
Catalogue
WARDOGS weapons
All 33 weapons in WARDOGS: what each one costs, what it fires, and which XP track it feeds. The patch stamp below says which build these figures are from.
33 weapons
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| Weapon | Price | Ammunition | |
|---|---|---|---|
| $0 | 5.56x45mm | ||
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| $0 | 5.56x45mm | ||
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| $0 | 5.56x45mm | ||
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| $600 | 5.56x45mm | ||
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![]() AK74 Assault Lvl 3 · unlock $10,000 | $1,600 | 5.45x39mm | |
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![]() GALIL Assault Lvl 10 · unlock $35,000 | $2,200 | 5.56x45mm | |
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![]() M4 Assault Lvl 20 · unlock $100,000 | $2,800 | 5.56x45mm | |
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![]() FAL Assault Lvl 35 · unlock $200,000 | $6,500 | .308 Win | |
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| Weapon | Price | Ammunition | |
|---|---|---|---|
| $900 | 9x19mm | ||
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![]() PP-19 VITYAZ Medic Lvl 4 · unlock $25,000 | $1,200 | 9x19mm | |
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![]() MP5 Medic Lvl 15 · unlock $75,000 | $1,500 | 9x19mm | |
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![]() SUPER-45 Medic Lvl 35 · unlock $150,000 | $2,600 | .45 ACP | |
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| Weapon | Price | Ammunition | |
|---|---|---|---|
| $400 | 12 Gauge | ||
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![]() M500 Support Lvl 10 · unlock $50,000 | $1,200 | 12 Gauge | |
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| Weapon | Price | Ammunition | |
|---|---|---|---|
![]() M249 SAW Support Lvl 15 · unlock $100,000 | $3,200 | 5.56x45mm | |
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![]() PKM Support Lvl 30 · unlock $150,000 | $4,500 | 7.62x54mm | |
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| Weapon | Price | Ammunition | |
|---|---|---|---|
![]() SKS Recon Lvl 5 · unlock $25,000 | $2,400 | 7.62x39mm | |
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![]() SVD Recon Lvl 12 · unlock $50,000 | $4,800 | 7.62x54mm | |
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![]() BMR-308 Recon Lvl 30 · unlock $125,000 | $6,000 | .308 Win | |
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| Weapon | Price | Ammunition | |
|---|---|---|---|
| $1,100 | 5.56x45mm | ||
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![]() MOSIN NAGANT Recon Lvl 10 · unlock $50,000 | $4,500 | 7.62x54mm | |
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![]() SV98 Recon Lvl 19 · unlock $100,000 | $5,200 | 7.62x54mm | |
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![]() MK22 Recon Lvl 25 · unlock $150,000 | $6,400 | .308 Win | |
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![]() AMR 50 Recon Lvl 35 · unlock $200,000 | $8,800 | .50 Cal | |
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| Weapon | Price | Ammunition | |
|---|---|---|---|
![]() COMPOUND BOW Recon Lvl 17 · unlock $75,000 | $800 | Standard Arrows | |
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| Weapon | Price | Ammunition | |
|---|---|---|---|
![]() GGX 17 Wardog Lvl 1 · unlock $5,000 | $200 | 9x19mm | |
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![]() JUDGE Wardog Lvl 18 · unlock $15,000 | $250 | .45 Colt | |
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![]() M1911 Wardog Lvl 40 · unlock $25,000 | $300 | .45 ACP | |
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![]() GGX 18 Wardog Lvl 70 · unlock $50,000 | $800 | 9x19mm | |
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![]() DEAGLE Wardog Lvl 85 · unlock $75,000 | $900 | .50AE | |
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| Weapon | Price | Ammunition | |
|---|---|---|---|
![]() RPG-7 Support Lvl 5 · unlock $30,000 | $2,000 | 93mm Self-Propelled Rocket | |
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![]() MAAWS Support Lvl 20 · unlock $125,000 | $2,600 | 84mm Anti-Tank Shell | |
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![]() MGL-40 Support Lvl 35 · unlock $200,000 | $6,000 | 40mm Grenade Shells | |
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How to read this
Bulkhead has never published a WARDOGS weapon price. Every figure on this page comes from the Closed Alpha, patch-stamped and sourced on our methodology page. Bulkhead has since confirmed 37 weapons at Early Access launch, so this is the alpha roster rather than the shipping game — and vendor stock may be faction-gated, since only one faction was playable.
Every price here is the list price — and below level 9 you pay half of it. The vendor runs a −50% new recruit discount across the whole shop until then, so a T-21 listed at $600 rings up at $300 while it lasts, and the same halving applies to every other weapon on this page. We publish the list price because it is what the weapon costs for all but the first nine levels, and because a discount that expires is a bad number to plan a loadout around.
33 of the 33 carry one. The Bushmaster M17S is a genuine $0 — the free faction recruit rifle, and half of nothing is nothing. The remaining 0 appeared only in a pass where a display fault printed $0 on every card against a $0 balance, so they stay unpriced rather than being published as free.
