Start With the Weapon That Fits the Deployment

The best weapon is not always the most expensive one: replacement cost, weight, ammunition, and unlock requirements all matter when a deployment goes wrong. This guide to all wardogs weapons helps you identify the full armory and choose a gun that fits your role before spending cash.

Weapon purchases and unlocks are separate costs. A progression-gated gun needs its role or Career level plus a one-time unlock payment, then still requires its listed per-life vendor price. Prices below are in-game values and can change with future updates.

WARDOGS screenshot 2
Image: Steam

Assault Rifles and SMGs

Assault rifles cover the broadest range of fights. The three free starter rifles are burst-capable 5.56 weapons, useful for getting equipped early, while the T-21 is the low-cost automatic step up. The M4 is a flexible 5.56 choice, and the FAL trades money, weight, and magazine economy for major stopping power.

WeaponAmmoFire modeWeightLife buyUnlock
Bushmaster M17S5.56x45mmSemi / burst3.17 kgFreeStarter
A-915.56x45mmSemi / burst3.17 kgFreeStarter
KH-20025.56x45mmSemi / burst3.17 kgFreeStarter
T-215.56x45mmSemi / full auto3.27 kg$600Initial
AK745.45x39mmSemi / full auto3.00 kg$1,600Assault 3 + $10,000
Galil5.56x45mmSemi / full auto3.95 kg$2,200Assault 10 + $35,000
M45.56x45mmSemi / full auto2.92 kg$2,800Assault 20 + $100,000
FAL.308 WinchesterSemi / full auto4.25 kg$6,500Assault 35 + $200,000

The T-21 fires quickly for its price but demands recoil control. The AK74 is a dependable early automatic rifle with long-range-friendly 5.45 performance. The Galil offers a larger default magazine and strong velocity, while the M4 combines a fast 800 RPM rate with manageable handling.

SMGs are Medic-track primaries built for mobility and close-range pressure. The AMP-9 is exceptionally light and cheap; the Super-45 is a high-end room-clearing weapon that loses effectiveness as distance grows.

WeaponAmmoFire modeWeightLife buyUnlock
AMP-99x19mmSemi / full auto1.40 kg$900Initial
PP-19 Vityaz9x19mmSemi / full auto2.90 kg$1,200Medic 4 + $25,000
MP59x19mmSemi / full auto2.54 kg$1,500Medic 15 + $75,000
Super-45.45 ACPSemi / full auto3.00 kg$2,600Medic 35 + $150,000
Video: WARDOGS gameplay and trailer

Support Weapons for Holding Ground

Support weapons reward players who establish positions instead of constantly sprinting between fights. The MP43 is an inexpensive double-barrel option for extreme close range. The M500 has more adaptable shotgun potential, including attachment options, but its pump-style pace punishes missed shots.

LMGs bring sustained fire at a serious mobility cost. Both the M249 SAW and PKM weigh 7.5 kg, making them poor choices for a player who needs to rotate quickly. Set up prone or use a bipod before committing to a lane; that is where their suppression and magazine capacity become valuable.

WeaponTypeAmmoFire modeWeightLife buy
MP43Shotgun12 gaugeBreak-action3.20 kg$400
M500Shotgun12 gaugeSemi-automatic3.52 kg$1,200
M249 SAWLMG5.56x45mmSemi / full auto7.50 kg$3,200
PKMLMG7.62x54mmRSemi / full auto7.50 kg$4,500

The M500 requires Support 10 and a $50,000 unlock payment. The M249 arrives at Support 15 with a $100,000 unlock, while the PKM requires Support 30 and $150,000. Buy into the LMG path only if your squad benefits from a player anchoring objectives, covering crossings, or denying a known approach.

WARDOGS screenshot 3
Image: Steam

Recon, Sidearms, and Specialist Weapons

Recon has two distinct jobs. Marksman rifles provide repeat shots for mid-to-long-range pressure, while bolt-actions and heavy rifles favor deliberate long-distance picks. The SKS is the entry marksman rifle; the SVD and BMR-308 offer more expensive, stronger progression options.

