The subject of this article appeared in Call of Duty. The subject of this article appeared in Call of Duty: United Offensive. The subject of this article appeared in Call of Duty 2. The subject of this article appeared in Call of Duty 2: Big Red One. The subject of this article appeared in Call of Duty 3. The subject of this article appeared in Call of Duty 4: Modern Warfare. The subject of this article appeared in Call of Duty: World at War. The subject of this article appeared in Call of Duty: World at War for the Nintendo DS. The subject of this article appeared in Zombies mode The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Black Ops. The subject of this article appeared in Find Makarov: Operation Kingfish. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appeared in Soap's Journal The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appears in Call of Duty Online The subject of this article appears in Call of Duty: Ghosts The subject of this article appears in Call of Duty: Advanced Warfare The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appears in Call of Duty: Modern Warfare Remastered The subject of this article appears in Call of Duty: WWII The subject of this article appears in Call of Duty: WWII Nazi Zombies The subject of this article appears in Call of Duty: Black Ops 4 The subject of this article appears in Call of Duty: Mobile The subject of this article appears in Call of Duty: Modern Warfare (2019) The subject of this article appears in Call of Duty: Warzone 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: Black Ops Cold War This article was previously featured


For the machine pistol variant, see FA1911.
For similarly named weapons, see M1941 and Browning M1919.

The M1911 is an American semi-automatic pistol featured in almost every installment of the Call of Duty series. It is the most frequently shown weapon in the series.

Contents

Call of Duty and Call of Duty: United Offensive[edit | edit source]

"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[edit | edit source]

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[edit | edit source]

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.

Gallery[edit | edit source]

Call of Duty 2[edit | edit source]

Campaign[edit | edit source]

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, meaning a one-shot kill at close range, and a two to three shot at a distance. The Colt .45 reuses the weapon sounds from Call of Duty. 

Multiplayer[edit | edit source]

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.

Gallery[edit | edit source]

Call of Duty 2: Big Red One[edit | edit source]

"With a design by John Moses Browning, this pistol was the standard U.S. combat handgun for over 70 years. .45 caliber 7+1 round clip."
— Description


The Colt .45 (referred to as M1911 Colt .45 in the Bonus Materials) 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 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.

Gallery[edit | edit source]

Call of Duty 3[edit | edit source]

"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 .45 (listed as Colt M1911 in the Bonus Materials) appears in Call of Duty 3, and is only available in multiplayer.

Multiplayer[edit | edit source]

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.

Gallery[edit | edit source]

Call of Duty 4: Modern Warfare & Modern Warfare Remastered[edit | edit source]

"Semi-automatic with medium capacity and power. Effective at close range."
— Sidearm description


Campaign[edit | edit source]

The M1911 .45 possesses night sights and a seven-round magazine. It is a starting side arm 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 .45 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 (though the sound of a Desert Eagle shot is used instead of the regular M1911 .45 sound). In "Sins of the Father", Viktor 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[edit | edit source]

The M1911 .45 has stats that are similar to the USP .45, even sharing the ammunition pool. Like the USP .45 and the M9, the M1911 kills in 3-5 shots depending on distance, with Stopping Power improving this to 2-4 shots. Compared to the USP. 45, the M1911 .45 has a lower magazine capacity (The M1911 .45 has 8 rounds, where the USP .45 has 12), less muzzle climb, shorter range, and higher hipfire accuracy, leading to a pistol that has a very different play style than the USP .45. Compared to the M9, the M1911 .45 has identical hipfire accuracy, better range, but a much smaller ammo capacity. Like the M9 and USP .45, it can be fitted with a suppressor

The M1911 .45 does not appear in Old School Mode. However, it does appear in the Weekend Warfare gamemode Slasher for Modern Warfare Remastered, with Old School Mode attributes such as a 16-round magazine. 

In Modern Warfare: Remastered, the M1911 .45 appears as the 1st weapon in Gun Game

Weapon Attachments[edit | edit source]

Gallery[edit | edit source]

For camouflage images, see M1911/Camouflage.
For attachment images, see M1911/Attachments.

Call of Duty 4: Modern Warfare[edit | edit source]

Call of Duty: Modern Warfare Remastered[edit | edit source]

Call of Duty: World at War[edit | edit source]

"American semi-automatic pistol with a high capacity. Effective at close range."
— Description


Campaign[edit | edit source]

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", and "Hard Landing". 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[edit | edit source]

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[edit | edit source]

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. There is a variant of the weapon that has much higher damage, though it is only obtainable through console commands.

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.

In the iOS Call of Duty: Zombies, the upgraded M1911 does not harm the player. The same goes for the Wunderwaffe DG-2.

