Season 1 · Patch 0.11 · Snapshot 2026-09-19

WARDOGS Weapons Wiki: Full Weapon List, Stats, Ammo & Prices

This is the main WARDOGS weapon database. Current secondary build data documents 35 observed weapons across assault rifles, SMGs, LMGs, shotguns, marksman rifles, sniper rifles, sidearms, launchers and a bow. BULKHEAD has separately been reported as targeting 37 weapons for the Early Access launch roster, so the table below should be read as a current observed dataset rather than a claim that the roster can never change.

35 observed weaponsCurrent detailed secondary dataset used by this Wiki.
9 weapon classesFrom assault rifles and SMGs to launchers and bow.
Persistent cashPrice matters because every-life purchases spend a balance that persists between matches.

Data-source boundary: Steam and Team17 confirm the overall cash/loadout system. The per-weapon damage, range, RPM, weight and price values below come from GameWatcher’s current WARDOGS weapon database and may change during Early Access. Use the live game UI as the final authority after balance patches.

Full weapon list

WeaponClassAmmoFireDMGRangeRPMPrice
Bushmaster M17SBushmaster M17SAssault Rifle5.56x45mmSemi / Burst28300 m700$0
T-21T-21Assault Rifle5.56x45mmSemi / Auto28550 m750$600
AK74AK74Assault Rifle5.45x39mmSemi / Auto26500 m650$1,600
GalilGalilAssault Rifle5.56x45mmSemi / Auto28400 m650$2,200
M4M4Assault Rifle5.56x45mmSemi / Auto28500 m800$2,800
FALFALAssault Rifle.308 WinSemi / Auto60800 m650$6,500
A-91A-91Assault Rifle28300 m700
KH-2002KH-2002Assault Rifle28300 m700
AMP-9AMP-9Smg9x19mmSemi / Auto22100 m900$900
PP-19 VityazPP-19 VityazSmg9x19mmSemi / Auto200 m800$1,200
MP5MP5Smg9x19mmSemi / Auto22200 m800$1,500
Super-45Super-45Smg.45 ACPSemi / Auto3050 m1200$2,600
M249 SAWM249 SAWLmg5.56x45mmSemi / Auto28700 m850$3,200
PKMPKMLmg7.62x54mmSemi / Auto551000 m600$4,500
MP43MP43Shotgun12 GaugeBreak100 m900$400
M500M500Shotgun12 GaugeSemi70 m120$1,200
M12GM12GShotgun
SKSSKSMarksman Rifle7.62x39mmSemi42400 m420$2,400
SVDSVDMarksman Rifle7.62x54mmSemi55800 m480$4,800
BMR-308BMR-308Marksman Rifle.308 WinSemi60500 m450$6,000
Scout Rifle TDScout Rifle TDSniper Rifle5.56x45mmBreak28300 m46$1,100
Mosin NagantMosin NagantSniper Rifle7.62x54mmBolt55500 m46$4,500
SV98SV98Sniper Rifle7.62x54mmBolt551000 m46$5,200
MK22MK22Sniper Rifle.308 WinBolt1000 m46$6,400
AMR 50AMR 50Sniper Rifle.50 CalBolt2000 m41.5$8,800
GGX 17GGX 17Sidearm9x19mmSemi2250 m600$200
GGX 18GGX 18SidearmSemi / Auto2250 m1200$800
JudgeJudgeSidearm.45 ColtDouble50 m200$250
M1911M1911Sidearm.45 ACPSemi3050 m430$300
DeagleDeagleSidearm.50AESemi49100 m267$900
RPG-7RPG-7Launcher93mm rocketSingle300 m100$2,000
MAAWSMAAWSLauncher84mm AT shellSingle400 m100$2,600
MGL-40MGL-40Launcher40mm grenade6-shot400 m75$6,000
9K333 Verba9K333 VerbaLauncher
Compound BowCompound BowBowStandard ArrowsDraw100 m90$800

Browse by weapon role

Weapon classes explained

Assault rifles

Assault rifles are the broadest general-purpose category in the current dataset. They cover mid-range fighting and make sense for players who do not yet know whether a route will become a close objective push or a longer sightline. The table shows substantial price and damage differences, so “assault rifle” is not a single economic choice.

SMGs

SMGs emphasize close-range mobility and high rates of fire. Their shorter effective ranges make them easier to justify when the plan is building interiors, dense objective fights or vehicle crews that expect to dismount close to the action.

LMGs

LMGs are heavier and oriented toward sustained fire. Their weight and price mean they are better understood as support investments than as automatic upgrades over lighter rifles.

Marksman and sniper rifles

Marksman rifles preserve follow-up speed while stretching engagement distance; dedicated sniper rifles trade even more toward precision and range. Because WARDOGS maps are huge but the active Control Zone concentrates players, long-range equipment is useful only if the player’s position still contributes to the objective.

Launchers

Launchers support anti-vehicle, anti-fortification and specialist tasks. The launcher vendor screenshot above also shows that progression gates are a real part of the equipment system.

WARDOGS combat scene used as weapon-class context
Weapons must fit terrain, range and the objective The best weapon is not determined only by damage numbers. WARDOGS constantly mixes open lanes, hard cover, interiors, vehicles and long travel distance, so the correct class depends on what you are trying to do in that specific fight.

See the broader combat sandbox

Ammo and attachment notes

Official Season 1 material explicitly names 7.62x54mm AP, 5.56mm AP and the PP-19 50-round drum magazine as progression items. That proves ammunition and attachments are progression-relevant, but it does not provide a complete public penetration or compatibility database. Individual weapon pages therefore avoid inventing attachment trees that are not verified.

How to use this database

  1. Start with the weapon class that matches the task.
  2. Compare price against your current bankroll, not against an abstract “best gun” list.
  3. Use range and RPM as context for expected fights.
  4. Treat missing fields as unavailable data, not zero.
  5. Re-check live values after patches.