Skip to content

Catalogue

WARDOGS gear

What you wear and carry, as against what you shoot with — the five slots, what the armour ladder costs, and why a helmet is a question about your rifle.

Data as of Season 1 · 10 Sept 2026How to read this
Helmet5 priced

Carries a Camouflage sub-tab. Cosmetic tiers gate at Wardog LVL 3, 30, 60 and 100.

ItemTierPriceStats
L1$200
MEDIUM HELMET

Wardog Lvl 30 · unlock $37,500

L2$500weight 1.6 kgweightBasis cl484909-export
HEAVY HELMET

Wardog Lvl 60 · unlock $75,000

L3$1,500weight 3 kgweightBasis cl484909-export
SUPER HEAVY HELMET

Wardog Lvl 100 · unlock $150,000

L4$3,000weight 4.5 kgweightBasis cl484909-export
GHILLIE HELMET

Recon Lvl 24 · unlock $60,000

—$2,500
Armor5 priced

Carries a Camouflage sub-tab. Cosmetic tiers gate at Wardog LVL 3, 30, 60 and 100.

ItemTierPriceStats
L1$400weight 3 kgweightBasis cl484909-export
MEDIUM ARMOR

Wardog Lvl 30 · unlock $50,000

L2$1,000weight 4.5 kgweightBasis cl484909-export
HEAVY ARMOR

Wardog Lvl 60 · unlock $100,000

L3$2,000weight 10.5 kgweightBasis cl484909-export
SUPER HEAVY ARMOR

Wardog Lvl 100 · unlock $200,000

L4$4,000weight 18 kgweightBasis cl484909-export
GHILLIE ARMOR

Recon Lvl 24 · unlock $80,000

—$3,000weight 1.5 kgweightBasis cl484909-export
Vest3 priced

Slot observed. No vest card was captured, so what a vest costs or carries is unknown.

ItemTierPriceStats
LARGE TAC VEST

Wardog Lvl 50 · unlock $25,000

—$400weight 3.6 kgweightBasis cl484909-export
MEDIUM TAC VEST

Wardog Lvl 14 · unlock $10,000

—$250weight 1.65 kgweightBasis cl484909-export
—$100weight 0.82 kgweightBasis cl484909-export
Backpack10 priced

Prints a slot capacity as well as a weight. The only slot we have a priced item for.

ItemTierPriceStats
ARSENAL BACKPACK + 2 SLINGS

Wardog Lvl 150 · unlock $175,000

—$5,000weight 1.5 kgweightBasis cl484909-exportcapacityDims 56capacityBasis cl484909-exportcapacity 30 slots
ASSAULT BACKPACK

Wardog Lvl 32 · unlock $50,000

—$1,200weight 1.3 kgweightBasis cl484909-exportcapacityDims 35capacityBasis cl484909-exportcapacity 15 slots
FIELD BACKPACK

Wardog Lvl 12 · unlock $20,000

—$650weight 0.88 kgweightBasis cl484909-exportcapacityDims 33capacityBasis cl484909-exportcapacity 9 slots
GUNNER BACKPACK + SLING

Wardog Lvl 73 · unlock $125,000

—$3,500weight 1.5 kgweightBasis cl484909-exportcapacityDims 46capacityBasis cl484909-exportcapacity 24 slots
—$15,000weight 2.78 kgweightBasis cl484909-exportcapacityDims 33capacityBasis cl484909-exportcapacity 9 slots
—$1,400weight 4 kgweightBasis cl484909-exportcapacityDims 35capacityBasis cl484909-exportcapacity 15 slots
OPERATOR BACKPACK

Wardog Lvl 20 · unlock $25,000

—$800weight 0.8 kgweightBasis cl484909-exportcapacityDims 35capacityBasis cl484909-exportcapacity 15 slots
—$0weight 0.3 kgweightBasis cl484909-exportcapacityDims 32capacityBasis cl484909-exportcapacity 6 slots
RUCK BACKPACK

Wardog Lvl 55 · unlock $100,000

—$2,400weight 1.5 kgweightBasis cl484909-exportcapacityDims 46capacityBasis cl484909-exportcapacity 24 slots
—$350seen $175weight 2.0 kgweightBasis alpha-observedclass LIGHTESTcapacityDims 24capacity 8 slots
Traversal2 priced

A purchasable slot of its own, which makes movement equipment a spend rather than a class perk. Contents inferred from the slot's parachute icon and not observed.