M1911 vs. C-3000 b1at-ch35[edit | edit source]

Colt M1911 C-3000 b1at-ch35
M1911 WaW.PNG C-3000 b1at-ch35 WaW.png
Damage 20 1000
Fire mode Semi-automatic Semi-automatic
Rate of fire 800 max 75 max
Magazine size 8 6
Max ammo 80+8 40+6
Reload 1.9, 2.65 empty 1.9
Mobility High High
Extras Fires grenades with much higher damage, smaller magazine size, slower rate of fire


Gallery[edit | edit source]

Videos[edit | edit source]

Call of Duty: World at War (Nintendo DS)[edit | edit source]

The Colt M1911A1 Pistol is essentially the same as the console versions, with the same accuracy, power, and recoil, but has a different name. 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 M1911A1 Pistol 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[edit | edit source]

In Multiplayer, the Colt M1911A1 Pistol 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.

Gallery[edit | edit source]

Call of Duty: Zombies[edit | edit source]

The Colt .45 is the starting weapon in the iOS game. It is rather weak and only good for the first few rounds, but it seems to have increased damage compared to its PC/consoles counterpart. Because of the slow rate of fire and small magazine size, it is best swapped out as soon as possible but this can be ignored partially in Der Riese, given the fact that the Pack-a-Punch machine yields the same result as in Call of Duty: World at War. The C-3000 b1at-ch35 is still present so players might want to keep the Colt .45 to Pack-a-Punch it.

Gallery[edit | edit source]

Call of Duty: Modern Warfare 2[edit | edit source]

"Price? This belongs to you, sir."
John "Soap" MacTavish, as he hands Price's M1911 to him in "The Gulag"


Campaign[edit | edit source]

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 an M1911 .45 in "Cliffhanger" on his holster.

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".

It is 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[edit | edit source]

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.

Gallery[edit | edit source]

Call of Duty: Black Ops[edit | edit source]

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[edit | edit source]

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[edit | edit source]

The M1911 is an unlocked pistol at level 1 along with the Makarov and ASP in the default classes.

Damage and range is poorest in-class, equal to the ASP and Makarov. The M1911 deals forty damage at any range short of nine meters. Damage decreases linearly until 22.5 meters, where the M1911 will deal twenty damage. The M1911's three shot kill range ends at thirteen meters, and the M1911's four shot kill ends at nineteen meters. The M1911 can score a one shot kill in Hardcore game modes up to roughly fourteen meters. These ranges are not very long, and the M1911's damage tapers off badly at medium range. The M1911 shouldn't be used at those ranges unless the enemy is badly wounded or in Second Chance. Like most of the pistols, the M1911 has poor penetration power, and will struggle to do meaningful damage through surfaces.

The M1911 is semi-automatic, and has a firecap set at 625 RPM. This is equal to the Makarov and CZ-75.

The M1911's recoil profile is standard for a pistol. The iron sights are clean and the recoil per shot is low, kicking upwards with minimal horizontal kick. The M1911's centerspeed is poor, at 1100, but the very low recoil per shot and the lower fire rate means that 1100 centerspeed is good enough.

The M1911's handling traits are good for a pistol. It allows the user to move at 100% of the base speed, strafe at 80% of the base speed, and has an above average hip-fire spread. The M1911 has an unusually fast aim down sight time at 100 milliseconds. This is 50 milliseconds faster than the other pistols, and is the quickest aim down sight time in the game. The M1911's reloads are also swift, taking 1.63 seconds to perform a tactical reload, 1.8 seconds for an empty reload, and 1.1 seconds to do a Reload Cancel. These reload speeds are average for a pistol, but in the grand scheme of all the weapons in Black Ops Multiplayer, is very fast.

The M1911's biggest weakness is its magazine capacity, at a mere seven rounds. This is the smallest magazine capacity out of all the magazine loaded pistols, tied with the ASP. The small magazines also mean that the M1911 has a very poor starting ammo loadout, with just 28 bullets. Scavenger is a mandate on any class that expects prolonged M1911 usage.

The M1911 rceives the usual attachment selection. Upgraded Iron Sights illuminates the sights and gives more definition to the front post. This is merely a visual upgrade, and the other attachments provide more tangible benefits.

The M1911 is the worst pistol to use with a Suppressor or Dual Wield. The Makarov matches the M1911 in almost every category, and has a slightly larger magazine capacity, making it strictly better when using either attachment. The ASP is also the better pistol when dual wielded due to better switch speeds, a much higer firecap, and faster relaods. The M1911's only advantage when Dual Wielded is that it has the fastest sprint out speed in the game, at 200 milliseconds, whereas the other pistols have a sprint out speed of 300 milliseconds. Sprint out speed is an important factor when using a hip-fire only weapon, but it's not as big of an advantage compared to having extra capacity and ammo.

