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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 Modern Warfare 2: Ghost. 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: Mobilized. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appeared in Call of Duty: Modern Warfare 3 for the Nintendo DS. 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 Extinction mode The subject of this article appears in Call of Duty: Advanced Warfare The subject of this article appears in Call of Duty: Modern Warfare Remastered The subject of this article appears in Call of Duty: Mobile The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered This article was previously featured
For other variants, see M93 Raffica and Renetti.
For other uses, see M9 (disambiguation).

The Beretta M9 is a handgun that appears in the Modern Warfare series and their Nintendo DS counterparts, as well as in Call of Duty Online and Call of Duty: Ghosts. It also makes brief appearances in Modern Warfare 2: Ghost, Call of Duty: Black Ops II and Call of Duty: Mobile.

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

"Semi-automatic with a high capacity. Effective at close range."
— Sidearm description

Campaign[]

The Beretta M9 is the standard pistol for the USMC. It is the starting pistol in all of the USMC missions except "Shock and Awe", where the player uses a M1911 as the starting pistol. Most enemies use the M9 as their sidearm, the exception being the Desert Eagle-wielding soldier in "Crew Expendable". It is very common in the majority of levels. The levels in which it cannot be obtained are "F.N.G.", "The Coup", "Aftermath", and "Death From Above". It is statistically the best pistol in single player, because of its virtually nonexistent recoil, high capacity, and decent power, but it really does not matter due to the abundance of enemy weapons available to pick up. It can be also seen holstered by Gaz and Price in all of the missions they appear in except from "F.N.G.", "Crew Expandable", "All Ghillied Up" and "One Shot, One Kill" although they never use it and always use a silenced USP .45 as their secondaries.

If the player carries an MP5 or a Mini-Uzi, and uses an M9 as their sidearm, all maximum ammo for both weapons are combined, effectively increasing their ammunition count.

Multiplayer[]

The M9 kills in 3-5 shots depending on the distance. Stopping Power improves this to 2-4 shot kills. Depending on range, head shots decrease the number of bullets needed to kill by one. The M9 has the highest magazine capacity of all the pistols in multiplayer as well as having the lowest recoil. It has the shortest range, but its larger capacity and better hipfire accuracy while moving balance it out, and at close range, the M9 is just as powerful as the USP .45 and M1911 .45. Outside of this, however, the M9 is significantly weaker than its counterparts. This makes the M9 a poorer choice on maps with open sidelines, where targets are often outside of its range.

The M9 shares ammo with the MP5 and Mini-Uzi; equipping it together with these weapons lessens the need for Bandolier as it increases total starting ammunition for the primary weapon. If Bandolier is used, the player can carry 270 rounds (with MP5) or 282 (with Mini-Uzi).

The M9 is available in the Assault and Demolitions default classes, and with a Silencer in the Sniper default class.

If the player is not carrying a pistol when falling into Last Stand, an M9 with no attachments will automatically be given to the player to use.

In Remastered, the M9 appears as the 6th weapon in Gun Game.

Weapon Attachments[]

Old School Mode[]

The M9 appears in Old School Mode as the default secondary, with 30 rounds in the magazine and 45 rounds of reserve ammunition. The only method of obtaining this weapon is upon spawn or from a dead player.

Gallery[]

For camouflage images, see M9/Camouflage.
For attachment images, see M9/Attachments.

Call of Duty 4: Modern Warfare[]

Call of Duty: Modern Warfare Remastered[]

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

In the Nintendo DS version of Call of Duty 4: Modern Warfare, the M9 appears as the only sidearm in the game. It is almost identical to its console and PC counterpart in appearance, but is much weaker than on the consoles, taking a maximum of 20 shots to the limbs for one kill at range. Like all other weapons in the game, it has no idle sway and no reload animation. The lack of a fire-cap makes this weapon automatic, with its rate of fire varying by mode, but always remaining very low.

When firing from the hip, the M9 appears to have a very high recoil. However, it has no recoil when aiming down the sights.

Call of Duty: Modern Warfare 2[]

Campaign[]

The M9 returns in Call of Duty: Modern Warfare 2 as a standard sidearm for the U.S. Army Rangers, and TF141 on some levels. The M9's appearance seems to have been slightly improved from Call of Duty 4: Modern Warfare, as it seems to be slightly shinier and a deeper black. An M9 with Akimbo can be found in The Gulag in the armory, where the player is told to equip the Riot Shield. In "No Russian", Vladimir Makarov executes Joseph Allen with a M9. It is also occasionally dropped by the divers or the airport security guard in "Museum", the Zakhaev Airport Security in "No Russian", and the Brazilian Militia who threaten Rojas' assistant at the beginning of "Takedown" as M9 Akimbo. 

