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Loadouts and Arsenal
October 16, 2026 at 06:24 PM
Added the Season 2 weapons with unlocks and prices, the combat balance changes and the full Season 2 vendor price lists, and updated the named-models notes
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, named in the Season 1 patch notes as Career, Medic, Support, Driver, Pilot, and Recon. Each track gates its own items behind its own levels, so the gear a player keeps buying is the gear they unlock more of. Profits can also be converted into Gold Bars for cosmetic unlocks.
The role archetypes and the six tracks behind them are covered in full under Combat Roles, and the vehicles named so far under Vehicles.
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 an armoury page, but the number of individually named models has grown. Four appear in the storefront listing for the optional Supporter Pack, 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.
The list below is not an armoury. It gathers the weapons, vehicles, attachments, and gear that official material named during Season 1, most of them as a side effect of the Season 1 balance pass published on 9 September 2026. The Season 2 patch notes of 14 October 2026 name far more of the arsenal through their unlock and price lists, which appear further down this page and under Progression Tracks, but as of 16 October 2026 the developers have still not published a complete roster. Weapon designations that appear only on the heads-up display in store screenshots are left out, because a label in a screenshot does not confirm what ships.
The Season 1 patch notes list each item against the progression track that unlocks it and the level it unlocks at, as below. Season 2 moved many of them again.
Item | Track | Season 1 unlock level |
|---|---|---|
Sports Parachute | Career | 35 |
Large Backpack | Career | 55 |
762x54mm AP | Career | 82 |
556mm AP | Career | 83 |
Deagle | Career | 85 |
Artillery Tank | Career | 90 |
PP-19 50-round drum magazine | Medic | 29 |
Large Hammer | Support | 8 |
Medium Hammer | Support | Not published |
6-10x MRAD scope | Recon | Not published |
6-10x MOA scope | Recon | Not published |
Small armoured supply crate | Pilot | Not published |
Little Bird with miniguns | Pilot | Not published |
Z20 Lakota | Pilot | Not published |
URAL | Driver | 3 |
Kodiak Assault | Driver | 6 |
Dune Buggy | Driver | 8 |
Kodiak Flatbed | Driver | 10 |
Large Supply Crate | Driver | 16 |
URAL Covered | Driver | 18 |
Music Tape H | Driver | 23 |
URAL Attack | Driver | 25 |
Humvee with minigun | Driver | 30 |
Heavy Tank | Driver | 35 |
Bought from a vendor | Not applicable |
Deployable 155mm, 122mm, and flare munitions exist alongside those, and at launch they were changed to take up more room in a loadout. The Large Hammer sits in two places at once: it unlocks on the Support track and is also sold by a vendor, at separate prices.
Players had also named a further set of items from the launch build that the developers had not published at the time: anti-armour launchers, demolition charges, improvised explosives, a grenade launcher and a fragmentation grenade, and a mortar, an anti-air system and a surface to air missile system among the buildable emplacements. The Season 2 notes name many of them in the studio's own text, including the RPG-7 and MAAWS launchers, the MGL-40 grenade launcher, C4 with a remote detonator, IEDs, the Claymore, the L81 Mortar, the Talon 9K-SAM and the Vanguard CIWS. The emplacements are covered under Fortifications and Structures.
The studio spells the light helicopter two ways in its own copy. The Supporter Pack listing writes Littlebird as one word, and the Season 1 patch notes write Little Bird as two. Both are official text and neither has been corrected, so both spellings appear here.
Update 0.1.2 on 30 September 2026 stopped grenades, smoke and C4 from being used from enclosed vehicle seats, and made the adaptive crosshair hide properly while aiming down sights. On 2 October the Infrared Rangefinder was disabled in the vendor after the studio agreed with players that it had become too strong. It returned with Season 2, running on batteries.
Season 2, which went live on 15 October 2026, added four weapons and a throwable, each on a progression track with its own unlock level and unlock cost. The preview called the assault rifle the TCX Spear; the patch notes use TCX-SPR.
Item | Type | Calibre | Track and unlock | Vendor price |
|---|---|---|---|---|
TCX-SPR | Assault rifle | 7.62x39mm | Assault, level 20, $100k | $3,200 |
PP-19 Bizon | Submachine gun | 9x19mm | Medic, unlocked by default | $1,000 |
Evo-3 Ultra | Light machine gun | .308 Win | Support, level 30, $200k | $7,250 |
M14 | Marksman rifle | .308 Win | Recon, level 25, $100k | $7,400 |
Molotov Cocktail | Thrown incendiary: impact damage plus flames that burn over time; burns foliage and is weakened by rain | Not applicable | Assault, level 13, $25k | $340 |
The season also reworked protective gear and weapon balance. Base damage fell for .308 Winchester (25 percent), 7.62x54mmR (20 percent), 7.62x39mm (19 percent) and .50 Cal (16 percent) on every infantry and vehicle weapon that fires them, because the studio said those rounds had been doing close to sniper damage at much faster fire rates in assault rifles, DMRs and LMGs. Sniper rifles got more hit-location damage to keep their role, and the FAL still has the highest damage per shot among assault rifles, now closer to the TCX-SPR and M4. Level 3 armour and helmets now reduce damage by 50 percent (from 55) and Level 4 by 60 percent (from 65). The Level 4 helmet, called the Super Heavy Helmet in the preview, adds muffled audio and proximity chat, a restricted field of view and fogging while sprinting. Suppression was rebuilt and is much stronger from near misses, with Level 3 helmets cutting it by 68 percent and Level 4 by 80 percent. The Infrared Range Finder is back, on batteries that last around 80 seconds of active use. Every balance change is under Update History.
