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The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Modern Warfare 2: Ghost. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appears in Call of Duty Online The subject of this article appears in Call of Duty: Ghosts The subject of this article appears in Extinction mode The subject of this article appears in Call of Duty: Infinite Warfare The subject of this article appears in Call of Duty: Infinite Warfare Zombies The subject of this article appears in Call of Duty: Modern Warfare Remastered The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered
For a similarly named revolver, see .357 Magnum.

The .44 Magnum is a revolver featured in Call of Duty: Modern Warfare 2, Modern Warfare 2: Ghost, Find Makarov, Call of Duty: Modern Warfare 3, Call of Duty Online, Call of Duty: Ghosts, Call of Duty: Infinite Warfare and Call of Duty: Modern Warfare Remastered.

Call of Duty: Modern Warfare 2[]

Campaign[]

The .44 Magnum, called Colt Anaconda in the game files, is always carried and used by General Shepherd throughout the campaign as his signature weapon of choice. Shepherd is seen reloading his .44 Magnum at the beginning of the mission "Team Player". In the end of "Loose Ends" he unholsters a .44 Magnum tucked in the back of his pants that he uses to kill Ghost and Roach, and in "Endgame" when he attempts to kill Soap and Captain Price.

This weapon is not available in the campaign; however, while in the mission "Museum", the player can pick up this weapon either from the display shelf or by killing Shepherd. It is also possible to have both .44 Magnums at the same time. In the remastered version however, enabling the Danger Close! cheat (which turns every human enemy into Shepard) and forcing an enemy to use his sidearm, it is possible to obtain the .44 Magnum in almost every mission.

Multiplayer[]

The .44 Magnum is available for Create-A-Class at level 26.

The .44 Magnum's bullets are the most powerful of any handgun on offer. At any range short of 12.5 meters, the .44 Magnum will deal fifty damage per bullet, needing two shots to kill. At any range past 12.5 meters, the .44 Magnum will need three shots to kill, or two bullets with a headshot. At 31.3 meters, the .44 Magnum reaches its minimum damage of 35, which will prevent the player from getting two shot kills with two headshots. Headshots are generally only useful at medium range, having no effect at close or long range. The .44 Magnum is a one shot kill at all ranges in Hardcore game types. Not needing Stopping Power to secure a two shot kill is useful and makes the weapon far less dependent on using the perk. The .44 Magnum has medium penetration power, allowing the .44 Magnum to remain somewhat useful when shooting through walls.

The .44 Magnum's damage increases when using Stopping Power. At any range short of 12.5 meters, the .44 Magnum will deal seventy damage per bullet, needing two shots to kill. Damage decreases linearly until 31.3 meters. At any range past 31.3 meters, the .44 Magnum will deal 48 damage per bullet, needing three shots to kill. The .44 Magnum has a two shot kill range of 29.6 meters. A headshot at close range can deal up to 98 damage, injuring an opponent so much that the slightest bit of fall damage or damage dealt by tactical grenades can either kill the enemy or allow for a one shot kill. A single headshot also guarantees a two shot kill at any range. Although Stopping Power does not look useful on paper - the .44 Magnum still needs two shots to kill up close and three at long range - the .44 Magnum's performance improves significantly at medium range when using Stopping Power, turning many three shot kills into two shot kills.

The .44 Magnum has a standard fire rate for a handgun. It is double-action, and has a firecap of 759 RPM. The user needs to fire the .44 Magnum at a rate of more than 12 trigger pulls per second to reach the firecap. For most, the .44 Magnum will fire as quickly as the user can manage.

The .44 Magnum's accuracy is not the best among handguns. The .44 Magnum's iron sights are clean, but the recoil is very heavy. The .44 Magnum kicks up and to the right with each shot, with varying intensity. The .44 Magnum has vertical recoil values of 60 or 80 upwards, and horizontal recoil values of 40 or 50 to the right. No matter what, the .44 Magnum will kick upward substantially. The .44 Magnum does feature the highest centerspeed of any handgun at 1500, which is a decent value. The .44 Magnum may kick heavily, but the large centerspeed helps recenter the gun quickly. A quirk unique to the .44 Magnum among handguns is that has virtually no idle sway, whereas all other handguns have a moderate degree of idle sway that, while not quite as severe as idle sway on sniper rifles - nor as fast swaying - still allows for imprecision when aiming for long periods of time. The .44 Magnum will have no problems with idle sway.