ItemTierPriceStats
—$100weight 2.5 kgweightBasis cl484909-export
SPORT PARACHUTE

Wardog Lvl 35 · unlock $25,000

—$1,000weight 9 kgweightBasis cl484909-export

How to read this

Every row on this page carries a price. 5 of 5 gear slots have contents, 0 have none at all, and the 25 items that exist are all costed. Figures are patch-stamped and sourced on our methodology page.

Price rises with tier in both slots. $400 to $4,000 on armour, $200 to $3,000 on helmets, across four named tiers. Ghillie sits off that ladder rather than above it, which is what you would expect of something bought to hide in rather than to survive a hit.

Gear is bought from the same balance as weapons. The vendor keeps them on separate tabs — Equipment is the primary, sidearm and specialist slots, Gear is everything you wear — but one balance pays for both. A backpack is not a free upgrade; it is a rifle you did not buy.

Prices here are doubled from what we saw. The capture ran under the vendor's new recruit discount, −50%, expires at LVL 9, so every figure on screen was half. We publish the list price and record the observed one — the same basis as weapons and vehicles, and unlike ammunition, which was not discounted.

How gear works in WARDOGS

The vendor splits its stock across five tabs — Overview, Equipment, Gear, Items and Loose Ammo — and the split that matters is Equipment against Gear. Equipment is the three weapon slots, PRIMARY, SIDEARM and SPECIALIST, each carrying its own ammunition and attachment sub-slot. Gear is the five things you wear and carry. Both are paid for out of one balance, which is the whole design: every protective upgrade is money not spent on firepower.

The five slots

Helmet, Armor, Vest, Backpack and Traversal. Helmet and Armor each carry a Camouflage sub-tab, so those two are where cosmetics live as well as protection — and whether the tiers under them are purely cosmetic or actually protective is a question we could not answer from the capture, because no protection value appeared on any card.

Traversal is the structurally interesting one. It is a purchasable gear slot in its own right rather than a class perk, which makes movement equipment a spend decision like everything else. What goes in it we do not know: the slot's parachute icon is the only evidence we have, and a parachute icon is not a roster.

Weight is a real axis, and here is the bill

Five classes, set by what your whole loadout weighs. Under 10 kg costs you nothing. Above that, every class multiplies your movement speed, your jump, your stamina recovery, your aim sway and your ADS time, and the top two also slow how fast you lean.

ClassWeightMoveStamina regenADS timeAim sway
LIGHTEST0–10 kg————
LIGHT10–17 kg−5%−15%+5%+2%
MEDIUM17–27 kg−13%−35%+6%+8%
HEAVY27–40 kg−20%—+15%+18%
SUPER HEAVY40 kg and up−20%—+17%+20%

At the top of the ladder you move at 80% of base speed, take 17% longer to bring your sights up and sway 20% wider. That is the cost side of every plate and every drum magazine on this page.

One oddity worth flagging rather than smoothing over: stamina regeneration is only penalised in the two middle classes. Light pays 15% and Medium pays 35%, and neither Heavy nor Super Heavy carries a stamina effect at all — they pay in speed, sway and lean instead. Either the heavy classes genuinely stop charging for stamina, or the effect lives somewhere this read did not reach.

The gates

Two level gates were legible on the vendor, and one of them changes how you should read every price on this site:

GateWhat it does
New recruit discount−50% on vendor prices, expires at Wardog LVL 9Every price captured in the alpha sat under this banner. It also means early prices are not real prices, and the first nine levels are an explicit onboarding band.
Cosmetic tiersHelmet and armour cosmetics gate at Wardog LVL 3, 30, 60 and 100Four rungs, and the 100 at the top is the only figure we have for where the level track ends.

What we still cannot tell you

Published as questions rather than quietly omitted, because the gap is the honest part of this page and it is also our capture list for the Closed Beta on 21–23 August:

  • What is actually in the Traversal slot.
  • What a vest costs, and whether it stacks with Armor or replaces it.
  • Whether the gear roster is shared across factions or sold per faction.
  • What durability subtracts as it drops, and what the density ladder does to a round. The plates wear rather than break and the wear is not a published formula.

Prices and vendor copy are first-hand from the Closed Alpha — 7 August 2026, one player, one session, one faction. The protection values and the weight table are the game's own, from the Closed Beta build. How we grade what we publish is on the methodology page.

The rest of the vendor