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Loadouts and Arsenal
August 18, 2026 at 07:03 AM
Rewrote image alt text to describe what each screenshot actually shows
Instead of choosing from preset classes or heroes, WARDOGS players build a fresh loadout every time they spawn. Using their cash, they pick from a shared pool of weapons, equipment, and utility items, from rocket launchers to a marksman’s rifle and ghillie suit, to suit the situation in front of them.

Although there are no fixed classes, the sandbox supports a wide range of combat roles to spend cash on, including close-quarters fighting, sniping and spotting, medical support, building, demolitions, transport, logistics, and artillery. Buying specialist gear for these roles earns experience across six progression tracks, so a player can both shape a loadout for the moment and build longer-term progress. Profits can also be converted into Gold Bars for cosmetic unlocks.
The developers point to Medic and Pilot as examples of these player-defined roles: rather than picking a class, a player simply buys the gear that fits the job, whether that means medical equipment to keep teammates alive or a helicopter to move them around the map. Because the choice is made through the buy menu each life, the same player can field a different role on the very next spawn.

The arsenal reaches well beyond infantry gear. WARDOGS is a combined-arms shooter, so players can also buy vehicles, from helicopters that ferry troops to tanks, among them a heavily armoured tank and a long-range artillery tank. A well-funded team can field air support and ground armour alongside its foot soldiers. Planned additions such as fighter jets are set to arrive after early access rather than at launch, alongside expanded weapon categories and further maps and vehicles. The developers have still not published a full armoury list, but a handful of models are now named in the storefront listing for the optional Supporter Edition, whose camouflage patterns are tied to specific starter weapons and one aircraft: an A-91 rifle, a Bushmaster, a KH-2002, and the Littlebird helicopter. Each weapon camo is branded to one of the three factions, an A-91 for Valkyra, a Bushmaster for Lonestar, and a KH-2002 for Manticore, and the Littlebird pattern is styled as a taxi livery in a nod to ferrying teammates to the zone.
Because every role is bought rather than locked in, players can change their approach from life to life, shifting from frontline assault to support or vehicle crew as the match and their budget allow.
Shooting is built on a physics-based ballistics model rather than hitscan. Rounds penetrate light cover, thin walls, and foliage, they ricochet off hard surfaces, and they drop over distance, so long shots ask the shooter to read range rather than simply centre the sight. The studio worked with ballistics specialists on the underlying model, which is the same programme of work that produced the flight handling described under Development.
The presentation carries the same detail. Inspect animations exist not only for weapons but for equipment items as well, so gear a player has bought can be looked over in the same way a rifle can.