The .44 Magnum has great handling characteristics for a handgun. The .44 Magnum allows users to move at 100% of the base movement speed, or strafe at 80% of the base movement speed. The .44 Magnum has an aim down sight time of 150 milliseconds, which is average for a handgun, but lightning quick overall, and the .44 Magnum's hip-fire accuracy is tied for the tightest in the game, even tighter than an SMG. The .44 Magnum's reload speeds are a tad slower than normal. The .44 Magnum's reload animation is three seconds long, but the user can Reload Cancel after just 1.43 seconds. Although this is a slower reload speed than the magazine-fed handguns, the .44 Magnum reloads quickly enough for those that reload cancel. For those that don't reload cancel, the .44 Magnum's reload animations are much longer than any other handgun, which will make reloading very tedious.

The .44 Magnum's biggest weakness is its capacity. It has the smallest capacity of any handgun, holding six rounds per cylinder. This gives the .44 Magnum terrible sustained combat capability, as the .44 Magnum is almost never capable of taking on more than one or two enemies at once. The .44 Magnum's starting ammo loadout is similarly terrible, at just eighteen rounds. Not only does the user not have much margin for error when it comes to aim, but the .44 Magnum does not provide a lot of ammo for those who wish to use the .44 Magnum for an extended period of time in one life

The .44 Magnum provides a limited set of attachments. FMJ increases the .44 Magnum's penetration power, allowing the weapon to retain much of its damage when shooting through walls. This is quite useful with Stopping Power, which often allows the .44 Magnum to have room for error when shooting through walls damage-wise.

Akimbo allows the user to fire two .44 Magnums at once, at the expense of the ability to aim down the sight. Hip-fire accuracy is also minorly degraded to the quality of an SMG. This provides surplus firepower up close. However, the .44 Magnum's centerspeed advantage over the Desert Eagle is much less relevant in Akimbo configuration, and here, the Desert Eagle stands a much better chance thanks to it having superior capacity. The much higher centerspeed can still be helpful, as the .44 Magnum remains very precise from the hip, but the Desert Eagle is often chosen instead for Akimbo usage.

The Tactical Knife improves the user's melee recovery speed, allowing users to recover more quickly from a melee attack. This helps substantially when using the melee attack against multiple enemies, as it will allow the user to throw out more melee attacks in the same period of time, and it also allows the user to recover more effectively from missed melee hits. The .44 Magnum is often considered the best handgun to use for Tactical Knife usage, as the .44 Magnum does not need Stopping Power to get a two to three shot kill, which is extremely important, as perks like Lightweight and Cold-Blooded are often used over Stopping Power for melee-centric playstyles. The .44 Magnum is also substantially more accurate than its main rival, the Desert Eagle, which is so inaccurate that many consider the Desert Eagle a weapon that is restricted to hip-fire only.

Overall, the .44 Magnum is a surprisingly versatile weapon that is only truly limited by its capacity. It only holding six rounds is a major detriment, as otherwise, the .44 Magnum is a strong overall weapon, as it has strong shots, the ability to forego Stopping Power rather comfortably, and slick overall handling, while also not having the atrocious accuracy of the Desert Eagle. The putrid capacity is something that will constantly bog down the user's capabilities. For some, the .44 Magnum is simply the gun one should use when using a full melee loadout, with the .44 Magnum itself being an afterthought in the overarching playstyle despite it being the active weapon. The .44 Magnum's ability to be used on classes without Stopping Power is a great strength, and it still gains a very relevant benefit from Stopping Power, even if the damage values themselves seem to indicate otherwise. The .44 Magnum is a handgun that can be useful in many different ways and across several vastly different playstyles.

The .44 Magnum and Desert Eagle are virtually identical to each other. They both have the same ability to get a two shot kill without Stopping Power, similar recoil per shot, similar overall handling, and the same reload cancel speed. Compared to the Desert Eagle, the .44 Magnum never needs more than three shots to kill, has a much longer two shot kill range with or without Stopping Power, has a whopping 900 more centerspeed, has much less idle sway, and has iron sights that are properly aligned. Compared to the .44 Magnum, the Desert Eagle holds seven rounds before needing to reload instead of six, it has a slightly larger starting ammo loadout of 21 rounds instead of the .44 Magnum's eighteen rounds, and it has faster reload animations. Unless the user highly values the extra round per magazine the Desert Eagle has, or if the user cannot reload cancel that well, the .44 Magnum is the superior handgun in almost all facets.

Attachments[]

Gallery[]

For attachment images, see .44 Magnum/Attachments.

