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FAL

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

FAL

Assault rifle

S4.25 kg$6,000
FAL
Ammunition
.308 Win
Fire modes
Auto / Semi
Rewards
Assault XP
Unlocks at
Assault Lvl 35

FAL is an assault rifle in WARDOGS, chambered in .308 Win. It does 45 damage per round at 650 rounds per minute, with a muzzle velocity of 840 m/s and an effective range of 800 m. It weighs 4.25 kg. It costs $6,000 and unlocks at Assault Lvl 35. On the tier list it is S tier.

Details

Category
Assault rifle
Price
$6,000
Share of $10,000 budget
60%
Unlocks at
Assault Lvl 35
Unlock cost
$200,000
Rewards
Assault XP
Weight
4.25 kg
Tier list
S tier, #6 of 37

Weapon stats

Damage per round
45
Rate of fire
650 rpm
Fire modes
Auto / Semi
Muzzle velocity
840 m/s
Effective range
800 m
Accuracy
0.58 mrad
Deviation
16°
Zeroing
100–600 m
Melee damage
35
Suppression
×0.25

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 armour3185 ms1Instant
Level 14277 ms292 ms
Level 24277 ms292 ms
Level 35369 ms292 ms
Level 46462 ms3185 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

FAL

Assault rifles

4.25 kg

$6,000

FAL — in-game vendor render
  • –Semi / Full Auto
  • –.308 Win

RewardsAssault XP

A Cold War relic that still stands against the best in the modern world.

“The Right Arm of the Free World.”

Reach Assault Lvl 35

Unlock: $200,000

Tile read $2,750 under the vendor's −50% new recruit discount, which expires at level 9. The header shows the list price.

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

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
$150
$250

Optics

11

All 11 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
$650
$640
$740
$880
—
—
$850

These are the attachments the game pairs with the FAL 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 6 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 FAL fires .308 Winchester, 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 FAL itself costs as much as 150 boxes of what it fires, at $40 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
$4
$18
$7

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 .308 Winchester.

At $6,000 the FAL is 60% of a full loadout budget, leaving $4,000 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 FAL 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 FAL costs decides whether the track is affordable to grind, and where the FAL 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 assault rifles in the vendor

The rest of the tab the FAL is sold under, cheapest first.

Also earns Assault XP

Different vendor tabs, same progression track — carry any of these and the XP goes to the same place.

Guides that cover the FAL

Where this weapon sits in the game