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WARDOGS Best Loadouts — By Role and Budget
Season 1 Early Access (build 0.11) · prices patch-sensitive
A WARDOGS loadout isn't just a gun list — it's a budget decision, an XP-track decision, and a "what can I afford to lose" decision rolled into one. These kits cover the six core roles at three price points. Gun stats live in the tier list; this page is about what to actually buy.
Assault / Objective Infantry
| Tier | Kit | Rough Cost |
|---|---|---|
| Starter | Free A-91 + 2 mags + bandages | ~$200 |
| Standard | T-21 + 3 mags + bandages + light armor | ~$1,300 |
| Loaded | M4 + mags + armor + 2 frags + medical | ~$4,500 |
The free rifles are genuinely competitive (see best weapons) — spend your early cash on medical supplies and lives, not gun fashion.
Medic
| Tier | Kit | Rough Cost |
|---|---|---|
| Starter | AMP-9 + ammo + defibrillator + bandages | ~$1,300 |
| Standard | MP5 + ammo + defib + extra medical | ~$2,200 |
| Loaded | SUPER-45 + full medical + armor | ~$3,500 |
Every SMG here earns Medic XP. The defibrillator is the point of the role: a safe revive preserves a teammate's $4,000 kit and pays you — the best risk/reward loop in the game (see money guide).
Recon / Spotter
- The famous $75 kit: binoculars + a free rifle + bandages. Spot vehicles and pushes from a useful angle, stay near the objective, don't die. Income without risk.
- Sniper variant: sniper rifle + optic upgrades + binoculars. Expensive to lose — graduate here only when the bankroll survives it.
Pilot
- Cheap SMG (AMP-9) + fuel plan + repair awareness. Your weapon matters less than your landing discipline — the aircraft is the kit.
- Never fly your last cash. A pilot who can't afford a second helicopter stops being a pilot.
Driver / Logistics
- Any gun + the right vehicle: Bobcat ($500) for taxi work, Ural ($5,000) once on the Driver track for pallet and crate runs.
- Bring repair tools if you're running a route repeatedly — a vehicle that comes home is an asset, one that dies on the objective is a cost.
- Run the numbers before you buy: the profit calculator breaks even on any kit/vehicle combo.
Builder / FOB Crew
- Cheap primary + hammer/materials + one defensive tool. Build only what the position can defend and supply; a FOB the team can't feed is cover for the enemy.
The Three Loadout Rules
- Total kit cost ≤ half your bankroll until you know your role's burn rate.
- Ammo and medical before armor. Dead players with nice vests are still dead.
- Every kit needs a recovery plan. If losing this loadout ends your match financially, it's the wrong kit.
FAQ
- Best starter loadout?
- T-21 ($600) + 2 mags + bandages + one tool, $8,000+ kept liquid.
- What should a medic carry?
- AMP-9/MP5 + defibrillator + bandages. The defib is the role.
- Best sniper loadout?
- Sniper rifle + binoculars + patience — but start with the $75 binocular spotting kit and earn the rifle money first.
- Do loadouts persist after death?
- No. Everything on your body is lost; your cash persists. Every kit above is priced to be re-buyable.
Sources: Season 1 weapon/vendor data (cross-checked across two independent databases) and official economy descriptions. Prices move with patches.