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WARDOGS Weapons List — Every Weapon by Class and Unlock

Every known WARDOGS weapon by class — assault rifles, SMGs, LMGs, DMRs, snipers, launchers — with calibers, prices, and how the XP unlock tracks work.

9/4/2026 Season 2 Last updated: 10/15/2026 7 min read

FAQ

How many weapons does WARDOGS have?
37 weapons shipped with Early Access launch, up from 33 catalogued during the closed alpha, plus around 112 attachments. Season 2 (October 15, 2026) adds four more — the TCX-SPR, PP-19 Bizon, Evo-3 Ultra, and M14 — bringing the vendor menu to 41.
Do you unlock weapons with XP or buy them with cash?
Both. Reaching a track level unlocks the right to purchase a weapon, then you pay for it from your persistent cash wallet — every life. Dying refunds gear at 90%.
What is the best weapon in WARDOGS?
The closest thing to an answer is wardogshub's modelled TTK tier list (Season 1 data — it predates Season 2's calibre base-damage cuts, so expect the .308 and 7.62 rankings to shift). What holds either way: cheap rifles in common calibers are the safest early buys, and the M4 (800 RPM, 910 m/s, $2,800) remains the all-round benchmark.
How do weapon unlocks actually level up?
There is no class screen. Using a weapon feeds its related XP track — sniper rifles feed Recon, shotguns and launchers feed Support — and track levels gate shop access. Season 2 gates: Galil at track level 10, M4 at 28 ($150k), FAL at 35 ($250k). Sidearms are the exception: they unlock through the account-wide Wardog track instead of a role track — Judge at Wardog 1, Deagle at Wardog 65.
Do weapons carry over between matches?
No. Your cash wallet persists, but guns are bought per life and refunded at 90% on death. Nothing sits in a permanent inventory.
WARDOGS Weapons List — Every Weapon by Class and Unlock — official WARDOGS screenshot
Image: BULKHEAD via Steam

How do you get weapons in WARDOGS?

Two gates stand between you and any given gun. First, XP track level: there is no class selection screen — the gear you use feeds related progression tracks (sniper rifles feed Recon, shotguns and launchers feed Support, driving feeds Driver), and track levels unlock shop access to better equipment. Second, cash: the unlocked weapon still has to be bought from your persistent wallet, every single life, and dying refunds it at 90%. Season 2 examples of the level gates: the Galil at track level 10, the M4 at 28, the FAL at 35. Low-track players were also reported to shop at roughly half price during the alpha. The buying side of this equation is covered in the money guide.

What is the full weapons list?

Thirty-three weapons were catalogued from the closed alpha vendor. The complete table below merges that catalogue with wardogshub.gg’s first-hand alpha vendor record — the two sources agree on every overlapping point (the M4 at $2,800, the Galil/M4/FAL gate ladder, and the Deagle’s level-85 gate, which also matches the official Season 1 changelog). Prices are list prices; the “unlock cash” column is a one-time payment that permanently adds the weapon to your vendor.

Assault rifles

WeaponPriceUnlockCaliber
Bushmaster M17SFreeRecruit rifle5.56×45mm
A-91FreeRecruit rifle5.56×45mm
KH-2002FreeRecruit rifle5.56×45mm
AK-74$800Default5.45×39mm
T-21$1,200Assault 3 ($10k)5.56×45mm
Galil$2,000Assault 10 ($35k)5.56×45mm
M4$2,800Assault 28 ($150k)5.56×45mm
TCX-SPR$3,200Assault 20 ($100k)7.62×39mm
FAL$6,000Assault 35 ($250k).308 Win

The rifle track’s name has settled: the community called it “Assault,” the Season 1 changelog renamed it Career, and the Season 2 patch notes are back to Assault — same track, now also carrying the C4 and the Molotov. The three free recruit rifles are also exactly the three rifles the Supporter Edition skins, which is why that pack calls them “starter-weapon camos.”

