AMP-9
AMP-9 is an SMG in WARDOGS, chambered in 9x19mm. It does 22 damage per round at 900 rounds per minute, with a muzzle velocity of 400 m/s and an effective range of 100 m. It weighs 1.4 kg. It costs $1,375. On the tier list it is B tier.
Details
- Category
- SMG
- Price
- $1,375
- Share of $10,000 budget
- 14%
- Rewards
- Medic XP
- Weight
- 1.4 kg
- Tier list
- B tier, #18 of 37
Weapon stats
- Damage per round
- 22
- Rate of fire
- 900 rpm
- Fire modes
- Auto / Semi
- Muzzle velocity
- 400 m/s
- Effective range
- 100 m
- Accuracy
- 2.1 mrad
- Deviation
- 15°
- Zeroing
- 50–100 m
- Melee damage
- 20
- Suppression
- ×1
The platform's own figures from the game files, before any attachment moves them. 1 mrad is about 10 cm of spread at 100 m.
Shots to kill
| Target wears | Body shots | Body TTK | Head shots | Head TTK |
|---|---|---|---|---|
| No armour | 5 | 267 ms | 3 | 133 ms |
| Level 1 | 7 | 400 ms | 4 | 200 ms |
| Level 2 | 8 | 467 ms | 4 | 200 ms |
| Level 3 | 9 | 533 ms | 5 | 267 ms |
| Level 4 | 11 | 667 ms | 6 | 333 ms |
Every round on target, standard (FMJ) ammo, zero range, 100-health target. Head hits use the helmet of the same level. Damage falloff is not decoded, so long-range figures are a floor.
In-game vendor card
AMP-9
SMGs
1.4 kg
$1,375

- –Semi / Full Auto
- –9x19mm
RewardsMedic XP
Compact and modular with low recoil and a high rate-of-fire.
The vendor's own card, as shown in the Closed Alpha.
Attachments
Magazines
4All 4 change aim time, horizontal recoil and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.
| Magazine | Price | |
|---|---|---|
| $30 | ||
| ||
| $70 | ||
| ||
| $100 | ||
| ||
| $180 | ||
| ||
Optics
1Changes ADS zoom, aim time and zeroing range. The build names the attributes; it does not publish the amounts, so neither do we.
| Optic | Price | |
|---|---|---|
| $640 | ||
| ||
Foregrips
1Changes aim time, equip speed, horizontal recoil, spread and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.
| Foregrip | Price | |
|---|---|---|
| $950 | ||
| View attachment | ||
These are the attachments the game pairs with the AMP-9 in the alpha. The pairing is the game's own rather than a menu we opened, so read it as what the game associates with this weapon — accurate to the build, and worth checking in game before you plan a loadout around it.
A further 3 are paired with it that we cannot yet name, with no vendor entry we have seen. Those are held back until they have one — why we do that.
Ammunition
The AMP-9 fires 9×19mm, bought separately from the weapon. Which weapons take which calibre is the game's own association rather than a menu we opened, and it agrees across all three places the build records it.
The AMP-9 itself costs as much as 138 boxes of what it fires, at $10 a box. The spread across calibres runs $10 to $250, wider than the gap between most of the rifles that fire them, so a cheap weapon on an expensive calibre is not a cheap loadout.
| Load | Per round |
|---|---|
| $1 | |
| $2 | |
| $1.50 |
Per-round prices are arithmetic — a loaded magazine's price minus the empty one's, over its capacity. How much difference each load makes has never been published. Everything we have on 9×19mm.
At $1,375 the AMP-9 is 14% of a full loadout budget, leaving $8,625 for everything else you carry. What a complete kit costs.
What “Medic XP” means on that card
WARDOGS has no fixed classes. Progression runs on six XP tracks, and Bulkhead has confirmed they are earned by using specialist gear rather than picked from a menu — so the REWARDS line is not flavour, it is the rule. Carry the AMP-9 and the XP goes to Medic, whatever the rest of your loadout is doing.
That makes the vendor tab a progression choice as much as a combat one. Every weapon we saw in the alpha pointed at exactly one track, and the tracks split along the vendor tabs: rifles fed Assault, SMGs fed Medic, shotguns and LMGs fed Support, everything long-range fed Recon.
Which is the argument for picking a weapon by what it leaves you rather than by what it does: what a full kit around the AMP-9 costs decides whether the track is affordable to grind, and where the AMP-9 lands once cost is the tiebreak is a different question from raw damage.
Six tracks and gear-driven progression are confirmed by Bulkhead. Which weapon feeds which track is our Alpha 1 reading, and it can change.
Other smgs in the vendor
The rest of the tab the AMP-9 is sold under, cheapest first.
Guides that cover the AMP-9
How to level up Medic in WARDOGS: unlocks and fast XP
Every Medic unlock in WARDOGS with its level, unlock cost and price, the revive loop that earns while it levels, and the order to buy in as of Closed Beta 02.
How to level up in WARDOGS: every role, fastest route
How XP works in WARDOGS and the fastest way to level Medic, Support, Recon, Assault, Driver and Pilot, with every early unlock level and cost.
Where this weapon sits in the game
The skin for the AMP-9
Two Tone Desert AMP-9 — with the gold bar price of each, and what a bar costs today.
Where the AMP-9 ranks
The tier list, and why cost decides it more than damage does.
Complete builds by what they cost
What a full kit around this weapon leaves in the balance.
Every weapon we have recorded
The full Closed Alpha roster, by category.
What a round actually pays
One complete payout, line by line, and the loadout refund on death.












