgun in the Nintendo DS version of Call of Duty 4: Modern Warfare, and as such, is used by all factions. The NDS version of the M1014 looks similar to the M1014 on the consoles, but does not have the green dots on the iron sight. The M1014 is semi-automatic as well, but it has an incredibly low Firecap, comparable to the rate of fire of a pump-action shotgun. Despite this limitation, the M1014 has several unique advantages not seen on other shotguns. First of all, its pellets have unlimited range, though they will spread apart as the range between the player an the target increases. The spread eventually stops after a certain distance, though it is still spread apart enough to eliminate its one-shot kill ability. The pellets also spread in the same pattern each time. This allows the player to expend all eight shells to make a kill at long ranges, but on a moving target it is just a waste of bullets as it's near impossible to achieve a kill as the opponent can counterattack or hide. The qualities of the M1014 makes it excellent for all ranges, though it is recommended to keep an assault rifle or submachinegun as well. Even though the M1014 is an excellent weapon, it is only recommended for close ranges in multiplayer. Otherwise, the player can be easily outgunned by long range weapons, such as assault rifles (M16A4, AK-47), or SMGs (MAC-10, MP5). The game files name the weapon the "M90".

Gallery[]

Call of Duty: Modern Warfare 2[]

Campaign[]

The M1014 is used by the U.S. Army RangersTask Force 141Shadow Company, and the U.S. Navy SEALs. In the campaign, the magazine holds seven shells loaded individually, and can have up to 70 shells in reserve. In missions such as "Takedown", it is useful for close quarter engagements due to its high power.

Multiplayer[]

The M1014 returns in Call of Duty: Modern Warfare 2, and is unlocked at Level 54 in multiplayer.

The M1014 is a higher damage shotgun with slightly less range. The M1014 fires eight pellets per shot. At any range short of 7.5 meters, the M1014 will deal forty damage per pellet, needing three of the eight pellets in the shot to hit to secure a kill. Damage decreases linearly until 12.5 meters. At 12.5 meters, the M1014 will deal twenty damage per pellet, needing five of the eight pellets in the shot to hit to secure a kill. The M1014 does no damage past 12.5 meters. The M1014 has a three pellet kill range of nine meters, and a four pellet kill range of 11.3 meters. The M1014 has the same damage per pellet as the SPAS-12, but over a shorter overall range, as not only does the M1014's damage begin to drop at a range that is half of the SPAS-12's max damage range, but the M1014 has five less meters of total range. The damage is perhaps the M1014's strongest attribute, as it gives the M1014 a chance to get a one shot kill at any range which the enemy can be hit. The M1014 gets no headshot damage multiplier and the M1014 has low penetration power.

The M1014's damage profile improves with Stopping Power. At any range short of 7.5 meters, the M1014 will deal 56 damage per pellet, needing just two of the eight pellets in a given shot to hit to secure a kill. Damage decreases linearly until 12.5 meters. At 12.5 meters, the M1014 will deal 28 damage per pellet, needing four of the eight pellets in a shot to hit to secure a kill. The M1014 does no damage past 12.5 meters. The M1014 has a two pellet kill range of 8.6 meters, and a three pellet kill range of 11.4 meters. At virtually all ranges in which the M1014 can be used, Stopping Power will improve one shot kill capability substantially. The M1014 does not need Stopping Power to be effective, but Stopping Power will be very helpful regardless.

The M1014's fire rate is good for a shotgun. It is semi-automatic, with a firecap of 300 RPM. The user must wait 200 milliseconds between each shot. The M1014 actually has the slowest fire rate of any semi-automatic or fully automatic shotgun, but considering that the M1014's damage per pellet is very good, the fire rate is more of a luxury than a necessity. The M1014 can dispense necessarily follow-up shots very quickly and easily.

The M1014's accuracy is standard for a shotgun. The M1014 has heavy recoil, but considering that the M1014 is useless outside of close range, the recoil won't be much of an issue. The semi-automatic nature and the low 800 centerspeed can cause the user's aim to drift off-target at times, but this is a minor issue. More importantly, the M1014 has the standard shotgun hip-fire accuracy, which is good, on par with the SMGs. The user should never aim down the sight with the M1014. Not only does it highly restrict the user's movement and take some time to do, but it actually expands the pellet spread of the M1014 by ten percent, making the weapon less accurate.