The Makarov's best attachment to choose is Extended Mags. Unlike with other pistols, Extended Mags doubles the M1911's magazine capacity instead of the usual 50% boost. This makes the M1911's magazine capacity a much larger fourteen rounds, eclipsing the Makarov with Extended Mags. The CZ-75 accomplishes a greater capacity with Extended Mags and has a much larger starting ammo loadout, but the CZ-75 gets slower switch speeds when using an attachment, whereas the M1911's switch speeds are only hampered when in Dual Wield. The M1911 with Extended Mags has a legitimate niche as being the largest capacity pistol with swift switch speeds.

Overall, the M1911 is a very niche weapon. Its two big selling points are its very fast aim speed and large capacity with Extended Mags. The M1911 blends capacity with speed. The M1911 should only ever be used with Extended Mags, as other pistols are strictly superior with any other attachment. Even when outclassed in those regards, the M1911 with Extended Mags is a very useful pistol overall. The M1911 best fits on a class with Scavenger and a red perk that isn't Sleight of Hand. Out of all the weapons in the game, the M1911 has the lowest need for Sleight of Hand Pro, as it aims extremely fast and reloads fast to begin with. Those looking for a reliable backup weapon when not using Sleight of Hand should consider the M1911.

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[edit | edit source]

The M1911 is the starting weapon in all Zombie maps (with the exception of Dead Ops Arcade) with eight 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. These pistols deal a lot of damage, which is on par with the Ray Gun.

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 at the ground, the blast radius can free a player from a horde of zombies with ease up into higher rounds, given the player has PhD Flopper

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.

M1911 vs Mustang and Sally[edit | edit source]

M1911 Mustang and Sally
M1911 1st Person BO.png Mustang and Sally.png
Damage 20 1000 + 1200 splash damage-75 explosion
Multiplier head: x3.5
chest: x1.25
abdomen: x1.1
N/A
Fire mode Semi-automatic Semi-automatic
Rate of fire 625 RPM max 300 RPM max
Magazine size 8 6 (12 in COD:BOZ)
Max ammo 80+8 50+6/6 (50+12 in COD:BOZ)
Reload 1.63, 1.8 empty 1.6
Mobility High High
Extras Dual wield (except in COD:BOZ, where the magazine is larger instead), fires grenades, slower rate of fire, smaller magazine, less ammo, minutely faster reload time, retains yellowish white muzzle flash


Attachments[edit | edit source]

Gallery[edit | edit source]

For attachment images, see M1911/Attachments.

Call of Duty: Black Ops Zombies[edit | edit source]

The M1911 appears in Call of Duty: Black Ops Zombies on every Zombies map as the 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.

Gallery[edit | edit source]

Find Makarov[edit | edit source]

Price slides his M1911 to Soap, who kills Zakhaev with it.

Gallery[edit | edit source]

Find Makarov: Operation Kingfish[edit | edit source]

An M1911 is seen on a table during Soap's briefing with Shepherd.

Gallery[edit | edit source]

Call of Duty: Modern Warfare 3[edit | edit source]

The M1911 appears briefly in Call of Duty: Modern Warfare 3, but is not usable. 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 his M1911 on Soap's 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.

Gallery[edit | edit source]

Call of Duty: Black Ops II[edit | edit source]

"Semi-automatic with medium capacity and power. Effective at close range."
— Description


Campaign[edit | edit source]

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 vertical, bouncing recoil, and does roughly the same damage as its Call of Duty: Black Ops variant. However, its effectiveness compared to its previous iterations is severely diminished, as the bouncing recoil pattern makes it extremely difficult to hit targets under sustained fire. It is used as well by the Mujahideen as their secondary weapon in "Old Wounds", and Mason uses it during Kravchenko's interrogation in this mission; if he resists the numbers, Woods will execute Kravchenko with an M1911. It is also seen in the holsters of Secret Service Agents with a nickel-plating.

The M1911 makes an apperance in the Strike Force mission Second Chance. Chloe uses it when she is rescued by the SEALs and is on her way to the evacuation point .

Attachments[edit | edit source]

Zombies[edit | edit source]

The M1911 is a starting weapon in every Zombies maps excluding the DLC map Origins, where it was replaced by the Mauser C96. 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.