SMGs and shotguns

WeaponPriceUnlockCaliber
MP43$400—12 gauge
PP-19 Bizon$1,000Default (Medic)9×19mm
PP-19 Vityaz$1,200Medic 15 ($50k)9×19mm
M500$1,200Support 10 ($50k)12 gauge
AMP-9$1,375Medic 20 ($75k)9×19mm
MP5$1,800Medic 4 ($25k)9×19mm
Super-45$5,600Medic 35 ($200k).45 ACP

LMGs, marksman and sniper rifles

WeaponPriceUnlockCaliber
Scout Rifle TD$1,200—5.56×45mm
SKS$2,400Recon 5 ($25k)7.62×39mm
M249 SAW$3,200Support 20 ($150k)5.56×45mm
PKM$4,100Support 15 ($100k)7.62×54mm
Mosin Nagant$4,500Recon 10 ($50k)7.62×54mm
SVD$4,800Recon 12 ($50k)7.62×54mm
SV-98$5,200Recon 18 ($100k)7.62×54mm
BMR-308$6,250Recon 20 ($125k).308 Win
MK22$6,400Recon 30 ($150k).308 Win
Evo-3 Ultra$7,250Support 30 ($200k).308 Win
M14$7,400Recon 25 ($100k).308 Win
AMR 50$14,800Recon 35 ($200k).50 cal

Sidearms — gated by account level, not tracks

Sidearms unlock through the account-wide Wardog track, not a role track:

WeaponPriceUnlockCaliber
Judge$250Wardog 1 ($5k).45 Colt
GGX 17$200Wardog 18 ($15k)9×19mm
M1911$300Wardog 40 ($25k).45 ACP
Deagle$750Wardog 65 ($75k).50 AE
GGX 18$1,000Wardog 85 ($125k)9×19mm

Launchers and special

WeaponPriceUnlockType
RPG-7$1,800Support 5 ($30k)93mm rocket launcher
MAAWS$2,400Support 18 ($100k)84mm anti-tank
Compound Bow$1,350Recon 16 ($150k)Standard arrows
MGL-40$7,500Support 35 ($250k)40mm grenade launcher

What do weapons cost in practice?

Two mechanics sit on top of every list price. First, the new-recruit vendor discount: below track level 9, list prices are halved — the community-observed “half-price shop” now has a name and a threshold. Second, the 90% death refund: a gun’s real cost is its price plus 10% of it burned every time you die holding it, which is why the $14,800 AMR 50 is a late-game flex and the free recruit rifles are free for a reason. Ammunition is sold by caliber, running from about $10 for a pistol box to $250 for premium rifle rounds, so caliber choice is a running cost, not a one-time decision — the full payout-and-tax picture is in the economy guide.

Which weapon should you buy first?

An honest tier list now exists — with an honesty label on it: wardogshub’s TTK model ranks the vendor menu on modelled time-to-kill (Season 1 data — it predates Season 2’s calibre base-damage cuts, so expect the .308 and 7.62 rankings to shift), and its own caveat is that “it is a model, not a play-test.” The defensible early picks still follow the economy: a 5.56×45mm or 5.45×39mm assault rifle (cheap, common ammo, forgiving), a sidearm as backup, armor and bandages before a second primary, and launchers or DMRs only once your wallet can absorb the 10% death tax on a bad life. The M4’s all-round stats make it the benchmark; whether cheaper 5.56 options outperform it per dollar is exactly where the tier list’s cost-frontier analysis lands. New players should start with the beginner’s guide budget loadout before splurging here — and if the wallet is thin, the making-money playbook has the fastest documented route.

Close-quarters street fight with the SUPER-45 SMG at the ready Compact SMGs are the budget-friendly entry into the vendor menu — Image: BULKHEAD

What about launchers, the AMR 50, and the bow?

The heavy stuff is situational by design. The RPG-7 (93mm rockets) and MAAWS (84mm anti-tank) exist to open armor — see the vehicles roster for what they are opening. The MGL-40 lobs 40mm grenades for area denial. The AMR 50 is the anti-materiel .50 cal, the closest thing to a boss-killer in the arsenal. And the compound bow, firing standard arrows, is the stealth-budget special — silent, cheap to feed, and exactly as situational as it sounds. For indirect fire that no vendor weapon covers, the player-built mortar is its own discipline — the mortar guide covers the build gate and the aiming model.

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