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SidearmsReported
Published Updated Data as of Alpha 1 · 7 Aug 2026

M1911

M1911

Sidearms

$300

M1911 — in-game vendor render
  • –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 are not from that tile: they come from a progression snapshot dated 2 September 2026, and are reported rather than confirmed.

Weapon stats

Damage per hit and rate of fire are the M1911's two base figures — the numbers every other calculation on this page starts from.

Damage
30

per hit, by calibre

Rate of fire
430

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
4
Time to kill
419 ms
Close range
636 ms
Medium range
1,854 ms
Long range
5,442 ms
Speed rank
#16 of 20

Figures move between patches — how the model works and what it ignores. Where the M1911 lands once price is the tiebreak is on the tier list.

Attachments

Magazines

2

All 2 change aim time, horizontal recoil and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.

MagazinePrice
$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.

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 .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