M1911 vs Mustang and Sally[edit | edit source]

M1911 Mustang and Sally
M1911 BOII.png Mustang and Sally BOII.png
Damage 20 1000 direct impact, 1200-75 explosion
Multiplier head: x3.5

chest: x1.25 abdomen: x1.1

N/A
Fire mode Semi-automatic Semi-automatic
Rate of fire 625 RPM 300 RPM
Magazine size 8 6/6
Max ammo 80+8 50+6/6 (100+6/6 Wii U version)
Reload 1.63, 1.8 empty 1.6
Mobility High High
Extras Dual Wield, fires grenades, slower rate of fire, smaller magazine, less ammo, and a minutely faster reload time.


Gallery[edit | edit source]

For attachment images, see M1911/Attachments.

Call of Duty Online[edit | edit source]

The M1911 returns in Call of Duty Online as the MK1911. Unlike previous games, this version has a unique integrated Red Dot Sight. A machine pistol variant, the FA1911, appears in the game as well.

Attachments[edit | edit source]

Gallery[edit | edit source]

Call of Duty: Ghosts[edit | edit source]

The M1911 makes a brief appearance on the Captain Price DLC character model. It is holstered on the left torso and appears to be the same M1911 John Price had in the Modern Warfare series.

Gallery[edit | edit source]

Call of Duty: Advanced Warfare[edit | edit source]

"The classic 1911 pistol returns as the first new secondary to be introduced to Advanced Warfare. This pistol has stood the test of time, being used as the standard issue firearm by the U.S. Armed Forces from 1911 to 1986. It’s known for having low recoil and works great at a close to medium range. The 1911 has four variants, and the base weapon is unlocked for Create a Class once one of the variants has been unlocked via Supply Drops or Advanced Supply Drops. It’s a great secondary weapon to have on-hand when you run out of bullets in your primary."
— Sledgehammer Games description


The 1911 was added to Call of Duty: Advanced Warfare on Xbox One on September 29, 2015, and to PS4 and PC on October 29, 2015.

Multiplayer[edit | edit source]

The 1911 is a high damage per bullet pistol, having the highest damage among all secondary pistols that have sustained fire rates. At any range shorter than thirteen meters, the 1911 will deal 52 damage, dealing a two hit kill. This is the longest two hit kill of all secondary pistols. At any range between thirteen and fifteen meters, the 1911 will deal 34 damage, taking three hits to kill. At any range past fifteen meters, the 1911 will deal 25 damage, taking four hits to kill, two in Hardcore, or a three hit kill if all three bullets hit the head, neck, or upper torso, or a one shot kill in Hardcore if the bullet hits the enemy in one of the aforementioned regions. The 1911 will not have a two hit kill to the head, neck, and upper torso between thirteen and fifteen meters, but the 1911 will do so easily to injured opponents. In spite of high damage per bullet, the 1911 has low penetration power, meaning that the user will likely fail to shoot through any surface bar glass windows.

The 1911 has an odd rate of fire. It is semi-automatic, but the firecap is extremely high, at 800 RPM. This is identical to the Atlas 45. Firing at 800 RPM will give the 1911 an almost unparalleled damage output inside its two hit kill range, but since the 1911 has a short magazine, it would be wise to moderate the fire rate to a slower amount as to not burn an entire magazine within a second.

The 1911 has odd accuracy as well. The iron sights are simplistic, and the recoil profile is very small. However, the 1911 has a pitiful 750 centerspeed, with the centerspeed and recoil profile the Atlas 45 uses. The low centerspeed again encourages users to moderate their fire rate, as the 1911's centerspeed will allow the 1911 to pull quite some distance away from enemies in spite of low recoil numbers when firing fast.

The 1911 has odd handling traits for a pistol. While it moves at 100% of the base movement speed, the 1911 takes 0.2 seconds to aim versus the typical 0.125 seconds that most pistols have. The 1911 has the typical hipfire spread on most pistols. To make up for the slower aim speed, the 1911 reloads quickly, taking 1.2 seconds to Reload Cancel the 1911's regular reload, and 1.7 seconds to reload cancel the 1911's Speed Reload. These speeds are almost identical to the Atlas 45, with the 1911 performing regular reloads quicker. Overall, the 1911's handling traits are pretty good, but the longer aim speed may not suit the fancy of some.

The 1911's biggest weakness is its magazine capacity, at a very short seven rounds. This magazine capacity is the smallest of all magaizne-loaded pistols by quite some margin, and the 1911 suffers immensely from the shortcoming. Thankfully the fast reloads can help mitigate this issue somewhat, and Extended Mags is available. The 1911's small magazine capacity also makes the 1911 have only 28 rounds to start with, one of the smallest such ammo loadout in the game. A weird weakness of the 1911 in this regard is that the 1911 has the smallest reserve ammo loadout of all pistols when using Scavenger, with a maximum of 42 rounds in reserve, although Extended Mags can easily alleviate that issue.

