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An armoury bench laid with assault rifles, a scoped sniper rifle, a shotgun, a light machine gun and a sidearm, with loaded magazines racked on the walls and a ruined city at sunset beyond.

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.

Data as of Season 1 · 10 Sept 2026How to read thisTime to kill
Assault rifles8 · Mid-range core
WeaponPriceAmmunition
$05.56x45mm
$05.56x45mm
$05.56x45mm
$6005.56x45mm
AK74

Assault Lvl 3 · unlock $10,000

$1,6005.45x39mm
GALIL

Assault Lvl 10 · unlock $35,000

$2,2005.56x45mm
M4

Assault Lvl 20 · unlock $100,000

$2,8005.56x45mm
FAL

Assault Lvl 35 · unlock $200,000

$6,500.308 Win
SMGs4 · Close quarters
WeaponPriceAmmunition
$9009x19mm
PP-19 VITYAZ

Medic Lvl 4 · unlock $25,000

$1,2009x19mm
MP5

Medic Lvl 15 · unlock $75,000

$1,5009x19mm
SUPER-45

Medic Lvl 35 · unlock $150,000

$2,600.45 ACP
Shotguns2 · Point blank
WeaponPriceAmmunition
$40012 Gauge
M500

Support Lvl 10 · unlock $50,000

$1,20012 Gauge
LMGs2 · Suppression
WeaponPriceAmmunition
M249 SAW

Support Lvl 15 · unlock $100,000

$3,2005.56x45mm
PKM

Support Lvl 30 · unlock $150,000

$4,5007.62x54mm
Marksman rifles3 · Mid-long precision
WeaponPriceAmmunition
SKS

Recon Lvl 5 · unlock $25,000

$2,4007.62x39mm
SVD

Recon Lvl 12 · unlock $50,000

$4,8007.62x54mm
BMR-308

Recon Lvl 30 · unlock $125,000

$6,000.308 Win
Sniper rifles5 · Long range
WeaponPriceAmmunition
$1,1005.56x45mm
MOSIN NAGANT

Recon Lvl 10 · unlock $50,000

$4,5007.62x54mm
SV98

Recon Lvl 19 · unlock $100,000

$5,2007.62x54mm
MK22

Recon Lvl 25 · unlock $150,000

$6,400.308 Win
AMR 50

Recon Lvl 35 · unlock $200,000

$8,800.50 Cal
Bows1 · Silent
WeaponPriceAmmunition
COMPOUND BOW

Recon Lvl 17 · unlock $75,000

$800Standard Arrows
Sidearms5 · Backup
WeaponPriceAmmunition
GGX 17

Wardog Lvl 1 · unlock $5,000

$2009x19mm
JUDGE

Wardog Lvl 18 · unlock $15,000

$250.45 Colt
M1911

Wardog Lvl 40 · unlock $25,000

$300.45 ACP
GGX 18

Wardog Lvl 70 · unlock $50,000

$8009x19mm
DEAGLE

Wardog Lvl 85 · unlock $75,000

$900.50AE
Launchers3 · Anti-vehicle
WeaponPriceAmmunition
RPG-7

Support Lvl 5 · unlock $30,000

$2,00093mm Self-Propelled Rocket
MAAWS

Support Lvl 20 · unlock $125,000

$2,60084mm Anti-Tank Shell
MGL-40

Support Lvl 35 · unlock $200,000

$6,00040mm Grenade Shells

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:

CategoryRoleWhy you would buy it
Assault riflesMid-range coreThe default answer to a zone fight, where most engagements land
SMGsClose quartersBuilding interiors and trench clearing, where destruction has collapsed sightlines
LMGsSuppressionHolding a fortified position or a chokepoint your team has built
Sniper riflesLong rangeOverwatch across open ground, and spotting income
SidearmsBackupWhat you carry after a bad run of lives, when the balance is thin
LaunchersAnti-vehicleThe 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