WARDOGS Database
Everything you can buy, haul and shoot — from the game data, with a price and a source next to every entry. Pick a section or search across all of it.
All entries
The whole database in one list: search by name, class or caliber — or pick a section.
| Name | Class | Price | Source | |
|---|---|---|---|---|
| MAAWS | Launcher | $2,600 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| MGL-40 | Launcher | $6,000 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| RPG-7 | Launcher | $2,000 | VERIFIED IN GAME our own material | |
| M12G | Shotgun | — | VERIFIED IN GAME our own material | |
| M500 | Shotgun | $1,200 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| MP43 | Shotgun | $400 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| M249 SAW | Machine gun | $3,200 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| PKM | Machine gun | $4,500 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| Compound Bow yes, the milsim has a bow | Bow | $800 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| BMR-308 | Marksman rifle | $6,000 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| SKS | Marksman rifle | $2,400 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| SVD | Marksman rifle | $4,800 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| Deagle | Pistol | $900 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| GGX 17 | Pistol | $200 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| GGX 18 | Pistol | $800 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| Judge | Pistol | $250 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| M1911 | Pistol | $300 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| AMP-9 | Submachine gun | $900 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| MP5 | Submachine gun | $1,500 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| PP-19 Vityaz | Submachine gun | $1,200 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| Super-45 | Submachine gun | $2,600 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| 9K333 Verba | Anti-air | $800 | VERIFIED IN GAME community · planner (28 Aug 2026) | |
| AMR 50 anti-materiel | Sniper rifle | $8,800 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| MK22 | Sniper rifle | $6,400 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| Mosin Nagant | Sniper rifle | $4,500 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| Scout Rifle TD | Sniper rifle | $1,100 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| SV98 | Sniper rifle | $5,200 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| A-91 the faction's default rifle | Assault rifle | $0 | COMMUNITY community · planner (28 Aug 2026) | |
| AK74 | Assault rifle | $1,600 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| Bushmaster M17S default, free | Assault rifle | $0 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| FAL | Assault rifle | $6,500 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| Galil | Assault rifle | $2,200 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| KH-2002 | Assault rifle | $0 | COMMUNITY community · planner (28 Aug 2026) | |
| M4 | Assault rifle | $2,800 | COMMUNITY community · beta 1 (21 Aug 2026) | |
| T-21 | Assault rifle | $600 | COMMUNITY community · beta 1 (21 Aug 2026) |
“Community” data comes from press coverage and playtest observation; we verify and correct it at launch. The source is named next to every entry.
How it works: Weapons
| Buying | a loadout is bought for every life with in-game money |
| Prices | in-game currency, not real money |
| Attachments | optics, muzzles, grips, magazines — their own section |
How weapons fit this economy
A gun is one life's expense
Weapons are not found on the map and not handed out by level: you buy them before every deployment with money you earned. The standard Bushmaster M17S costs $0 — you can fight with it forever. The most expensive gun in the database, the AMR 50 at $8,800, is almost the entire starting balance in one pair of hands.
So “best weapon” is not an absolute here: the best one is the one you can afford to lose as many times as you will die. Do the maths in the run profitability calculator.
A gun drags its ammo along
The price of a shot depends on the caliber, not the weapon. A box of 5.56 costs $15; .50 BMG costs $250 — the same burst can cost sixteen times more. The caliber is listed on every weapon card, and next to it, which rounds actually fit.
How many shots a given hit zone takes and how many seconds that is — the damage calculator works it out on this same data.
How it works: Vehicles
| Confirmed | ground and air vehicles (helicopters in the key footage) |
| Logistics | the driver or pilot earns money for hauling people and supplies |
What a squad needs vehicles for
A vehicle is a purchase, not a pickup
Vehicles are bought with the same money as a rifle: from $500 for a Bobcat to $18,000 for a Havoc. They are not lying on the map and not given away, so deciding to take a helicopter is deciding to sink several lives' budget into one machine.
How many such deployments your balance survives is shown on every entry's card, along with where it sits against the rest of the section.
A vehicle in the zone gives you people
CONFIRMED If the team has driven a respawn vehicle into the active zone, players come back inside it — once every five minutes. The ordinary respawn happens at the faction base, which is a long drive across the whole map.
That is why one well-placed transport often outweighs several kills. What fits in the bed and what a run costs — see the cargo planner.
How it works: Ammo and prices
| Mechanic | kit spending is part of the economy of every single life |
Why ammo decides more than it looks
The price of a shot
Ammo is sold by the box, and the spread is enormous: $10 for a box of 9×19 against $250 for .50 BMG. Per round that is roughly $1 against $25 — a long burst from a big caliber costs as much as a separate gun.
On every caliber card we show the per-round price separately: that number, not the box price, is what decides what a firefight costs you.
Type matters more than quantity
One caliber comes in several flavours: standard, armor-piercing and hollow point. AP strips most of the protection; hollow point barely works against armor but hurts badly on unprotected zones.