Modern Warfare 2: Ghost[]

The .44 Magnum makes a brief appearance in Modern Warfare 2: Ghost. In the last comic, "Dead And Gone", Manuel Roba is seen holding a .44 Magnum. However, he drops it after Ghost throws a knife into his arm.

Gallery[]

Find Makarov[]

The .44 Magnum is used by Shepherd during his confrontation with Soap and Price.

Gallery[]

Call of Duty: Modern Warfare 3[]

The .44 Magnum reappears in Call of Duty: Modern Warfare 3, featuring tritium sights, wood grips and a blued finish. The hammer also appears to have been either cut or filed down to a shorter length.

Campaign[]

The .44 Magnum is only available in the "Bag and Drag" mission of the campaign. It is used by the GIGN, who can draw the revolver when they are out of ammo, or when they engage enemies in close quarters hand-to-hand combat. The .44 Magnum can be picked up if Tueur or the random soldier who assists the player is killed while wielding it. It is powerful enough, being able to kill enemies in one shot, though it can only hold 18 rounds in reserve. It is also briefly seen in the intro cutscene of "Prologue" during a flashback where Shepherd is seen wielding it, and in "Return To Sender" where it is holstered by Waraabe.

Multiplayer[]

The .44 Magnum is unlocked at Level 46 in Call of Duty: Modern Warfare 3's multiplayer. Compared to its Call of Duty: Modern Warfare 2 counterpart, it has less maximum damage, much less minimum damage, lower range, and the same amount of recoil. Though the gun works well in close quarters combat, it is less competitive in mid-long ranges due to its low minimum damage and high recoil. At maximum range, it can take five-six shots to kill an enemy depending on where the bullets hit. It has five reserve magazines instead of the normal two, which provides more ammo and longer use to skilled players.

In Infected, the .44 Magnum is the secondary weapon in "Knife vs Type 95" and "Knife vs PP90M1". It is also used as the only weapon for the survivors in "Striker vs Jugg". There used to be a loadout with only the .44 Magnum, named "Knife vs .44 Magnum", but was later removed. In all of these instances, it has Akimbo equipped.

In addition to Infected, the .44 Magnum used to be in Gun Game when it was available in public matches. It was the seventeenth weapon, and it had the Tactical Knife attached.

Survival Mode[]

The .44 Magnum is available in Survival Mode at level 20 and costs $250. It can be an effective weapon for the early rounds, due to its low cost, high damage, and quick reload time. However, like all pistols, it should be traded in for a more powerful weapon in later rounds, especially because of Juggernauts and helicopters.

Attachments[]

Gallery[]

For attachment images, see .44 Magnum/Attachments.

Call of Duty Online[]

The .44 Magnum appears in Call of Duty Online.

Attachments[]

Gallery[]

For attachments images, see .44 Magnum/Attachments.


Call of Duty: Ghosts[]

"Single-action revolver. Highest damage in its class."
— Description

The .44 Magnum, referred to as the Raging within game files and Wild Widow in Safeguard, appears in Call of Duty: Ghosts.

Campaign[]

The .44 Magnum is only used in the final campaign mission "The Ghost Killer". After breaching the door leading to the engine room, Logan uses Rorke's .44 Magnum to shoot two soldiers in the room. Unlike its counterpart in multiplayer and Extinction, it is used in double-action (semi-automatic) mode instead of single-action. Afterwards, Rorke manages to get Logan off him, and wounds Hesh in the arm with the .44 Magnum. After the train lands into the water, Rorke fires his last round, but misses due to him getting hit by a fire extinguisher by Hesh. While they both fight, Logan picks up the empty revolver, and catches one of the rounds that Hesh throws to him, loads it into the gun and shoots Rorke. The bullet also goes through Hesh, but both he and Rorke survive the shot.

Multiplayer[]

The .44 Magnum is available in Multiplayer.