Special Ops[]

The M9 is a starting weapon in "Overwatch", "Wardriving", "Wreckage", "Homeland Security", and "Body Count". It is also an alternate weapon in "The Pit" and "Estate Takedown". All players regardless of faction pull one out in Last Stand. This is true of all missions with the exception of the stealth ones, i.e. "Acceptable Losses", "Evasion", "Hidden", etc.

Multiplayer[]

The M9 now has higher minimum damage, better bullet penetration, much better range, but a lower fire rate than its counterpart in Call of Duty 4: Modern Warfare, but is unlocked at Level 46, and suffers from higher recoil. It is the default handgun used for Last Stand when the player is using a secondary weapon that is not a handgun or the M93 Raffica, regardless of the player's level, and does not have any attachments.

Even while using ADS, the M9 recoils side-to-side and upwards. Because of this, it is nearly impossible to fire accurately at range, unless it is fired slowly, letting the recoil settle. However, at close range, the player can fire as quickly as possible without any worry. When the M9 is used with the Tactical Knife attachment, the sights will become misaligned and the actual shot will land slightly to the right of the sights. Using the Tactical Knife on the M9 increases visual recoil as well.

The M9 no longer retains its advantage over the USP .45 with higher hipfire accuracy, as both are the same, nor is it relatively accurate compared to the other handguns. The USP .45 has a slightly longer 3 hit kill range, with the disadvantage of a three round smaller magazine.

The M9 is subject to numerous glitches. The weapon's Expert challenges stay locked until the Desert Eagle is unlocked at level 62. Due to another glitch, the Silencer does not work on the M9. Players will still appear on the enemy radar when firing a silenced M9. It shares this problem with the MG4 and the M240. This glitch has been in the game since launch and has never been fixed. The only effective suppressed pistol, therefore, is the USP .45. Also, when used with Akimbo, the player's view will rock oddly from side to side while running.

Weapon Attachments[]

Gallery[]

For attachment images, see M9/Attachments.

Video Demonstration[]

Call of Duty: Modern Warfare: Mobilized[]

Campaign[]

The M9 reappears in Call of Duty: Modern Warfare: Mobilized as the one of the two sidearms available in-game. The M9 is significantly different from the console versions, as it has much higher damage, increased recoil, and is nickel-plated. In singleplayer, the M9 is available in four missions: "Training", "Distant Information", "Wrecking Crew", and "Interception". It is basically the same as the USP .45, but it is used more often, and sports a unique color scheme. It is not capable of one shot kills (excepting headshots), but can kill in two-three shots at any range.

Multiplayer[]

In multiplayer, the M9 is the default side arm for the Insurgency faction. As in singleplayer, there is no difference between the USP .45 and the M9. Because of this, it shares the same characteristics as the USP .45, such as LMG-like hipfire accuracy when moving, near perfect hipfire accuracy when standing still, perfect hipfire accuracy when crouched, and moderate power.

Modern Warfare 2: Ghost[]

The M9 was used by Vernon to kill Cumberland during the former's betrayal.

Call of Duty: Modern Warfare 3[]

Campaign[]

In Call of Duty: Modern Warfare 3, the M9 is only available in the campaign. While it doesn't make a major appearance like in other Modern Warfare games, it is drawn from the holsters of random Rangers and Marine tankers in the campaign level "Goalpost" after running out of ammunition or in the middle of reloading their primary weapon; it can be picked up off the bodies of dead NPCs and used by the player in that level. It can also be seen in the holster of the driver of the crashed Humvee at the start of "Black Tuesday". It can also be picked up from the NPC's that drive the technicals toward the end of the mission "Down the Rabbit Hole".

The M9 can be found with Akimbo as well. However, this version is bugged, as none of the two pistols can be fired, even though they have loaded rounds and can be reloaded after being picked up.

Special Ops[]

The fallen soldier at the end of the Special Ops mission Special Delivery wields an M9 when in Last Stand, though the gun isn't obtainable in this game mode.

A profile of the M9 is used as the Weapons Armory in Spec Ops, and is also seen holstered by the Delta Force operator on the box art of the game.

Attachments[]

Gallery[]

Call of Duty: Modern Warfare 3: Defiance[]

The M9 returns in Modern Warfare 3: Defiance and retains the same statistics from Modern Warfare: Mobilized, only this time it has recoil.


Campaign[]

In the campaign the M9 is the starting weapon for some missions and can be rarely found on ammunition crates. It is never seen in use by enemy forces or friendly forces at all. In the mission "Oil, Fire, and Ice", two M9s can be seen on the same ammunition crate. When one of these two M9s are picked up, for some strange reason the other M9 can still be picked up as well. One of the M9s when picked up will show the player having the Alaskan National Guard first-person model while the other M9 when picked up will show the player having the normal National Guard first-person model.