Sidearms are backups, not substitutes for a reliable primary. The GGX18 is automatic-capable and fires rapidly, while the Deagle favors high per-shot damage. Launchers and the bow occupy specialist niches: carry them when the team needs anti-vehicle fire, anti-air coverage, or a purpose-built alternative—not simply because they are available.

WeaponCategoryAmmo / operationLife buyUnlock
SKSMarksman rifle7.62x39mm$2,400Recon 5 + $25,000
SVDMarksman rifle7.62x54mmR$4,800Recon 12 + $50,000
BMR-308Marksman rifle.308 Winchester$6,000Recon 30 + $125,000
Scout Rifle TDSingle-shot rifle5.56x45mm$1,100Initial
Mosin NagantSniper rifle7.62x54mmR$4,500Recon 10 + $50,000
SV98Sniper rifle7.62x54mmR$5,200Recon 19 + $100,000
MK22Sniper rifle.308 Winchester$6,400Recon 25 + $150,000
AMR 50Heavy sniper rifle.50 caliber$8,800Recon 35 + $200,000
GGX17Pistol9x19mm$200Career 1 + $5,000
JudgePistol.45 Colt$250Career 18 + $15,000
M1911Pistol.45 ACP$300Career 40 + $25,000
GGX18Pistol9x19mm$800Career 70 + $50,000
DeaglePistol.50 AE$900Career 85 + $75,000
RPG-7Launcher93mm rocket$2,000Support 5 + $30,000
MAAWSLauncher84mm ammunitionVariesSupport track
MGL-40Launcher40mm grenades$6,000Specialist option
9K333 VerbaLauncher72mm missileVariesSpecialist option
Compound BowBowArrows$800Unlock required

Choosing a Practical Loadout

Use a weapon’s intended fighting distance as the first filter, then consider economy. A powerful rifle does little for a player who cannot afford to replace it after each loss. Likewise, a low-cost gun becomes a liability if it prevents you from helping the squad at the range where the objective is being contested.

A straightforward way to narrow your choice is:

  • Choose the T-21 or AMP-9 when rebuilding cash and expecting close or mixed engagements.
  • Choose the AK74, Galil, or M4 for automatic rifle flexibility across most objectives.
  • Choose the Super-45 only when you expect frequent indoor or very close fights.
  • Choose the SVD or BMR-308 when your team needs repeatable precision fire rather than one slow sniper shot.
  • Choose the M249 SAW or PKM when you can hold a position long enough to benefit from their weight and sustained fire.
  • Choose launchers after confirming the squad has a real vehicle or anti-air problem to solve.

Attachments can materially change a weapon’s feel. Optics improve target acquisition at the intended range, while foregrips and muzzle options can make recoil more manageable. Avoid loading a short-range gun with heavy long-range glass unless your plan genuinely calls for it; added weight and slower aiming can erase the advantage of a compact weapon.

Ammo planning also matters. Teammates using the same caliber can make resupply easier, especially on longer deployments. Common 5.56 weapons can simplify this process, while a .308 FAL, .50-caliber AMR 50, or specialty launcher requires more deliberate inventory management.

FAQ

How many all wardogs weapons are available?

The armory includes assault rifles, SMGs, shotguns, LMGs, marksman rifles, sniper rifles, pistols, launchers, and a compound bow. The exact total can change as the game updates, but the listed catalog covers 34 obtainable weapons in the current Season 1-era data.

What is the best general-purpose weapon?

The M4 is a strong general-purpose option because its 800 RPM fire rate, controllable recoil, 5.56 ammunition, and attachment support make it useful at close and mid range. It requires Assault level 20 and a substantial one-time unlock payment.

What is the best cheap automatic weapon?

The $600 T-21 is the clearest budget automatic rifle option. It has high recoil, so it is best used with controlled bursts at range or recoil-focused attachments once available.

Which weapon is best for close quarters?

The Super-45 is a premium close-range choice due to its 1,200 RPM rate and .45 ACP damage. The AMP-9 is the cheaper, lighter alternative for Medic players who need mobility.

Are LMGs worth carrying?

They are worthwhile for holding lanes, defending objectives, and providing sustained suppression. Their 7.5 kg weight makes them much less suitable for aggressive, constantly moving playstyles.