- 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 is unlocked at level 46.
At any range short of fourteen meters, the M9 will deal forty damage per bullet, needing three shots to kill. Damage decreases linearly until twenty meters. At any range past twenty meters, the M9 will deal 25 damage per bullet, needing four shots to kill. The M9's three shot kill range is 16.2 meters. In Hardcore, the M9 has a one shot kill range of roughly eighteen meters. The M9 deals forty percent additional damage on a headshot. Headshots will reduce the number of shots needed to kill at any range, although multiple headshots are generally required to do so. A headshot is a guaranteed one shot kill in Hardcore game types. The M9 has low penetration power.
The M9's damage improves when using Stopping Power. At any range short of fourteen meters, the M9 will deal 56 damage per bullet, needing two shots to kill. Damage decreases linearly until twenty meters. At any range past twenty meters, the M9 will deal 35 damage per bullet, needing three shots to kill. A headshot can deal up to 78 damage. Headshots will almost never reduce the number of shots needed to kill, but they can be helpful on injured enemies. The M9 with Stopping Power is a one shot kill at all ranges in Hardcore.
The M9 fires semi-automatically, and has a maximum firecap of 759 RPM, equating to a max of roughly twelve shots per second.
The M9 has recoil values of 55 to the left and 55 to the right. The M9 has no downwards recoil value, and instead kicks up with every shot. The M9's upwards recoil value is either 25 or 45. The M9 has a centerspeed value of 750.
The M9 allows users to move at 100% of the base movement speed, or strafe at 80% of the base movement speed. The M9 allows users to aim down the sights in 100 milliseconds, tied with the M93 Raffica for the fastest aim down sight time in the game. The M9's hip-fire spread is decent. The M9's reload animation is 1.6 seconds long, or 1.9 seconds long on an empty magazine. In either case, the user can Reload Cancel the M9 after 1.2 seconds.
The M9 has a magazine capacity of fifteen rounds, and a starting ammo loadout of 45 rounds.
The M9 has the standard assortment of handgun attachments on offer. The M9's attachments have a number of unusual properties. The M9's Silencer does not work properly, and will reveal the player's position on radar when firing the M9 silenced. Akimbo causes the user's aim to rock from side to side while running.
Additionally, the M9's Expert challenge is glitched in that the M9's Expert challenges are locked until the Desert Eagle is unlocked at level 62.
If the player is using Last Stand and is not holding a handgun or an M93 Raffica, the user will automatically pull out an M9 with no attachment as their weapon in Last Stand.
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 normally 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.
Survival Mode
Using console commands, one can spawn the M9 to be used by the enemies, but picking up the pistol results in the weapon armory bugging out due to it being a cut weapon.
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
- Akimbo
- Red Dot Sight
- Muzzle Brake
- Silencer
- ORS (PST) Red Dot Sight
- Laser Sight
- Fast Mag
- Tactical Knife
- FMJ
- Extended Mags
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
- Flash Suppressor
- Silencer
- Muzzle Brake
- ARK (in Extinction only)
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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