The Parts column is not a list of attachment slots. It shows the part families each weapon accepts — 27 of 33 name any. The loadout's ATTC. strip carries four slots, while the Galil names seven part families, so this is the wider set: barrels, handguards, stocks and grips are build parts rather than field attachments. Read a row as this weapon takes parts of these kinds, never as this weapon has seven attachment slots.
Which weapons are in WARDOGS?
33 weapons, recorded first-hand in the Closed Alpha. Bulkhead itself has named only four publicly, and did it sideways: the Supporter Edition includes camos for an A-91, a Bushmaster and a KH-2002, plus a Littlebird helicopter. No stat sheet and no price has ever been released.
Two limits on that number. This is the alpha roster, not the shipping game — Bulkhead has confirmed 37 weapons at Early Access launch against the 33 here. And it is not necessarily every weapon in the alpha: only one faction was playable, so faction-gated vendor stock is still possible.
The part that decides everything else is how paying for a weapon works.
Every weapon is a purchase, and the money is real
You get $10,000 once, per account — not per match. Cash carries between matches, and what you lose stays lost. You buy a kit before each life, so your role is decided by what you can afford at that moment rather than by a class you picked in a menu.
This inverts the usual question. In most shooters, "best gun" means highest damage for the time it takes to kill. Here a weapon that wins fights but costs a third of your remaining balance can still be the wrong buy, because losing it twice puts you on a sidearm for the rest of the night.
Income comes from teamplay rather than kills alone — reviving, transporting squadmates, spotting and holding objectives all pay. A player who never tops the scoreboard can be the richest one in the lobby, and therefore the best equipped.
The weapon is also only the entry fee. Ammunition is bought separately, by calibre — $10 a box at the cheap end and $250 at the top, a spread wider than the gap between most of the rifles that fire it. A cheap gun on an expensive calibre is not a cheap loadout.
What actually makes a weapon good here
This catalogue ranks on cost efficiency rather than raw stats. Three things decide it:
- Cost per life. A weapon is only as good as your willingness to lose it. The relevant figure is what it costs as a share of what you actually hold.
- What it replaces. If a mid-price rifle does most of what the expensive one does, the expensive one has to justify the gap in cash, not in damage numbers.
- What it opens up. Launchers are the clearest case — helicopters, tanks and artillery are all purchasable from their own vendor, so anti-vehicle capability is not a niche pick, it is the answer to somebody else's large purchase.
The marketing six, and the vendor seven
Bulkhead has publicly described six categories — assault rifles, SMGs, LMGs, sniper rifles, sidearms and launchers. The alpha vendor does not sort weapons that way. Its primary-weapon tabs are assault rifle, SMG, shotgun, LMG, marksman rifle, sniper and bows: seven, with shotguns, marksman rifles and bows getting their own tabs that the marketing six never mentioned. Sidearms are an equipment slot rather than a tab, and launchers have no tab of their own.
The six below are still the studio's own framing, and what each is for in a 2 × 2 km Control Zone with 100 players across three teams:
| Category | Role | Why you would buy it |
|---|---|---|
| Assault rifles | Mid-range core | The default answer to a zone fight, where most engagements land |
| SMGs | Close quarters | Building interiors and trench clearing, where destruction has collapsed sightlines |
| LMGs | Suppression | Holding a fortified position or a chokepoint your team has built |
| Sniper rifles | Long range | Overwatch across open ground, and spotting income |
| Sidearms | Backup | What you carry after a bad run of lives, when the balance is thin |
| Launchers | Anti-vehicle | The counter to a bought helicopter, tank or artillery piece |
Whether the shipped game keeps the alpha's seven tabs or returns to this six is still open.
WARDOGS uses real-world ballistics with bullet drop and travel time, so range matters more than it does in an arcade shooter — a weapon that is cheap and accurate at 200 m is a different proposition from one that is cheap and accurate at 50 m.
What is still unknown
Nobody has published these, and we have not recorded them either:
- Any official name or price from Bulkhead, for any weapon
- Whether attachments are bought separately, and what they cost
- What a revive, a transport run or an objective tick actually pays
- Whether weapons are faction-restricted across LONESTAR, VALKYRA and MANTICORE
This roster was recorded during the Closed Alpha and held back until Bulkhead lifted its content embargo on 11 August 2026 — the terms are here, and our methodology page sets out what we publish, what we hold, and how the renders were produced.
Where to go from the catalogue

Catalogue
Every calibre and what it costs
Box prices, per-round costs for all three loads, and which weapons chamber each.

Catalogue
All 20 vehicles, and what gates them
Three price tags, two cash unlocks, and three separate level tracks.

Builds
Complete loadouts by what they cost
Whole kits priced against the $10,000 you get once per account.

Tier list
Why cost is the WARDOGS meta
A weapon that wins fights can still be the wrong buy.
































