WARDOGS has no fixed classes: your role is whatever you bought, and your class levels from the weapons you use. For tanks and helicopters, see Vehicles.
- Broke? Take the free faction rifle. First buy: the AK74 for $800, unlocked by default since Season 2. The T-21 ($1,200) opens at Assault level 3 and kills faster.
- Against vehicles take the RPG-7, against tanks the MAAWS, against helicopters the 9K333 Verba.
- Standard ammo is the default; armour-piercing is for heavy armour. Ready loadouts are in What to buy on your budget.
Early Access has 37 weapons: Season 2 added four (TCX-SPR, PP-19 Bizon, Evo-3 Ultra, M14). Click a name to open its page with stats, magazines, ammo, pros, cons and tips.
- Unlock is the class track and level where the weapon unlocks. Pistols unlock by overall level. The research cost is on the weapon page.
- Hits to kill and time to kill are calculated from the game database against an enemy with 100 health in level 1 armour, hit in the upper torso with standard ammo. All figures are Season 2 (wardogs.tools database 516586). 0.2.0 cut heavy-calibre damage by 16–25%, so the FAL, PKM and marksman rifles take noticeably longer to kill than in Season 1. More in the Season 2 breakdown.
| Weapon |
Calibre |
Price |
Unlock |
Hits to kill |
Time to kill |
| T-21 |
5.56×45 mm |
$1,200 |
Assault 3 |
6 |
0.40 s |
| A-91 |
5.56×45 mm |
free |
issued free |
6 |
0.43 s |
| KH-2002 |
5.56×45 mm |
free |
issued free |
6 |
0.43 s |
| Bushmaster M17S |
5.56×45 mm |
free |
issued free |
6 |
0.43 s |
| AK74 |
5.45×39 mm |
$800 |
available from the start |
6 |
0.46 s |
| Galil |
5.56×45 mm |
$2,000 |
Assault 10 |
6 |
0.46 s |
| M4 |
5.56×45 mm |
$2,800 |
Assault 28 |
6 |
0.38 s |
| FAL |
.308 Winchester |
$6,000 |
Assault 35 |
5 |
0.37 s |
| TCX-SPR |
7.62×39 mm |
$3,200 |
Assault 20 |
5 |
0.30 s |
| Weapon |
Calibre |
Price |
Unlock |
Hits to kill |
Time to kill |
| AMP-9 |
9×19 mm |
$1,375 |
Medic 20 |
6 |
0.33 s |
| PP-19 Vityaz |
9×19 mm |
$1,200 |
Medic 15 |
6 |
0.38 s |
| MP5 |
9×19 mm |
$1,800 |
Medic 4 |
6 |
0.38 s |
| Super-45 |
.45 ACP |
$5,600 |
Medic 35 |
5 |
0.20 s |
| PP-19 Bizon |
9×19 mm |
$1,000 |
available from the start |
6 |
0.43 s |
| Weapon |
Calibre |
Price |
Unlock |
Hits to kill |
Time to kill |
| M249 SAW |
5.56×45 mm |
$3,200 |
Support 20 |
6 |
0.35 s |
| PKM |
7.62×54R mm |
$4,100 |
Support 15 |
5 |
— |
| Evo-3 Ultra |
.308 Winchester |
$7,250 |
Support 30 |
5 |
0.34 s |
| Weapon |
Calibre |
Price |
Unlock |
Hits to kill |
Time to kill |
| MP43 |
12 gauge |
$400 |
available from the start |
2 |
0.07 s |
| M500 |
12 gauge |
$1,200 |
Support 10 |
2 |
0.50 s |
| Weapon |
Calibre |
Price |
Unlock |
Hits to kill |
Time to kill |
| SKS |
7.62×39 mm |
$2,400 |
Recon 5 |
4 |
0.43 s |
| SVD |
7.62×54R mm |
$4,800 |
Recon 12 |
4 |
0.38 s |
| BMR-308 |
.308 Winchester |
$6,250 |
Recon 20 |
4 |
0.40 s |
| M14 |
.308 Winchester |
$7,400 |
Recon 25 |
4 |
0.26 s |
| Weapon |
Calibre |
Price |
Unlock |
Hits to kill |
Time to kill |
| Scout Rifle TD |
5.56×45 mm |
$1,200 |
available from the start |
2 |
1.30 s |
| Mosin Nagant |
7.62×54R mm |
$4,500 |
Recon 10 |
2 |
1.30 s |
| SV98 |
7.62×54R mm |
$5,200 |
Recon 18 |
2 |
1.30 s |
| MK22 |
.308 Winchester |
$6,400 |
Recon 30 |
2 |
1.30 s |
| AMR 50 |
.50 BMG |
$14,800 |
Recon 35 |
1 |
instant |
| Compound Bow |
arrow |
$1,350 |
Recon 16 |
1 |
instant |
| Weapon |
Calibre |
Price |
Unlock |
Hits to kill |
Time to kill |
| GGX 17 |
9×19 mm |
$200 |
overall 18 |
6 |
— |
| Judge |
.45 Colt |
$250 |
overall 1 |
3 |
0.60 s |
| M1911 |
.45 ACP |
$300 |
overall 40 |
4 |
0.42 s |
| GGX 18 |
9×19 mm |
$1,000 |
overall 85 |
6 |
0.25 s |
| Deagle |
.50 AE |
$750 |
overall 65 |
2 |
0.22 s |
| Weapon |
Calibre |
Price |
Unlock |
Hits to kill |
Time to kill |
| RPG-7 |
93 mm |
$1,800 |
Support 6 |
2 |
— |
| MAAWS |
84 mm |
$2,400 |
Support 18 |
2 |
— |
| MGL-40 |
40 mm |
$7,500 |
Support 35 |
2 |
— |
| 9K333 Verba |
72 mm |
$800 |
Support 14 |
— |
— |
Most calibres come in three ammo types. Standard rounds are available from the start; the others unlock for cash.
| Type |
What for |
Unlock |
| Standard (FMJ) |
The baseline, cheapest option |
free |
| Hollow point (HP) |
More damage against unprotected bodies, but far worse than standard against any armour |
$5,000 |
| Armour-piercing (AP) |
Against armoured enemies |
$75,000; $50,000 for 7.62×39 |
Pack price and size are on each weapon page. Armour-piercing costs 2–4× as much as standard: bring it when the enemy wears heavy armour. Hits needed with each ammo type against each armour level are on the Armour and helmets page.
Attachments change a weapon as much as ammo does. According to MetaForge data from a community guide on Steam:
- 50–75 round drums weigh the weapon down: vertical recoil +20–26%, horizontal +18–24%, aiming 20–26% slower.
- Standard 20–30 round magazines carry no penalty.
- Short magazines on some models, such as the AMP-9, speed up aiming by up to 14% and cut recoil by up to 17%.
- A deployed bipod on a rest cuts recoil by up to 80% — even a machine gun barely drifts.
Take a big magazine for defence and suppression, a standard one for precise shooting and quick aiming.