Another unique weakness of the 1911 is that, when first switched to, the cocking animation will be played, similarly to some primary weapons when being overkilled and the FMG9, and unlike the other pistols. In a pinch, this can cost a 1911 user who didn't previously do so his or her life. using Fast Hands and/or completing the animation as soon as the player spawns in can easily solve this problem.

The 1911 has a limited attachment selection, as all optical attachments are not available, although most of the useful attachments remain available. Extended Mags, as already mentioned, is a great attachment to use to help alleviate the 1911's ammunition weaknesses, increasing the painfully short magazine capacity to ten rounds and increasing the starting ammo loadout appreciably.

Akimbo is an odd attachment on the 1911. The damage output at close range reaches unprecedented levels, but the hipfire accuracy leaves something to be desired from such phenomenal potential, and the 750 centerspeed will have a toll on the player's accuracy when firing up to 1600 RPM, pulling upwards harshly.

The Laser Sight will increase hip-fire accuracy marginally. This is best used in tandem with the Royalty variant, which already increases hip-fire accuracy by twenty percent, for a total 27% percent increase in hip-fire accuracy. The Parabolic Microphone helps detect suppressed weapons fire when the 1911 is currently in use. This attachment can help in keeping better track of enemies that use stealth tactics to conceal their positions.

The Tactical Knife is functionally useless, making it unreasonable to use.

The Suppressor is a dangerous attachment on the 1911. The 1911 relies heavily on a ranged two hit kill, something that the Suppressor antagonizes. This is reason enough to avoid using the Suppressor on the 1911. On the other hand, Advanced Rifling helps in maximizing two hit kill potential, increasing the two hit kill range to about fifteen meters.

The 1911 has mostly good variants to use. The Royalty variant has two powerful effects: it increases movement speed to 105% of the base speed, and tightens hip-fire accuracy by twenty percent. Both effects are extremely powerful in the case of the 1911: a light, close quarter powerhouse. As a penalty, the recoil per shot is increased by ten percent, a small price to pay for two great advantages.

The Single Stack gives an additional reserve magazine, while increasing recoil by ten percent. Again, the increased recoil is a small price to pay for a useful advantage. The Single Stack is potentially the best 1911 variant when not using Scavenger because of the extra reserve magazine.

The Forty-Five Caliber variant has two positive effects: it increases the minimum damage to 28, and the firecap is increased to 857 RPM, with the firecap not being reduced when using the Forty-Five Caliber Akimbo, whereas all other 1911 variants have their firecaps reduced. As a downside, the Forty-Five Caliber has one less reserve magazine. The Forty-Five Caliber is best used in tandem with Scavenger in order to compensate for the reduced reserve ammo, and is a good candidate for Akimbo due to the increased firecap over all other 1911 variants Akimbo.

Attachments[edit | edit source]

Supply Drop Variants[edit | edit source]

Note: Fire Rate values for supply drop variants apply to both normal and Akimbo 1911.

Name Rarity Advantages Disadvantages Notes
Single Stack Enlisted Starting ammo: 7+28 View Kick +10%
Forty-Five Caliber Professional Damage: 52-34-28
Fire Rate: 857 RPM
Starting ammo: 7+14
View Kick +10%
Royalty Elite Movement speed +5%
Hipspread −20%
View Kick +10%
Hammer Bite Legendary Hipspread −20% Movement speed −5%
Range: 425-600
Integrated Extended Mags

Gallery[edit | edit source]

For supply drop variants images, see M1911/Variants.

Call of Duty: Black Ops III[edit | edit source]

"Semi-auto pistol. Low ammo capacity. High damage at close range."
— Description


The 1911 was added to Call of Duty: Black Ops III multiplayer on May 23, 2017. It is depicted as the regular M1911, albeit with a different name and with a more "modern" design to it, with an addition such as the night sights. This weapon can only be acquired through the Black Market.[1]

The 1911 is a high damage per bullet handgun. After a buff, It now deals 50 damage at close range, resulting in a fast two hit kill. However, the damage drops off to 22 at its maximum range, resulting in a consistent hit kill at longer ranges. The 1911 is best used at closer ranges considering the huge damage dropoff at medium to longer ranges. This damage output is the highest out of all of the handguns in Black Ops III with the exception of the Rift E9 and the Marshal 16.