Multiplayer[]

The M9 is automatically unlocked for use in multiplayer and it retains the same statistics as single player.

Call of Duty: Black Ops II[]

Soldiers can sometimes be seen with holstered M9s in 2025 missions, particularly Section, Harper and Salazar. This weapon is not obtainable, and when Harper or Salazar draw their pistol, it turns into a Five-seven.

Call of Duty Online[]

The M9 appears in Call of Duty Online as the Beretta M9.

Attachments[]

Gallery[]

Call of Duty: Ghosts[]

"Semi-automatic. Well-rounded combination of ammo capacity, range, damage and recoil."
— Description

The M9 appears as the M9A1 in Call of Duty: Ghosts.

Campaign[]

The M9A1 is part of Logan's starting loadout in the missions "Brave New World", "Homecoming", and "Birds of Prey". It has a rather restricted firecap compared to the other handguns (and compared to its multiplayer counterpart). Hesh also uses it sometimes as his secondary weapon. The only mission where the Federation troops use it as their secondary weapon is "Brave New World", as it is replaced by the P226 and the MP-443 Grach in the later levels, though one Federation tank operator actually attempts to use a M9A1 against Elias Walker in "Legends Never Die". Finally, some M9A1s can be obtained from a weapons cache in "Sin City", including silenced ones.

Multiplayer[]

The M9A1 costs a measly 3 Squad Points to unlock.

The M9A1 is a good damage but moderate range handgun. At any range short of seven meters, the M9A1 will deal 52 damage per bullet, needing two shots to kill. Damage reduces linearly until fourteen meters. At any range past fourteen meters, the M9A1 will deal 25 damage per bullet, needing four shots to kill. The M9A1 has a two shot kill range of 7.5 meters, and a three shot kill range of 11.6 meters. In Hardcore, the M9A1 has a one shot kill range of roughly eleven meters. Headshots will deal forty percent extra damage. Headshot damage won't make a difference up close, but at medium range, headshots will be quite beneficial, and a headshot in Hardcore is a one shot kill at any range. The M9A1 is fairly consistent at medium and long range, as it will never do any worse than four shots to kill. However, its range benchmarks on two and three shot kills fall well short of the P226. The M9A1, as expected, has low penetration power.

The M9A1's fire rate is relatively low. Among the traditional semi-automatic handguns, the M9A1's firecap is the lowest, as players will never be able to fire faster than 666 RPM. This firecap is still plenty good, but players with proficient trigger fingers will feel stymied at times.

The M9A1's accuracy is moderate for a handgun. The iron sights are pretty clear, and the recoil per shot is moderate. The M9A1 has recoil values of 38 to the left and right. The M9A1 has no downwards recoil value, and will always kick upwards with a value of 30 or 45. Among the traditional semi-automatic handguns, the M9A1 has the consistently largest vertical recoil, but it has less horizontal recoil to compensate. Like other traditional handguns, the M9A1's centerspeed is very low, at 750. Firing quickly will cause the recoil to accumulate very quickly, especially since the M9A1 kicks up with every shot.

The M9A1's handling characteristics are great overall, but somewhat lacking for a handgun. The M9A1 allows users to move at 100% of the base movement speed, and strafe at 80% of the base movement speed. The M9A1 allows users to aim down the sights in 200 milliseconds. The M9A1's hip-fire spread is slightly worse than the traditional handguns, with hip-fire accuracy only partly better than an assault rifle. The M9A1's reload speeds are fast. The M9A1's reload animation is 1.63 seconds long, or 1.9 seconds long if the magazine is entirely empty. In either case, the user can Reload Cancel after just one second. The reload cancel speed is only a hair slower than the MP-443 Grach for the fastest in-class, and its reload animations are the fastest in its class. Reloads are swift, and will seldom be an issue.

The M9A1's magazine capacity is solid, holding twelve rounds per magazine. This is a decent capacity relative to its damage profile. The M9A1 has a starting ammo loadout of 48 rounds, which is solid for a secondary weapon.

The M9A1 has the standard assortment of attachments available to a handgun.

The Flash Suppressor will reduce muzzle flash and do nothing else. The attachment doesn't hurt, but muzzle flash is a very minor deleterious aspect of a user's performance, to the extent that many will not find the attachment worth using. The Silencer reduces muzzle flash, makes the M9A1 more quiet when firing, and prevents the M9A1 from revealing the user on radar when firing the gun, in exchange for 25% shorter range benchmarks. The M9A1 never needs more than four shots to kill, making it arguably the best handgun to silence. The Muzzle Brake boosts the M9A1's range benchmarks by twenty percent.

