M1911
M1911 is a sidearm in WARDOGS, chambered in .45 ACP. It does 30 damage per round at 430 rounds per minute, with a muzzle velocity of 253 m/s and an effective range of 50 m. It costs $300 and unlocks at Wardog Lvl 40. On the tier list it is C tier.
Details
- Category
- Sidearm
- Price
- $300
- Share of $10,000 budget
- 3%
- Unlocks at
- Wardog Lvl 40
- Unlock cost
- $25,000
- Rewards
- Assault XP
- Tier list
- C tier, #31 of 37
Weapon stats
- Damage per round
- 30
- Rate of fire
- 430 rpm
- Fire modes
- Semi
- Muzzle velocity
- 253 m/s
- Effective range
- 50 m
- Accuracy
- 2 mrad
- Deviation
- 10°
- Zeroing
- 25 m, fixed
- 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 | 4 | 419 ms | 2 | 140 ms |
| Level 1 | 5 | 558 ms | 3 | 279 ms |
| Level 2 | 6 | 698 ms | 3 | 279 ms |
| Level 3 | 7 | 837 ms | 4 | 419 ms |
| Level 4 | 9 | 1,116 ms | 4 | 419 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
M1911
Sidearms
$300

- –Semi automatic
- –.45 ACP
RewardsAssault XP
A timeless classic. The M1911 has excellent stopping power at close range.
Reach Wardog Lvl 40
Unlock: $25,000
The vendor's own card, as shown in the Closed Alpha. The level it opens at and the one-off unlock come from a progression snapshot dated 2 September 2026, and are reported rather than confirmed.
Attachments
Magazines
2All 2 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 | |
|---|---|---|
| $20 | ||
| ||
| $35 | ||
| ||
These are the attachments the game pairs with the M1911 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 2 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 M1911 fires .45 ACP, 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 M1911 itself costs as much as 30 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 .45 ACP.
At $300 the M1911 is 3% of a full loadout budget, leaving $9,700 for everything else you carry. What a complete kit costs.
What “Assault 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 M1911 and the XP goes to Assault, 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 M1911 costs decides whether the track is affordable to grind, and where the M1911 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 sidearms
The rest of the category the M1911 is filed under, cheapest first. Where these are bought is still unconfirmed.
Also earns Assault XP
Different vendor tabs, same progression track — carry any of these and the XP goes to the same place.
Where this weapon sits in the game
Where the M1911 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.