The M1014 has standard handling characteristics for a shotgun. The M1014 allows users to move at 100% of the base movement speed, but strafe at just forty percent of the base movement speed. The M1014 reloads shell-by-shell. Depending on how many shells are loaded and when the user decides to perform a Reload Cancel, the reload can take anywhere from 0.6 seconds to 4.2 seconds.

By far the M1014's biggest weakness is its shell capacity. The M1014 can only hold four shells at a time. This heavily limits the M1014's sustained combat capability, and highly reduces the margin for user error. Although there is just enough ammo to adequately deal with more than one enemy at a time, the user will normally find themselves overwhelmed if they try to take on three or more enemies at once. The starting ammo loadout is also small as a result, as users spawn in with just twenty rounds total. This is one of the smaller starting ammo loadouts among shotguns, and it will badly constrict the ability to use the M1014 for prolonged periods of time.

The M1014 has the standard assortment of shotgun attachments to choose from, although most of them will be little more than just decoration. The Red Dot Sight and Holographic Sight may as well be useless, as under ideal shotgun usage in Modern Warfare 2 multiplayer, the user is not aiming down the sight with their shotgun.

The Silencer is one of the few attachments on the M1014 that are intriguing, but it also comes with a harsh penalty. The Silencer makes the M1014 quieter when firing and prevents the M1014 from revealing the user on radar when firing it, at the expense of a significant chunk of range. The M1014's damage begins to drop at just 3.75 meters and the M1014 cannot be used beyond 7.5 meters. Although stealth benefits can be very powerful on a shotgun, the range loss is severe enough that many will not consider the stealth benefits to be worth reducing the range on a weapon that is starved for it.

The Grip increases the M1014's centerspeed to 1300. This attachment has no downside and it can help prevent the M1014's recoil from drifting the user's aim off of target, although the Grip will rarely make the difference between winning and losing gunfights at such short distances.

FMJ increases the M1014's penetration power, giving the user the option to shoot through some walls more easily with the M1014. Thick walls will still be too much to deal with, but thin walls are surprisingly susceptible to an M1014 shot with the FMJ attachment equipped. However, many will instinctively avoid trying to shoot through surfaces with a shotgun, so the attachment is rarely worth using.

Extended Mags is, by an enormous margin, the most useful attachment option on the M1014. It increases the M1014's shell apacity to six rounds, and it loads more of the M1014's starting ammo loadout into the weapon to start off with, reducing the amount of shells that need to be loaded in the weapon. This attachment is not only the only attachment that provides any relevant benefit to the M1014, but it improves on what is easily the M1014's biggest weakness. The extra two shells give desperately needed breathing room in many situations, and it highly improves sustained combat capability on a weapon that sorely lacks it. Once this attachment is unlocked, all other attachments on the M1014 can be safely ignored.

Overall, the M1014 is an unusual shotgun despite its unassuming function. The M1014 provides a good blend of damage, range, and fire rate, providing damage more in line with the slower-firing shotguns while providing the potential for follow-up shots. The result is a weapon that can very easily secure one shot kills while also providing the means to dispense follow-up shots in a timely manner when needed. Although it is semi-automatic, its semi-automatic capability is better off ignored until it is needed. Unlike the Striker and the AA-12, the M1014 will much more commonly get one shot kills than either of those shotguns, and the M1014 does not have the shell capacity necessary to be liberally firing more than one shot at each enemy. Despite being one of the least common shotguns in Modern Warfare 2 multiplayer, it is a perfectly fine and surprisingly versatile shotgun for those that can manage their ammo properly, but those that cannot manage their ammo properly will find themselves running out of ammo too quickly and will commonly be caught off-guard reloading the M1014.

Weapon Attachments[]

Gallery[]

For camouflage images, see M1014/Camouflage.
For attachment images, see M1014/Attachments.

Call of Duty: Modern Warfare 3[]

Throwing Knife menu icon MW3
The subject matter of this article was cut from the final version of a Call of Duty game. Since some information cannot be independently verified, the content on this page may be subject to change.

The M1014 was cut from Call of Duty: Modern Warfare 3. The pickup icon and game files remain unchanged from Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2, suggesting it was cut during early development. However, real-time memory editing on the PC version will allow the gun to be used only on the Survival Mode version of Terminal.

Call of Duty Online[]

The M1014 appears in Call of Duty Online as the Benelli M1014.

