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Published Updated Data as of Alpha 1 · 7 Aug 2026

AMP-9

AMP-9

SMGs

1.4 kg

$900

AMP-9 — in-game vendor render
  • –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.

Weapon stats

Damage per hit and rate of fire are the AMP-9's two base figures — the numbers every other calculation on this page starts from.

Damage
22

per hit, by calibre

Rate of fire
900

rounds per minute

From here down it is our model. Those two numbers give a time to kill against a 100-health target, re-run per range band at assumed hit rates.

Shots to kill
5
Time to kill
267 ms
Close range
340 ms
Medium range
914 ms
Long range
2,711 ms
Speed rank
#13 of 20

Figures move between patches — how the model works and what it ignores. Where the AMP-9 lands once price is the tiebreak is on the tier list.

Attachments

Magazines

4

All 4 change aim time, horizontal recoil and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.

MagazinePrice
$30
$70
$100
$180

Optics

1

Changes ADS zoom, aim time and zeroing range. The build names the attributes; it does not publish the amounts, so neither do we.

OpticPrice
$640

Foregrips

1

Changes 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.

ForegripPrice
$1,100

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 90 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.

LoadPer 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 $900 the AMP-9 is 9% of a full loadout budget, leaving $9,100 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

Where this weapon sits in the game