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WARDOGS WIKI

WARDOGS Weapons Database

Database Last updated Full list publishes at launch

Answer

Weapons in WARDOGS are bought, not unlocked. Before every life you spend in-match cash on a primary, a sidearm, attachments, equipment and utilities — there is no persistent unlock grind gating what you can carry. That makes price a weapon stat in the same way damage and recoil are. BULKHEAD has not published a weapon list or count for the Early Access build, and this wiki will publish a verified database from launch rather than repeat unsourced names.

How the weapon system works

AspectIn WARDOGS
AcquisitionBought at the buy screen with in-match cash, before each life
Unlock progressionNone announced. No grind gates what you can buy in a match
AttachmentsPart of the purchase decision; shown in official gunplay videos
On deathThe weapon is lost with the rest of the loadout. Re-buy next life
Between matchesNothing carries over — every match resets to $10,000
CosmeticsThe Supporter Edition adds cosmetic content only

Price is a weapon stat

This is the part that transfers badly from other shooters, so it is worth stating directly.

In a game with unlock progression, once you have earned a weapon it is free forever, so the only question is whether it is good. In WARDOGS you pay for it again every time you respawn. The question becomes whether it is good enough to be worth its price, at your current balance, on this zone.

A rifle that is 8% better than the cheap option but costs twice as much is not an upgrade if the difference means you cannot also afford armour and a medical kit. Overspending on guns is one of the main ways players end up unable to fund a vehicle or a forward operating base later in the match, and vehicles and FOBs have far more effect on the scoreboard than a marginally flatter recoil curve.

The practical rule from our loadout guide: buy the cheapest weapon that covers the range you expect to fight at, then spend the difference on survivability and utility.

First-person firefight down a flooded village street, Control Zone owner shown on the HUD
Range and terrain should drive the weapon purchase, because you are paying for it again next life. Official WARDOGS screenshot © BULKHEAD / Team17

Weapon categories

Official footage and BULKHEAD's own descriptions confirm the following weapon roles exist in the game. Individual weapon names, statistics and prices are not yet public and are not listed here.

CategoryRoleWhere it earns its price
Assault riflesGeneral-purpose infantry primaryAlmost any zone. The default purchase and usually the correct one
Sniper & marksman riflesLong-range engagement, seen with ghillie loadouts in official screenshotsOpen valley, river crossings and mountain overlooks; poor value on village zones
Close-quarters weaponsBuilding clearing, shown in official interior footageVillage and industrial zones where fights happen inside structures
Machine gunsSuppression and area denial, including vehicle-mounted gunsHolding an approach into the zone; door-gunner roles on helicopters
Anti-armour weaponsRocket launchers and explosives against vehicles and fortificationsOnce enemy armour is fielded — a cheap answer to an expensive purchase. Guide
SidearmsBackupCheap insurance on a low balance
Equipment & utilitiesMedical kits, explosives, armour, building toolsMedical kits in particular pay for themselves — revives are income

What BULKHEAD has said about gunplay

Team17 has published dedicated developer videos on Gunplay and Weapon Inspects, which is a reasonable signal of where the studio put its effort. What can be observed from official material:

WARDOGS | Gunplay Official video © Team17 / BULKHEAD. Watch on YouTube

What lands here at launch

Deliberately not on this page yet: weapon names, damage values, time-to-kill figures, recoil patterns, magazine sizes, attachment slots and prices. None of it has been published by BULKHEAD or Team17, and none of it can be measured before the Early Access build is live.

From 10 September 2026 this page becomes a full database: every weapon, its category, its buy cost, its attachment options, and a cost-per-effectiveness read that is only meaningful once prices are known. Our tier list explains the method we will rank by.

Weapons FAQ

How do weapons work in WARDOGS?

They are bought with in-match cash before each life, not unlocked through progression. Losing a life means buying again.

How many weapons does WARDOGS have?

BULKHEAD has not published a count for the Early Access build. We will list a verified number rather than an estimated one.

What is the best weapon in WARDOGS?

Unanswerable before launch. See our tier list methodology for how it will be assessed, and why cost matters as much as raw performance.

Are there weapon attachments in WARDOGS?

Yes. Attachments are part of the buy-screen decision and appear in official gunplay footage.

Is there a weapon unlock grind in WARDOGS?

None has been announced. Access to weapons is limited by cash within a match, not by account progression.

Is WARDOGS pay to win?

Nothing announced sells power. All weapons come from in-match cash earned identically by every player.

Sources: the official Steam store page (per-life purchasing of weapons, gear and utilities) and Team17's official Gunplay and Weapon Inspects videos. Category roles are inferred from official screenshots and footage and are labelled as such. Back to the WARDOGS wiki.