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SUPER-45

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

SUPER-45

SMG

S3 kg$5,600
SUPER-45
Ammunition
.45 ACP
Fire modes
Auto / Semi
Rewards
Medic XP
Unlocks at
Medic Lvl 35

SUPER-45 is an SMG in WARDOGS, chambered in .45 ACP. It does 30 damage per round at 1200 rounds per minute, with a muzzle velocity of 375 m/s and an effective range of 50 m. It weighs 3 kg. It costs $5,600 and unlocks at Medic Lvl 35. On the tier list it is S tier.

Details

Category
SMG
Price
$5,600
Share of $10,000 budget
56%
Unlocks at
Medic Lvl 35
Unlock cost
$150,000
Rewards
Medic XP
Weight
3 kg
Tier list
S tier, #4 of 37

Weapon stats

Damage per round
30
Rate of fire
1200 rpm
Fire modes
Auto / Semi
Muzzle velocity
375 m/s
Effective range
50 m
Accuracy
2 mrad
Deviation
35°
Zeroing
50–100 m
Melee damage
20
Suppression
×0.8

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 wearsBody shotsBody TTKHead shotsHead TTK
No armour4150 ms250 ms
Level 15200 ms3100 ms
Level 26250 ms3100 ms
Level 37300 ms4150 ms
Level 48350 ms4150 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

SUPER-45

SMGs

3 kg

$5,600

SUPER-45 — in-game vendor render
  • –Semi / Full Auto
  • –.45 ACP

RewardsMedic XP

Superior recoil control combined with an extremely high rate-of-fire.

Reach Medic Lvl 35

Unlock: $150,000

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

3

All 3 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
$80
$280

Optics

6

All 6 change ADS zoom and aim time. The build names the attributes; it does not publish the amounts, so neither do we.

OpticPrice
$820
$580
$520
$840
—
—

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
$950

These are the attachments the game pairs with the SUPER-45 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 SUPER-45 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 SUPER-45 itself costs as much as 560 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 $5,600 the SUPER-45 is 56% of a full loadout budget, leaving $4,400 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 SUPER-45 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 SUPER-45 costs decides whether the track is affordable to grind, and where the SUPER-45 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 SUPER-45 is sold under, cheapest first.

Guides that cover the SUPER-45

Where this weapon sits in the game