The rate of fire on the 1911 is very similar to that of most of its counterparts in other Call of Duty games, clocking in at about 625 RPM, which is similar to most of the other handguns available in Black Ops III. The high RPM allows for quick shooting, which may prove very useful considering the extremely low recoil on the weapon and the very high damage profile.

The 1911's weaker point is the ammunition capacity, clocking in at only 7 rounds per magazine, though the Extended Mag attachment extends the capacity up to 14, making the attachment very useful on the 1911, and can allow for prolonged shooting and more spare ammunition.

On July 10th, 2017, the 1911 along with the AK-74u was added to the remastered versions of Nacht der UntotenVerrücktShi No NumaKino der TotenAscensionShangri-La, and Moon as the starting pistol once again, replacing the MR6. It functions exactly the same as it always has, with only aesthetic differences.

Should a player hold onto the 1911 long enough to Pack-a-Punch it, the 1911 will once again become the Mustang & Sally. Like in previous games, it is dual-wielded and fires powerful explosive grenades in rapid succession, although overuse will quickly lead to ammo depletion.

It also appears as a silhouette visible on the Respin Cycle GobbleGum, along with the SPAS-12. It also appears on the Arms Grace and Disordery Combat with the AK-47, as well as on the Armamental Accomplishment and Near Death Experience GobbleGums. On Shadows of Evil, during the loading screen, Jack Vincent and Jessica Rose are seen holding the 1911 instead of the Bloodhound used in-game.

In the map The Giant, once the player activates the Fly Trap easter egg, the teddy bear on the balcony by the Power Switch can be seen holding a 1911 along with a Juggernog bottle.

1911 vs Mustang & Sally[edit | edit source]

1911 Mustang & Sally
M1911 BO3.png Mustang & Sally BO3.png
Damage 20 1000 + 1200 splash damage-75 explosion
Multiplier head: x3.5
chest: x1.25
abdomen: x1.1
N/A
Fire mode Semi-automatic Semi-automatic
Rate of fire 625 RPM max 300 RPM max
Magazine size 8 6
Max ammo 80+8 50+6/6
Reload 1.63, 1.8 empty 1.6
Mobility High High
Extras Dual wield, fires grenades, slower rate of fire, smaller magazine, less ammo, minutely faster reload time


Gallery[edit | edit source]

For attachment images, see M1911/Attachments.

Call of Duty: WWII[edit | edit source]

"High damage semi-automatic pistol with moderate recoil."
— Description


The 1911 appears in Call of Duty: WWII.

Campaign[edit | edit source]

The 1911 is commonly used by members of the 1st Infantry Division as their sidearm of choice. It is part of the starting loadout for all levels except "S.O.E.", "Liberation", "Collateral Damage", "Battle of the Bulge", and "The Rhine". In "Ambush", the player's 1911 has a suppressor attached to it.

Multiplayer[edit | edit source]

The 1911 is a high-damage handgun in WWII. It is able to kill an enemy in two shots at a very close range. It is limited by a 7-round magazine, a slow rate of fire and high recoil. Advanced Rifling or Extended Mags are good attachments to use, extending the two hit kill range and mitigating the small magazine slightly, respectively. With the other weaknesses of the gun still prevalent, however, it is recommended not to use this weapon outside of a close range, as a backup sidearm, as its inaccuracy proves to be detrimental rather quickly.  In Hardcore game modes, the weapon is capable of being much more effective. The 1911 is capable of a one-shot kill at all ranges, unless firing through cover. As a handgun, the weapon boasts handling traits which rival or best most other guns in the game; it has a fast sprint-out time coupled with a near-instantaneous ADS time, along with decent hipfire accuracy. In this sense, the 1911 can be used almost as a primary to net one-shot kills at any distance, as its faster handling can beat out most other guns at close ranges and continues to be competitive out until medium range. As long as the player can get the first shot on target to secure the kill, the recoil and slow rate of fire cease to remain problems, and the gun can be used very effectively as a pseudo-primary of sorts. High Caliber should also be avoided as it does little to increase head shot damage on the 1911.


Nazi Zombies[edit | edit source]

The 1911 is one of the selectable default starting weapons in Nazi Zombies, and is also found in the Mystery Box in all maps. In comparison to starting pistols in other Zombies modes, the 1911 in Nazi Zombies is considerably strong, akin to the Bloodhound in Shadows of Evil, capable of killing a zombie in round 1 with 3 body shots.

When upgraded with the Ubersprengen or by Mk. II Freefire special mod, the 1911 becomes the Bacon and Eggs. This upgraded variant grants Akimbo pistols that shoot explosive bullets. Unlike the Mustang and Sally in Black Ops games, or other similar Pack-a-Punched starting pistols, the explosive splash of the Bacon and Eggs do not harm the players, even without the Flak Jacket mod. This makes the weapon incredibly viable in high rounds, as there are no risks of self-inflicted damage.