Vendor prices are paid every time an item is bought in a match, separately from the one-off unlock cost on a track. Season 2 changed them as listed below. Vehicle prices are under Vehicles.
Item | Price |
|---|---|
Compact P-1 Red Dot | $480 |
PU 91/30 Scope for the Mosin | $780 |
Leatherwood ART II for the M14 | $950 |
Evolys Bipod for the Evo-3 Ultra | $1,450 |
M14 Bipod | $1,480 |
Cross Rifle Muzzle Brake for the TCX-SPR | $780 |
Clutch Lok Muzzle Brake for the TCX-SPR | $1,100 |
SRD762TI-QD Suppressor for the TCX-SPR | $1,350 |
SL7i-BL Suppressor for the Evo-3 Ultra | $1,400 |
.30 Cal SS Phosphate Muzzle Brake for the M14 | $950 |
.30 Cal Steel Black Flash Hider for the M14 | $730 |
PP-19 Bizon 53 RND Magazine | $200 |
TCX-SPR 28 RND Magazine | $50 |
Evolys 50 RND Box | $110 |
M14 10 RND Magazine | $60 |
M14 20 RND Magazine | $110 |
M14 30 RND Magazine | $180 |
Molotov Cocktail | $340 |
Music tape "Dyshat' - Baryber" | $100 |
Music tape "Blue (Da Ba Dee) - Eiffel 65", Lonestar only | $100 |
Item | Season 1 | Season 2 |
|---|---|---|
T-21 | $600 | $1,200 |
AMP-9 | $900 | $1,375 |
MP5 | $1,500 | $1,800 |
Super-45 | $2,600 | $5,600 |
Scout Rifle TD | $1,100 | $1,200 |
Compound Bow | $800 | $1,350 |
GGX 18 | $800 | $1,000 |
BMR-308 | $6,000 | $6,250 |
MGL-40 | $6,000 | $7,500 |
AMR 50 | $8,800 | $14,800 |
Level 3 Armor | $2,000 | $2,500 |
Level 3 Helmet | $1,500 | $2,000 |
Level 4 Armor | $4,000 | $5,000 |
Level 4 Helmet | $3,000 | $4,500 |
Binoculars | $75 | $180 |
Monocular | $150 | $350 |
Range Finder | $400 | $1,450 |
Infrared Range Finder | $1,200 | $3,200 |
Basic Parachute | $100 | $500 |
Remote Detonator | $550 | $650 |
Wrench | $150 | $180 |
SKS Bipod | $800 | $810 |
The studio said most muzzle devices, grips and foregrips dropped by up to a third; the attachments below are the largest cuts it listed.
Item | Season 1 | Season 2 |
|---|---|---|
AK74 | $1,600 | $800 |
Deagle | $900 | $750 |
Galil | $2,200 | $2,000 |
RPG-7 | $2,000 | $1,800 |
MAAWS | $2,600 | $2,400 |
PKM | $4,500 | $4,100 |
FAL | $6,500 | $6,000 |
Ruck Backpack | $2,400 | $1,600 |
Gunner Backpack + Sling | $3,500 | $2,400 |
Arsenal Backpack + 2 Slings | $5,000 | $4,000 |
Halligan Bar | $1,100 | $885 |
Medical Bag | $2,000 | $1,800 |
Field Resuscitator | $500 | $425 |
Sport Parachute | $1,000 | $700 |
Birdcage Flash Hider | $900 | $600 |
BMR-308 Flash Hider | $1,280 | $930 |
Shift Foregrip | $1,150 | $840 |
GOL Multi-Caliber Suppressor | $1,800 | $1,450 |
Full Choke | $1,400 | $1,150 |
RC-556 Suppressor | $1,550 | $1,310 |
AMR 50 Cal Muzzle Brake | $1,600 | $1,380 |
12 Gauge Suppressor | $1,225 | $1,170 |
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.
Marksmanship is treated as its own discipline within that model. The developers list zeroing, bullet drop, projectile velocity, and ricochets as the variables a shooter has to read, along with range finding and spotting targets for squadmates, and they say ghillie suits are genuinely effective as concealment. They have also ruled out two conventions of the genre: there are no scope glints to give a sniper away and no sweet-spot damage gimmick, so a long shot is a question of reading the distance rather than hitting a scripted band.