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WARDOGS Weapon List — All 33 Guns
Data as of Season 1 Early Access (build 0.11) · prices and unlocks are build-sensitive
WARDOGS ships 33 weapons across nine classes, and every one of them is bought with the same cash you use for armor, medical gear and vehicles. Each weapon also feeds a specific XP track (Assault, Medic, Sniper, Pilot and so on), so what you shoot with shapes how you progress. Below is the full catalogue by class — prices, ammunition, fire modes and unlock requirements.
Assault Rifles (8)
The mid-range backbone. Three of them are free, which is why most first loadouts start here.
| Weapon | Price | Ammo | Fire Modes | Unlock | XP Track |
|---|---|---|---|---|---|
| BUSHMASTER M17S | $0 | 5.56×45mm | Semi / Burst | — | Assault |
| A-91 | $0 | 5.56×45mm | Semi / Burst | — | Assault |
| KH-2002 | $0 | 5.56×45mm | Semi / Burst | — | Assault |
| T-21 | $600 | 5.56×45mm | Semi / Full Auto | — | Assault |
| AK74 | $1,600 | 5.45×39mm | Semi / Full Auto | Assault Lvl 3 ($10,000) | Assault |
| GALIL | $2,200 | 5.56×45mm | Semi / Full Auto | Assault Lvl 10 ($35,000) | Assault |
| M4 | $2,800 | 5.56×45mm | Semi / Full Auto | Assault Lvl 20 ($100,000) | Assault |
| FAL | $6,500 | .308 Win | Semi / Full Auto | Assault Lvl 35 ($200,000) | Assault |
SMGs (4)
Close-quarters guns that earn Medic XP — the natural pairing for a revive-focused build.
| Weapon | Price | Ammo | Unlock |
|---|---|---|---|
| AMP-9 | $900 | 9×19mm | — |
| PP-19 VITYAZ | $1,200 | 9×19mm | Medic Lvl 4 ($25,000) |
| MP5 | $1,500 | 9×19mm | Medic Lvl 15 ($75,000) |
| SUPER-45 | $2,600 | .45 ACP | Medic Lvl 35 ($150,000) |
Marksman & DMR Rifles (3)
Two-shot semi-autos that dominate the current TTK tables — the SVD ($4,800) and BMR-308 ($6,000) sit in tier S next to the FAL. Full ranking in the tier list.
Sniper Rifles (5)
Five sniper rifles round out the long-range game. If you're building toward a recon role, pair one with binoculars — spotting is one of the cheapest paying jobs in the game (see the money guide).
LMGs, Shotguns, Sidearms, Launchers & Bow
- LMGs (2) — including the M249 SAW at $3,200, a suppression tool with a fast close-range TTK.
- Shotguns (2) — point-blank objective clearing.
- Sidearms (5) — including the GGX 18 machine pistol ($800), a surprisingly cheap backup with a 200 ms close-range TTK.
- Launchers (3) — anti-vehicle work; bring the right rocket for the right hull.
- Bow (1) — yes, really.
How to Read This List
Three things matter more than raw damage numbers:
- Price is a stat. A $0 A-91 that lets you re-deploy twice beats a $6,500 FAL you can't afford to lose. Match the gun to your bankroll.
- Ammunition compatibility. Wrong caliber means a useless purchase — always check ammo type and carry enough.
- XP tracks. Weapons feed class tracks (Assault, Medic, Sniper…), so your gun choice is also your progression choice.
Attachments (optics, muzzle, barrel, handguard, foregrip, magazine, stock) vary per weapon — the GALIL and M4 take the widest ranges in the assault class.
FAQ
- How many weapons are in WARDOGS?
- 33 across nine classes: 8 assault rifles, 4 SMGs, 2 shotguns, 2 LMGs, 3 marksman rifles, 5 snipers, 1 bow, 5 sidearms and 3 launchers.
- What are the free weapons?
- BUSHMASTER M17S, A-91 and KH-2002 — all $0 assault rifles with semi/burst fire. Fine for learning; the $600 T-21's full auto is the first upgrade worth buying.
- Do weapons carry over after death?
- No. The kit you deployed with is lost on death and must be repurchased — but your cash persists between lives and matches.
Sources: Season 1 in-game data cross-checked between two independent community weapon databases, September 2026. Exact prices can change with patches.