The difference is visible in the numbers: pick a gun and a round in the damage calculator and it shows shots to kill per zone and the time that takes.
How it works: Attachments
| Game data | modifiers (aim time, recoil, zoom) and which guns each one fits — from game data |
How attachments come together
A gun in WARDOGS is not a monolith: in the loadout builder it opens five separate slots — optic, muzzle device, grip, magazine, and whatever mounts underneath or behind (bipod, stock, barrel). Attachments are not universal: each fits its own weapon family.
GAME DATA 83 attachments carry modifiers from game data — aim time, recoil, spread, zoom and zeroing limits — and a hundred record which guns they fit; 95 have a price. The 46 standard weapon parts come without a price or an image: in the game they are placeholders.
To build a gun with all its slots and see what combines with what, use the loadout builder.
How it works: Gear
| Armor | protection tiers at different prices |
| Revives | picking teammates up is paid for by the game |
Gear is logistics
Crates and pallets
The clearest entries in the section are containers: a Small Crate at $150 for 24 slots, a Large Crate at $300 for 35, and armored versions for more. Supply pallets cost $400 each and carry fuel, ammunition, repairs or building materials.
How much of what fits in a particular vehicle — the cargo planner works it out.
Delivery pays
CONFIRMED The game does not only pay for kills: it pays for picking teammates up, driving them around and delivering supplies into the zone. A player who hauls earns as much as one who shoots.
Which is why the gear in this section is not “support junk” — it is a way to earn for anyone tired of dying inside the ring.
How it works: Emplaced weapons
| Role | defending the control zone and fortifications |
Emplaced weapons
These are the things you do not carry: machine guns and cannons on mounts that you place at a point and use to hold a lane. The logic is the same as with building — first a vehicle brings it, then someone stays behind the gun.
Some of these weapons come fitted to vehicles as standard: the vehicle section has Kodiak [M249], Humvee [Minigun] and Ural Defender [M249] versions — the same idea, on wheels and for separate money.
GAME DATA There are no dollar prices here: what gets placed at a position costs supplies — four deployable mounts carry their supplies cost and durability from game data; the rest have only a name, class and render for now.
How it works: Throwables
| Role | flush people out of cover, screen a withdrawal, blind a room |
Throwables and what they decide
A fight for a control zone is a dense fight on a small patch where both sides are pressed against each other. That is exactly where throwables count most: smoke closes a lane that is being covered, frags force people out of a building, flashbangs get you through a doorway.
GAME DATA Prices are in for 12 of the 13 entries — from game data — and they already feed the profitability calculator.
Remember the mechanic all of this serves: every 30 seconds a point goes to whoever has more people in the zone. A grenade that knocks three people out of the ring is worth more than three kills outside it.
How it works: Building
| Mechanic | fortifications are built and destroyed mid-fight |
Build and destroy
CONFIRMED Buildings in WARDOGS can be destroyed and fortifications can be built. This is not cosmetic: a wall placed in time closes the lane you were being shot through, and a collapsed floor takes the enemy's position down with it.
Building materials are hauled on pallets — the same ones as any other supply. So fortifying a zone does not start with a hammer, it starts with the vehicle that brought the pallet.
What can be built is in the table: 21 structures carry their supplies cost, durability and footprint from game data, and the base builder lets you lay them out and total the manifest.
How it works: Other
| What is here | items we have not classified yet |
What this section is
This is where things pulled from the game data end up when they have no unambiguous home in the database yet: items with no clear class, utility models, objects whose purpose is not obvious. We do not throw them away and we do not invent roles for them — we leave them in plain sight until it becomes clear what they actually are.
After the 10 September launch most of these will move into their proper sections. If you have seen one of them in game and know what it does, tell us in the chat and we will move it with the source noted.
Frequently asked
How many weapons are in WARDOGS?
The Weapons section of the database has 35 guns — assault rifles, pistols and SMGs, sniper rifles, machine guns, shotguns, launchers — plus 12 emplaced weapons. In total the database holds 474 entries from game data: 21 vehicles, 154 ammo entries, 154 attachments, 51 gear items, 30 building pieces.
How much do weapons cost in WARDOGS?
A gun is bought before every run with earned money and lost on death. The standard Bushmaster M17S costs $0; vehicles run from $500 for the Bobcat to $18,000 for the Havoc. The price sits next to every entry; 344 of the 474 entries have one.
Where does the WARDOGS database data come from?
From game data and the 21–23 August 2026 playtest measurements. Every entry carries a source label: official, verified in game, community or rumor. A change log records price and stat changes; the numbers will be re-checked at the 10 September release.
How do I compare weapons in WARDOGS?
The database has a compare mode: pick up to four entries from one section and the table shows their stats side by side with the best value in each row highlighted. The comparison has a link you can share — it opens the same table.
