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.
FAQ
How many weapons does WARDOGS have at launch?
Do you unlock weapons with XP or buy them with cash?
What is the best weapon in WARDOGS?
How do weapon unlocks actually level up?
Do weapons carry over between matches?
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%. Alpha-era examples of the level gates: the Galil at track level 10, the M4 at 20, 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, organized below by class with calibers.
Assault rifles
| Weapon | Caliber |
|---|---|
| M4 | 5.56×45mm |
| Bushmaster M17S | 5.56×45mm |
| A-91 | 5.56×45mm |
| KH-2002 | 5.56×45mm |
| T-21 | 5.56×45mm |
| Galil | 5.56×45mm |
| AK-74 | 5.45×39mm |
| FAL | .308 Win |
SMGs and shotguns
| Weapon | Class | Caliber |
|---|---|---|
| AMP-9 | SMG | 9×19mm |
| PP-19 Vityaz | SMG | 9×19mm |
| MP5 | SMG | 9×19mm |
| Super-45 | SMG | .45 ACP |
| MP43 | Shotgun | 12 gauge |
| M500 | Shotgun | 12 gauge |
LMGs and marksman rifles
| Weapon | Class | Caliber |
|---|---|---|
| M249 SAW | LMG | 5.56×45mm |
| PKM | LMG | 7.62×54mm |
| SKS | DMR | 7.62×39mm |
| SVD | DMR | 7.62×54mm |
| BMR-308 | DMR | .308 Win |
Sniper rifles
| Weapon | Caliber |
|---|---|
| Scout Rifle TD | 5.56×45mm |
| Mosin Nagant | 7.62×54mm |
| SV-98 | 7.62×54mm |
| MK22 | .308 Win |
| AMR 50 | .50 cal |
Sidearms
| Weapon | Caliber |
|---|---|
| M1911 | .45 ACP |
| Deagle | .50 AE |
| Judge | .45 Colt |
| GGX 17 | 9×19mm |
| GGX 18 | 9×19mm |
Launchers and special
| Weapon | Type |
|---|---|
| RPG-7 | 93mm rocket launcher |
| MAAWS | 84mm anti-tank |
| MGL-40 | 40mm grenade launcher |
| Compound Bow | Standard arrows |
What do weapons cost?
The vendor economy prices guns against your wallet, not your grind. The one fully documented example: the M4 at $2,800 — 800 RPM, 910 m/s muzzle velocity, 500 m effective range, 2.92 kg — which sits well under a third of the starting $10,000 account. Ammunition is sold by caliber, running from about $10 for a pistol box to $250 for premium rifle rounds, which makes caliber choice a running cost, not a one-time decision. Attachments (112 planned at launch) and armor round out the bill. All of this interacts with the 90% death refund: an expensive gun is not just expensive, it is expensively taxable every time you die holding it — see the economy guide for the full payout-and-tax picture.
Which weapon should you buy first?
Before launch there is no honest tier list — nobody has meta data. The defensible early picks follow the economy instead: 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 one of the first questions the launch meta will answer. New players should start with the beginner’s guide budget loadout before splurging here.
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 in the gameplay overview 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.
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