The .44 Magnum is a very high damage, very short range handgun. At any range short of five meters, the .44 Magnum will deal 76 damage per bullet. Damage decreases linearly until thirt meters. At any range past thirty meters, the .44 Magnum will deal 34 damage per bullet. This translates to anywhere from a two to a three shot kill. However, the .44 Magnum has highly unusual, inflated body multipliers. A headshot with the .44 Magnum does sixty percent extra damage instead of the usual forty percent increase, guaranteeing a two shot kill at worst with two headshots, and giving the .44 Magnum the ability to get a one shot kill. This same sixty percent damage increase also applies to the neck, and the .44 Magnum also has a forty percent damage increase to the upper torso. As a result of heavy damage mulitpliers, a wide variance between maximum and minimum damage, and damage drop-off starting very early but ending late, the .44 Magnum's damage is highly inconsistent depending on the situation. The .44 Magnum has low penetration power, just like other handguns. Despite highly unusual damage properties overall, the .44 Magnum is by far the most powerful handgun on a per-shot basis. The .44 Magnum is capable of getting a one shot kill at all ranges in Hardcore game types, the only handgun that can do so.

The .44 Magnum's main weakness is its rate of fire. The .44 Magnum is single-action, making the .44 Magnum fire very slowly, firing at a maximum of 200 RPM. That is by far the slowest fire rate of any of the handguns, and it makes the .44 Magnum highly reliant on killing in as few shots as possible.

The .44 Magnum's accuracy is poor. The iron sights are very clean, but the .44 Magnum has by far the most recoil in its class. The .44 Magnum has no leftwards or downwards recoil values, always kicking up and to the right. The .44 Magnum kicks up with a value of either 35 or 60, and always kicks to the right with a value of either 40 or 65. This is not only consistent, but large recoil. The .44 Magnum also has the lowest centerspeed value in its class, with a centerspeed value of just 600. Although the .44 Magnum fires slowly, 600 centerspeed is poor enough that users will need to pace their shots at range.

The .44 Magnum has the worst handling characteristics of any handgun. The .44 Magnum allows users to move at 100% of the base speed, and strafe at 80% of the base movement speed. The .44 Magnum has the slowest aim down sight time of all handguns at 300 milliseconds, and .44 Magnum has a larger hip-fire spread than the other handguns, although its hip-fire accuracy remains acceptable. The .44 Magnum has by far the slowest reloads in its class, with its reload animation being 3.13 seconds long, or 3.36 seconds long if the cylinder is empty. In either case, the .44 Magnum can Reload Cancel in 2.36 seconds. These reload speeds are not just the worst of all handguns, they are terrible reload speeds overall. Users need to be very careful when using the .44 Magnum.

Being a revolver, the .44 Magnum naturally has the smallest capacity of all handguns, with the .44 Magnum only holding six rounds in its cylinder. Coupled with the .44 Magnum's slow reload speeds, reloads will be a common nuisance, especially since Extended Mags is not available to the .44 Magnum. Despite a smaller capacity, the .44 Magnum is only tied for worst starting ammo loadout, tied with the PDW in allowing the user to spawn in with 36 rounds total. This ammo loadout is decent considering the .44 Magnum's power.

The .44 Magnum has an unusual attachment selection, as Extended Mags is not available, but the ACOG Scope is available for use. The ACOG Scope provides a high magnification optical sight for use at longer ranges. More importantly, the ACOG Scope actually speeds up the .44 Magnum's aim down sight time, allowing the .44 Magnum to aim in just 250 milliseconds. The ACOG Scope is an almost purely beneficial attachment on the .44 Magnum, although it's questionable how relevant the scope's benefits are to the user.

The Flash Suppressor is virtually useless on the .44 Magnum, since gunkick essentially renders the existing muzzle flash of the .44 Magnum irrelevant. The Silencer is a horrible choice for the .44 Magnum, reducing its range values in exchange for stealth. The .44 Magnum's only relevant advantage as a handgun is its damage, and cutting down on its range renders the .44 Magnum only less useful. Conversely, the Muzzle Brake is an amazing attachment for the .44 Magnum, increasing the .44 Magnum's range values and making the weapon much more consistent in terms of damage.

The Tactical Knife speeds up the user's Melee attack. It is a purely beneficial attachment, and the .44 Magnum makes for a decent pairing on a melee-centric playstyle due to its inflated range and potential to get one shot kills up close. Akimbo allows two .44 Magnums to be used from the hip, and is the most popular attachment on the .44 Magnum. Although losing ranged utility, Akimbo allows users to highly increase the .44 Magnum's pathetic rate of fire and makes the .44 Magnums a close quarters powerhouse. Armor Piercing allows the .44 Magnum to mostly ignore the effects of Ballistic Vests and Juggernaut armor. The attachment is purely beneficial, and should be seriously considered, since the .44 Magnum is overly dependent on killing in as few shots as possible.