Attachments[]

Gallery[]

Call of Duty: Modern Warfare II & Modern Warfare III[]

"A practiced hand can control the Expedite 12's recoil to devastating effects. This semi-auto shotgun features a regulated gas system, ergonomic stock, and standard rail."
— In-game description

The M1014 returns in Call of Duty: Modern Warfare II as the Expedite 12.

The Expedite 12 is also available in Call of Duty: Modern Warfare III as part of the Modern Warfare II content carryover.

Overview[]

Campaign[]

In the mission El Sin Nombre, a stock Expedite 12 can be found inside a wardrobe near the elevator in the 3rd floor.

DMZ[]

In the DMZ mode, the Expedite 12 is used primarily by Konni Group and Shadow Company Agents. It is sometimes used by Al-Qatala Special Forces.

Attachments[]

Muzzle[]

Barrel[]

  • 18.5" Emperor Barrel
  • 14" Polarize Barrel
  • 14" Shorty Barrel
  • 18.5" Battlemaster
  • 419mm Schlager Salvo

Laser[]

Optic[]

Stock[]

  • Resonance Stock Collapsed
  • FSS Frame Stock
  • Bryson Reverb-55 Stock
  • Schlager Resonance

Bolt[]

  • Expedite L-Bolt
  • Expedite HZ3 Bolt

Underbarrel[]

Ammunition[]

  • Explosive Shells
  • Slug Rounds
  • Dragon's Breath Shells

Rear Grip/Comb[]

  • Schlager Fang Grip
  • Goliath 77 Grip
  • Schlager Void Grip
  • Padded Shotgun Comb
  • FSS Ammo Sleeve

Blueprints[]

Blueprint Image How to Obtain
Battering Ram Battering Ram Expedite 12 Blueprint MWII Battle Pass Season Four Sector D3
Fatal Rose Fatal Rose Expedite 12 Blueprint MWII Dark Rose Bundle
Hell's Gate Hell's Gate Expedite 12 Blueprint MWII Torments Return Bundle
Knight's Lance Knight's Lance Expedite 12 Blueprint MWII Knight's Command Bundle
Louder Than Words Louder Than Words Expedite 12 Blueprint MWII Complete the Crown "Triple Clear" Tier 3 mission in DMZ during Season Four and Season Five.
Man Eater Man Eater Expedite 12 Blueprint MWII Devour Bundle
Ransack Ransack Expedite 12 Blueprint MWII Protoforce Bundle
Serene Resolve Serene Resolve Expedite 12 Blueprint MWII Battle Pass Season Two Sector B9
Vigilant Vigilant Expedite 12 Blueprint MWII Battle Pass Season One Sector A11
Villains Log in Modern Warfare II or Warzone 2.0 between October 6th and October 16th, 2023

Trivia[]

Call of Duty 4: Modern Warfare[]

  • If the game is set to the French language, the M1014 will be called the "Benelli M4", and when playing in German the M1014 is called "M4".
  • There are six shells in a holder on the side of the M1014.
  • In the official BradyGames strategy guide, the M1014 is incorrectly shown as the M14 on the weapon list.
  • Strangely, if a Grip attachment is applied, the grip disappears in the reloading animation, and the M1014 is reloaded as if it did not have a grip.

Call of Duty: Modern Warfare 2[]

  • In the Create-A-Class image, the M1014's trigger is not visible.
  • The M1014 has an unusable flashlight attached in front of the hand guard.
  • In the "Museum", there is an M1014 with Arctic Camouflage, while in multiplayer camouflage cannot be applied to any secondary weapon without hacking or modding.
  • The iron sights on the M1014 are misaligned, similar to the Desert Eagle, M9, and M93 Raffica's.
  • Despite the fact that the Call of Duty: Modern Warfare 2 M1014 does not have the spare rounds on the receiver, the pickup icon in Call of Duty: Modern Warfare 2 still shows the spare shells. The flashlight located right under the hand guard is also not present.
  • When playing the German version, the M1014 is called "M4" in Create-A-Class. However, in-game it says M1014.
  • At the end of the level "Of Their Own Accord" after the player covers the Washington Monument Evac Site and is ordered by Foley to leave the crow's nest, a Ranger uses an M1014 to destroy a door. This is very similar to the final door breach at the end of "Charlie Don't Surf", but the soldier actually pumps the M1014 to blow the door down. This is strange, as the M1014 doesn't have a pump handle.

Call of Duty: Modern Warfare II[]

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