Attachments[edit | edit source]

Attachment Unlock level Stats Upgraded Stats
Quickdraw menu icon WWII.png
Quickdraw
Weapon Level 2
Zombies level 4
Faster aim down sights time.
Steady Aim menu icon WWII.png
Steady Aim
Weapon Level 3
Zombies level 36
Reduced hipfire cone size.
High Caliber menu icon WWII.png
High Caliber
Weapon Level 4
Zombies level 39
Increased headshot damage.
FMJ menu icon WWII.png
Full Metal Jacket
Weapon Level 5
Zombies level 18
Increased surface penetration and increased damage done to Scorestreaks.
Increased penetration power against zombies.
Extended Mag menu icon WWII.png
Extended Mags
Weapon Level 6
Zombies level 32
Magazine increased to 10
Reserve ammo increased to
Magazine increased to
Reserve ammo increased to
Advanced Rifling menu icon WWII.png
Advanced Rifling
Weapon Level 7
Zombies level 18
Increased damage falloff range.
Tactical Knife menu icon WWII.png
Tactical Knife
Weapon Level 8 A Tactical Knife is held in conjunction with gun, allowing for one hit melee kills.
Overrides Duelist Basic Training.
N/A
Pistol Suppressor menu icon WWII.png
Suppressor
Weapon Level 9 Suppresses weapon, lowering firing sound and shots do not cause radar pings. N/A
Akimbo menu icon WWII.png
Akimbo
Duelist Basic Training
Zombies level 43
Removes aiming for a second gun.
Cannot be used in conjunction with other attachments in Nazi Zombies.
Automatically equipped regardless of other attachments.

Variants[edit | edit source]

Name Rarity Perk Operation Notes
The American Epic Soldier Exp Bonus Items WWII.png 10% Bonus Soldier XP
The American II Heroic Soldier Exp Bonus Items WWII.png 15% Bonus Soldier XP
Totalize Epic Soldier Exp Bonus Items WWII.png 10% Bonus Soldier XP
Totalize II Heroic Soldier Exp Bonus Items WWII.png 15% Bonus Soldier XP
Jupiter Epic Soldier Exp Bonus Items WWII.png 10% Bonus Soldier XP
Zombies Mode Perk Icon WWII.png Center Mass
Collection reward
Jupiter II Heroic Soldier Exp Bonus Items WWII.png 15% Bonus Soldier XP
Juno Epic Soldier Exp Bonus Items WWII.png 10% Bonus Soldier XP
Juno II Heroic Soldier Exp Bonus Items WWII.png 15% Bonus Soldier XP

Gallery[edit | edit source]

Call of Duty: Black Ops 4[edit | edit source]

A 1911 is seen in the cutscene of the Specialist mission "The Blurred and the Breathless Dead". Additionally, a promotional artwork shows Diego Necalli firing a 1911.

Gallery[edit | edit source]

Call of Duty: Mobile[edit | edit source]

"Semi-automatic with medium capacity and power."
— Description


The M1911 returns in Call of Duty: Mobile as the MW11.

Multiplayer[edit | edit source]

The MW11 is a very stable semi-automatic pistol. It has moderate damage and high fire rate, allowing players to have less trouble aiming at targets. The high rate of fire also helps a lot after getting a hitmarker with a sniper rifle or a marksman rifle. It can be improved with the availability of gunsmith, which can significantly increase its rate of fire without much recoil penalty.

Battle Royale[edit | edit source]

The MW11 can deal moderate damage with high rate of fire. It is currently unavailable for looting or equipping as a customized weapon due to it being a secondary weapon.

Attachments[edit | edit source]

Muzzle[edit | edit source]

Barrel[edit | edit source]

Optic[edit | edit source]

Rear Grip[edit | edit source]

Ammunition[edit | edit source]

Trigger Action[edit | edit source]

Laser[edit | edit source]

Perks[edit | edit source]

Blueprints[edit | edit source]

Epic[edit | edit source]

  • Wrath Black & Gold
  • Hot Spot
  • Nuclear Fallout
  • Living Rust
  • Oil Spill
  • Color Spectrum
  • Dive Bomb
  • Strafing Gun
  • Revolution
  • Uncaged
  • Echolocation
  • Beekeeper
  • Bite Size
  • Shark Bite
  • Gold Glitter
  • Wicked Whisper
  • Party Area
  • Radar
  • Chevalier
  • Serpentine
  • Noir

Gallery[edit | edit source]

Call of Duty: Modern Warfare[edit | edit source]

"A well-rounded semi-automatic side arm with a moderate rate of fire. Slightly more range than your average .45 ACP pistol."
— Description


The 1911 appears in Call of Duty: Modern Warfare.