Overall, the .44 Magnum is a deeply flawed weapon. The .44 Magnum is a statistically weak handgun in all aspects except its sheer power, where it dominates relative to other handguns. However, its power is dependent on the user fully utilizing the weapon's body multipliers, which is problematic since the .44 Magnum has a much smaller damage multiplier area compared to the game's Sniper Rifles. The solo version of the .44 Magnum has some utility in Hardcore thanks to its incredible long range power. The .44 Magnum's power gets put to much better use when used Akimbo, allowing for far more acceptable damage output, and allowing the one shot kill potential up close to be a welcome bonus instead of being a mandatory result for the .44 Magnum to be useful.

In the game mode Gun Game, the .44 Magnum is the second to last weapon, where it is equipped with Akimbo and ACOG Scopes. In addition, it is also seen in Infected with "Infected Riot" and "Infected MSBS" setups. In Infected Riot, it has Akimbo, while in "Infected MSBS", it does not.

Attachments[]

Sights[]

Barrel[]

Under Barrel[]

Mod[]

Extinction[]

"High caliber 6 shooter."
— In-game description

The .44 Magnum appears in Extinction. It has the highest damage per shot but lowest ammo capacity of all the pistols available in Extinction. Unfortunately, to counter the high damage, the .44 Magnum has the lowest range of the pistols. This makes its high maximum damage only show affect at near point blank distances. It also has a slow rate of fire, high visual recoil, and small magazine capacity. However, upgrading the pistol to its max can almost fix all of these problems with the weapon as it will gain increased range through the Muzzle Brake, a high magazine capacity, and akimbo if the player chooses to upgrade it all the way. This should eliminate its visual recoil and slow rate of fire.

An ACOG Scope can be attached to the .44 Magnum by purchasing the "Magnum ACOG attachment" from the armory for two teeth. It requires the Invasion DLC. The ARK barrel can also be added to the .44 Magnum with the "Pistol Ark Attachment" for 125 teeth. It requires the Nemesis DLC. Due to these armories and the upgrades, it is possible for the player to equip an attachment from all four groups onto their .44 Magnum.

The .44 Magnum is easily the most unique handgun in the group, playing like a slicker-handling MR-28. The .44 Magnum needs minimal help in getting a one shot kill against Scouts, and with enough help, the .44 Magnum can even get one shot kills against a Hunter or Scorpion, although it will usually need either a critical hit or to finish the Cryptid with afterburn to accomplish this. The .44 Magnum has by far the greatest burst damage out of all the handguns, but it pays for it dearly with a very poor damage output due to its paltry rate of fire. The .44 Magnum benefits more than any other handgun from the first two upgrades, as the first upgrade will improve the .44 Magnum's range considerably while also improving the .44 Magnum's slower than default movement speed. The second upgrade improves on the .44 Magnum's poor capacity and ammo loadout, making them more than adequate for a weapon possessing the .44 Magnum's per-shot power.

Due to the .44 Magnum's short range, it essentially plays like a pocket shotgun. As such, it'd be best not to use this alongside a Shotgun in tandem with the .44 Magnum since the two weapons would serve too similar of a role.

Upgrades[]

  • +1 (Cost: 1): Increased damage at long range and faster movement when the pistol is equipped. (Adds non-removable Muzzle Brake.)
  • +2 (Cost: 1): 50% more ammo in each magazine. (6 -> 9 rounds)
  • +3 (Cost: 2): Carry your pistol plus two primary weapons.
  • +4 (Cost: 3): Hip Fire two pistols for twice the firepower and twice the ammo capacity.

Safeguard[]

The .44 Magnum appears in Safeguard as the "Wild Widow". It is very rare. It comes with Armor-Piercing rounds, and can be obtained from a Supply Drop crate. It has very high damage, killing enemies in one hit until round 50 if at Weapon Level 1; however, it has a low ammo reserve and magazine capacity, so trading it for something else or not taking it is not uncommon. Due to these characteristics, it is best kept as a secondary, and reserved for enemies with higher health, specifically the Destructors.

Gallery[]

For attachments images, see .44 Magnum/Attachments.

Call of Duty: Infinite Warfare[]

"Single fire ballistic revolver. Fanning the hammer provides faster fire from the hip that gets increasingly more accurate."
— Description


The .44 Magnum returns in Call of Duty: Infinite Warfare as the Stallion .44, added in the July 25th, 2017 update along with the G-Rail assault rifle. Unlike previous iterations, hipfiring the Stallion .44 allows a faster fire rate as well as slowly increasing accuracy, whereas firing whilst aiming down the sight causes a slower fire rate.

