Guns in WARDOGS are not handed out. Every life you buy your own kit, and the fastest way to get armed mid-match is the Equipment Vendor, an NPC shop marked on the map that sells weapons, gear, utility items, and loose ammo.
Quick answer: Open the map, drive or run to the Equipment Vendor icon, press F to open the shop, click an empty slot under EQUIPMENT SLOTS, pick a weapon, click the AMMO button beside it to add matching rounds, then hit PURCHASE in the bottom right.

What you need before buying a gun
Two separate gates control every weapon in the game, and both have to be clear before the gun is yours.
The first is cash. You start a match with $10,000, and each weapon has a price tag you pay every time you buy it. Die, and you pay again for the replacement. The second gate is progression. Most weapons list a class level requirement, and once you hit that level you still have to pay a one-time unlock fee to gain permanent access to the item before you can buy copies of it in a match.
Anything with no level requirement is available from the moment you load in. That is where new players should shop, because the entry-level tier is cheap enough to leave money for ammo, armor, and medical gear.
| Weapon | Type | Ammunition | Price |
|---|---|---|---|
| Bushmaster M17S | Assault rifle | 5.56x45mm | $0 |
| GGX 17 | Sidearm | 9x19mm | $200 |
| MP43 | Shotgun | 12 Gauge | $400 |
| T-21 | Assault rifle | 5.56x45mm | $600 |
| AMP-9 | SMG | 9x19mm | $900 |
| Scout Rifle TD | Sniper rifle | 5.56x45mm | $1,100 |
The Bushmaster M17S is the safety net. It costs nothing, fires 5.56x45mm, and only gives up full-auto fire and attachment support. If a bad run empties your account, it gets you back into a fight with a working rifle.
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F to open the shop interface.Buy a weapon and matching ammo at the vendor

Tip: if you only need to top up rounds for a gun you already carry, skip the weapon list entirely and buy from the LOOSE AMMO tab.
Confirm the purchase went through
You know it worked when the weapon fills the equipment slot you clicked and your cash total drops by the combined price of the gun and its ammunition. Close the vendor and the gun is in hand, ready to aim down sights.

Why a weapon purchase fails
If PURCHASE does not give you the gun, one of a short list of reasons is responsible.
- You do not have enough cash for the weapon plus the ammunition in the same transaction.
- You have not reached the class or WARDOG level listed under the weapon.
- You hit the level but never paid the one-time unlock fee, which grants permanent access to buy that weapon.
- No ammunition was added, so you end up carrying a weapon you cannot fire.
Class levels that unlock the rest of the arsenal
Beyond the starter tier, which weapons ever appear as buyable comes down to which class track you level. The classes are progression tracks, not loadout restrictions, so nothing stops you from pairing a sniper rifle with a defibrillator once both are unlocked.
| Class track | Weapons it opens up | How you level it |
|---|---|---|
| Assault | Assault rifles such as the GALIL, M4, and FAL, plus attachments | Kills with assault rifles, pistols, and grenades |
| Medic | SMGs including the MP5 and Super-45 | SMG kills, healing, and reviving teammates |
| Support | LMGs, shotguns, launchers, and mines | Heavy weapon kills, repairs, and building FOBs |
| Recon | Sniper rifles, marksman rifles, long-range scopes, and the bow | Sniper and DMR kills, and spotting enemies |
| Driver / Pilot | Ground vehicles and helicopters, supply cases | Transporting players and supplies, vehicle kills |
Pistols are the exception. They gate on your overall WARDOG level rather than a class, starting with the Judge at level 18, the M1911 at 40, and the GGX 18 at 70, so sidearm progress is identical no matter what you play.
The habit worth building early is treating the vendor as an economic decision rather than a wish list. Cash comes from kills, revives, healing, spotting, building, transporting teammates, and time spent in the combat zone, and every dollar spent on a $6,500 rifle is a dollar you lose the moment you go down. Buying cheap, staying useful, and banking the difference is what eventually pays for the expensive stuff.