Attachments[edit | edit source]

Muzzle[edit | edit source]

Barrel[edit | edit source]

Laser[edit | edit source]

Optic[edit | edit source]

Rear Grip[edit | edit source]

Ammunition[edit | edit source]

Trigger Action[edit | edit source]

Perks[edit | edit source]

Blueprints[edit | edit source]

Name blueprint Rarity How to obtain
Javelina Rare Bundle War Pig
Riptide Rare Battle Pass Season 1 Tier 76
The Invader Rare Bundle The Gambler
Callous Rare Battle Pass Season 4 Tier 1
Bite Strenght Epic Bundle Great White
Bear Trap Epic Bundle Snow Cover
Fisticuffs Epic Bundle Close Quarters
Marching Orders Epic Bundle War Gods
Slipshod Epic Bundle Call Of Duty: Warzone Combat Pack
Decay Epic Bundle Die On The Vine
Corax Legendary Co-Op Spec Ops complete Operation Crosswind - Veteran
Blue Dwarf Legendary Bundle Nikto Operator Bundle
Obsidian Carat Legendary Bundle Executive Armory I
Sulfuric Legendary Bundle Deathbringer
Button Masher Legendary Bundle Retro Gamer
Carbide Legendary Bundle Akimbo Pack: Dark Damascus
Elk Rut Legendary Bundle Talon Operator Bundle
Isotoper Legendary Bundle Hazardous
The Executioner Legendary Bundle Akimbo Pack: Executor
One For One Legendary Bundle Ghost Pack: Oil Rig
The Old Road Legendary Bundle Beyond The Pale
Exoskeleton Legendary Battle Pass Season 6 Tier 65

Call of Duty: Black Ops Cold War[edit | edit source]

"Semi-auto pistol. Good accuracy with a modest ammo capacity. High damage in close range encounters."
— In-game description


The 1911 returns in Call of Duty: Black Ops Cold War.

Attachments[edit | edit source]

Optic[edit | edit source]

Muzzle[edit | edit source]

Barrel[edit | edit source]

Body[edit | edit source]

Magazine[edit | edit source]

Handle[edit | edit source]

Stock[edit | edit source]

Trivia[edit | edit source]

Call of Duty[edit | edit source]

  • While aiming down the sights, it is not possible to see the front sight.

Call of Duty 2: Big Red One[edit | edit source]

  • 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 3[edit | edit source]

  • When meleeing with the M1911, the soldier will punch with his left hand instead of hitting over the head with the butt of the gun.

Call of Duty 4: Modern Warfare[edit | edit source]

  • 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.

Call of Duty: World at War[edit | edit source]

  • When the player upgrades the M1911 in Der Riese and has no other weapon, they will pull out a second one instead of having no gun.
  • 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" translates 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: Modern Warfare 2[edit | edit source]

  • 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".
  • In the Polish version of the game, in the level "The Gulag", the M1911 can be found in the armory, unlike in the versions of the game in other countries.

Call of Duty: Black Ops[edit | edit source]

The unused single player model from multiplayer beta.

  • The Dual Wield M1911 in 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.
  • 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 of multiplayer and Zombies, the M1911 lacks the nickel-plating, instead retaining the original design used in the campaign.
  • 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.
    • The achievement "Sally Likes Blood" is a reference to the M1911 on the cover-art for the game.

Call of Duty: Black Ops II[edit | edit source]

  • When cocking the hammer in Old Wounds, Mason's shadow doesn't appear, but the M1911's does.
  • 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.

Call of Duty: Advanced Warfare[edit | edit source]

  • The 1911 Single Stack erroneously states a reduction in fire rate and an increase in handling.

Call of Duty: Modern Warfare Remastered[edit | edit source]

  • "M 1911 U.S. GOVERNMENT CAL .45" can be seen engraved on the left side of the pistol slide.
  • "CAL.45 ACP" can be seen engraved on the shell ejection port.
  • "CAL .45" can be seen engraved on the bottom of the magazine.
  • "MODEL OF 1911 U.S.A" can be seen engraved on the right side of the pistol slide.
  • "No̱ 153280" can be seen engraved in the right side of the pistol above the trigger.

Call of Duty: Modern Warfare (2019)[edit | edit source]

  • "Custom TLE RL II" is written on the right side of the slide.

References[edit | edit source]

Community content is available under CC-BY-SA unless otherwise noted.