Zombies[]

The Stallion .44 was added to the Magic Wheel in Zombies in Spaceland, Rave in the Redwoods, Shaolin Shuffle and Attack of the Radioactive Thing, and can be found as a wall weapon in Staging along with the Oni for 750 points in The Beast From Beyond.

Attachments[]

Optics[]

Other[]

Variants[]

For variant images, see .44 Magnum/Variants.
Name Image(s) Gun Perks Cost Notes
Gale Stallion .44 Gale Supply Drop Card IWStallion .44 Gale MKII Supply Drop Card IW Readiness Gun Perk Icon IW 200Salvage Currency Icon IW
Cowboy Stallion .44 Cowboy Supply Drop Card IWStallion .44 Cowboy MKII Supply Drop Card IW Sensor Gun Perk Icon IWStability Gun Perk Icon IW 500Salvage Currency Icon IW
Kickback File:Stallion .44 Kickback Supply Drop Card IW.pngFile:Stallion .44 Kickback MKII Supply Drop Card IW.png Refund Gun Perk Icon IWReadiness Gun Perk Icon IW N/A Quartermaster Collection
Trick or Treat Stallion .44 Trick or Treat Supply Drop Card IW Refund Gun Perk Icon IWReadiness Gun Perk Icon IW N/A Halloween Scream Week #3
Marshall File:Stallion .44 Marshall Supply Drop Card IW.pngFile:Stallion .44 Marshall MKII Supply Drop Card IW.png Refresher Gun Perk Icon IWSteady Gun Perk Icon IW 2000Salvage Currency Icon IW
Stampede File:Stallion .44 Stampede Supply Drop Card IW.pngFile:Stallion .44 Stampede MKII Supply Drop Card IW.png Nuclear Gun Perk Icon IWStability Gun Perk Icon IW N/A Quartermaster Collection
Marauder File:Stallion .44 Marauder Supply Drop Card IW.pngFile:Stallion .44 Marauder MKII Supply Drop Card IW.png Ninja Gun Perk Icon IWSteady Gun Perk Icon IW N/A Quartermaster Collection
Peacekeeper File:Stallion .44 Peacekeeper Supply Drop Card IW.pngFile:Stallion .44 Peacekeeper MKII Supply Drop Card IW.png File:Deadeye Gun Perk Icon IW.pngReadiness Gun Perk Icon IW 4000Salvage Currency Icon IW
Holliday File:Stallion .44 Holliday Supply Drop Card IW.pngFile:Stallion .44 Holliday MKII Supply Drop Card IW.png File:Lightweight Hammer Gun Perk Icon IW.pngSteady Gun Perk Icon IW N/A Quartermaster Collection

Gallery[]

Concept art[]

Call of Duty: Modern Warfare Remastered[]

"Semi-automatic with high power. Effective at close range."
— In-game description


The .44 Magnum returns in Modern Warfare Remastered as a bounty weapon, added via an update on February 7th, 2017.

It has near-identical stats to that of the Desert Eagle, but with 1 less round available for use before a reload is needed. As an advantage however, it includes a silencer attachment which does not give any real penalty, in contrast to other weapons in the game.

This weapon shares ammo with the Desert Eagle.

Attachments[]

Gallery[]

Trivia[]

Call of Duty: Modern Warfare 2[]

  • On the left side of the barrel, there is writing that reads: "BRAD ALLENCONDA .44MAGNUM," a reference to Brad Allen, Infinity Ward's lead artist, and the Colt Anaconda.
  • In the campaign level "Museum", if the player picks up the .44 Magnum from the display case and then kills Shepherd, the player can pick up Shepherd's .44 Magnum without picking up ammo or dropping the Magnum they already have. They will both share ammunition, increasing the maximum spare ammunition carried by the player from eighteen to thirty-six.
  • When using the Tactical Knife, visual recoil is reduced.

Call of Duty: Ghosts[]

  • The name "Roaring Wolf" and "454 Casull" can be seen engraved along the side of the barrel.
  • The .44 Magnum's serial number is "20021980".
  • During the reloading animation, the player's hand will clip through the trigger guard.
  • A poster on the map Octane has a picture of the pick-up icon for the .44 Magnum from Call of Duty: Modern Warfare 2 on it.

Call of Duty: Modern Warfare 2 Campaign Remastered[]

  • If the player uses the "Danger Close" Intel cheat in the campaign, all enemies will be General Shepherd wielding the .44 Magnum.
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