The Tactical Knife highly improves melee recovery, and prevents the user from performing the long and immobilizing stab animation. The attachment has no downside with a very useful upside, especially for those willing and able to make use of their melee attack. Akimbo allows the user to fire two M9A1's at once to bolster close-quarters proficiency, at the expense of several stats. The user is not only unable to aim down sights, but the M9A1's range benchmarks are made 25% shorter, and the M9A1's recoil per shot is made 25% larger. The M9A1 is one of the worst handguns to use akimbo due to its worse hip-fire accuracy than its competitors, and its higher minimum damage is mostly irrelevant, as the M9A1 in Akimbo is unusable at ranges where the minimum damage would be useful.

Extended Mags increases the M9A1's magazine capacity to eighteen rounds, and increases the starting ammo loadout to 72 rounds total. The attachment has no penalty and provides two useful benefits, making it a great overall attachment choice. Armor-Piercing will allow the M9A1 to essentially ignore the effects of Ballistic Vests and Juggernaut armor. The attachment is without penalty, but its use cases are niche.

Overall, the M9A1 is a handgun that specializes in its medium and long range performance. Its highly inflated minimum damage makes it a great sidearm to finish off wounded enemies at longer ranges. As a secondary however, the M9A1 is among the worst in the traditional handgun subcategory at close to medium range, as its recoil is a tad heavier, its range is not great, and its firecap is stricter than others. The M9A1 has a solid niche among silenced traditional handguns thanks to its inflated minimum damage.

Attachments[]

Barrel[]

Under Barrel[]

Mod[]

Extinction[]

"3 round burst fire pistol."
— In-game description

The M9A1 appears in Extinction as a three-round burst firing weapon, rather than the semi-automatic mode as seen in the campaign and multiplayer. It has slightly less damage than the P226 and has less range as well. However, it has the largest magazine of the pistols in Extinction and a good fire rate within the burst, making it good at a close range where the recoil won't send the burst above the enemy Cryptid.

The M9A1's burst fire limitation makes it wildly unpopular amongst players. The three round burst makes the M9A1 a very poor choice for accuracy challenges, as the user is incapable of firing one bullet at a time, something that is imperative to doing well on these challenges. The M9A1's burst fire limitation also gives it one of the worst damage outputs among the handguns, making it a poor choice for Akimbo usage. The M9A1 can serve as a decent sidearm for those using Shotguns that need a weapon that can hit enemies outside of its reach.

Upgrades[]

  • +1: Increased damage at long range and faster movement when the pistol is equipped. (adds an unremovable muzzle brake)
  • +2: 50% more ammo in each magazine. (18 -> 27 rounds)
  • +3: Carry your pistol plus two primary weapons.
  • +4: Hip Fire two pistols for twice the firepower and twice the ammo capacity.

Gallery[]

For attachment images, see M9A1/Attachments.

Call of Duty: Advanced Warfare[]

While the gun never makes a physical appearance in the game, its HUD Icon is the icon for the armory in Exo Survival, just like it was in Modern Warfare 3.

Call of Duty: Mobile[]

The M9 can be seen holstered by the operators Special Ops 1, 2, 3, 4, and 5, as well as being seen on Simon "Ghost" Riley's "Anno Dominate" uniform.

Trivia[]

Call of Duty: Modern Warfare 2[]

  • In the DS version, neither the M9 nor the USP .45 have a magazine when reloading.
  • When "reload cancelling" the M9 or the M93 Raffica in Modern Warfare 2 by sprinting just after hitting the reload button, one can hear a short clicking sound. [1]
  • When reloading with the Tactical Knife, the player will pull out the magazine, then insert an invisible one.
  • In the campaign, Akimbo M9's will yield a unique animation when breaching.
  • Holstered M9s appear in holsters on soldiers' uniforms throughout the series.
  • Unlike other handguns, when the player sprints with the M9, they will hold the gun with one hand in first person (better seen when Field of View is set over 90).
  • If Field of View is set over 90, when the player sprints with Akimbo M9, it is possible to see a third hand.

Call of Duty: Ghosts[]

  • Although the M9A1 doesn't have an option to equip optical attachments, it has a rail for them.

Call of Duty: Modern Warfare Remastered[]

  • "U.S. 9mm - MILITARY. - NT358411J" can be seen engraved on the pistol slide. Serial number "NT358411J" also appears engraved underneath the pistol slide.
  • Whilst sprinting with the M9, the player's view will kick slightly.

References[]

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