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.
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
| Weapon | Class | Ammo | Fire | DMG | Range | RPM | Price |
|---|---|---|---|---|---|---|---|
| Assault Rifle | 5.56x45mm | Semi / Burst | 28 | 300 m | 700 | $0 | |
| Assault Rifle | 5.56x45mm | Semi / Auto | 28 | 550 m | 750 | $600 | |
| Assault Rifle | 5.45x39mm | Semi / Auto | 26 | 500 m | 650 | $1,600 | |
| Assault Rifle | 5.56x45mm | Semi / Auto | 28 | 400 m | 650 | $2,200 | |
| Assault Rifle | 5.56x45mm | Semi / Auto | 28 | 500 m | 800 | $2,800 | |
| Assault Rifle | .308 Win | Semi / Auto | 60 | 800 m | 650 | $6,500 | |
| Assault Rifle | — | — | 28 | 300 m | 700 | — | |
| Assault Rifle | — | — | 28 | 300 m | 700 | — | |
| Smg | 9x19mm | Semi / Auto | 22 | 100 m | 900 | $900 | |
| Smg | 9x19mm | Semi / Auto | — | 200 m | 800 | $1,200 | |
| Smg | 9x19mm | Semi / Auto | 22 | 200 m | 800 | $1,500 | |
| Smg | .45 ACP | Semi / Auto | 30 | 50 m | 1200 | $2,600 | |
| Lmg | 5.56x45mm | Semi / Auto | 28 | 700 m | 850 | $3,200 | |
| Lmg | 7.62x54mm | Semi / Auto | 55 | 1000 m | 600 | $4,500 | |
| Shotgun | 12 Gauge | Break | — | 100 m | 900 | $400 | |
| Shotgun | 12 Gauge | Semi | — | 70 m | 120 | $1,200 | |
| Shotgun | — | — | — | — | — | — | |
| Marksman Rifle | 7.62x39mm | Semi | 42 | 400 m | 420 | $2,400 | |
| Marksman Rifle | 7.62x54mm | Semi | 55 | 800 m | 480 | $4,800 | |
| Marksman Rifle | .308 Win | Semi | 60 | 500 m | 450 | $6,000 | |
| Sniper Rifle | 5.56x45mm | Break | 28 | 300 m | 46 | $1,100 | |
| Sniper Rifle | 7.62x54mm | Bolt | 55 | 500 m | 46 | $4,500 | |
| Sniper Rifle | 7.62x54mm | Bolt | 55 | 1000 m | 46 | $5,200 | |
| Sniper Rifle | .308 Win | Bolt | — | 1000 m | 46 | $6,400 | |
| Sniper Rifle | .50 Cal | Bolt | — | 2000 m | 41.5 | $8,800 | |
| Sidearm | 9x19mm | Semi | 22 | 50 m | 600 | $200 | |
| Sidearm | — | Semi / Auto | 22 | 50 m | 1200 | $800 | |
| Sidearm | .45 Colt | Double | — | 50 m | 200 | $250 | |
| Sidearm | .45 ACP | Semi | 30 | 50 m | 430 | $300 | |
| Sidearm | .50AE | Semi | 49 | 100 m | 267 | $900 | |
| Launcher | 93mm rocket | Single | — | 300 m | 100 | $2,000 | |
| Launcher | 84mm AT shell | Single | — | 400 m | 100 | $2,600 | |
| Launcher | 40mm grenade | 6-shot | — | 400 m | 75 | $6,000 | |
| Launcher | — | — | — | — | — | — | |
| Bow | Standard Arrows | Draw | — | 100 m | 90 | $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.
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
- Start with the weapon class that matches the task.
- Compare price against your current bankroll, not against an abstract “best gun” list.
- Use range and RPM as context for expected fights.
- Treat missing fields as unavailable data, not zero.
- Re-check live values after patches.