Gaming Guide

Wardogs: All Weapons in the Early Access Beta

The full vendor roster, list prices, ammo types and level gates for every gun in Bulkhead's 100-player shooter.

The full vendor roster, list prices, ammo types and level gates for every gun in Bulkhead’s 100-player shooter.

Wardogs does not hand you a class and a fixed kit. Every time you spawn in Bulkhead’s 100-player, three-faction shooter, you buy your loadout from a vendor using cash that follows you between matches, which makes knowing the arsenal — and what each piece of it costs — a practical concern rather than a nice-to-have.

Quick answer: The beta arsenal runs across nine categories — assault rifles, SMGs, shotguns, LMGs, marksman rifles, sniper rifles, bows, sidearms and launchers. 33 weapons were recorded in the vendor during testing, and Bulkhead has confirmed 37 will be available when Early Access opens on September 10, 2026.


Wardogs weapon list: every gun, ammo type and list price

Prices below are list prices recorded from the vendor during testing. They are not confirmed as the shipping economy, so treat them as a guide to relative cost rather than a fixed price sheet.

WeaponCategoryAmmoPrice
BUSHMASTER M17SAssault rifle5.56x45mm$0
T-21Assault rifle5.56x45mm$600
AK74Assault rifle5.45x39mm$1,600
GALILAssault rifle5.56x45mm$2,200
M4Assault rifle5.56x45mm$2,800
FALAssault rifle.308 Win$6,500
A-91Assault rifle5.56x45mmNot recorded
KH-2002Assault rifle5.56x45mmNot recorded
AMP-9SMG9x19mm$900
PP-19 VITYAZSMG9x19mm$1,200
MP5SMG9x19mm$1,500
SUPER-45SMG.45 ACP$2,600
MP43Shotgun12 Gauge$400
M500Shotgun12 Gauge$1,200
M249 SAWLMG5.56x45mm$3,200
PKMLMG7.62x54mm$4,500
SKSMarksman rifle7.62x39mm$2,400
SVDMarksman rifle7.62x54mm$4,800
BMR-308Marksman rifle.308 Win$6,000
SCOUT RIFLE TDSniper rifle5.56x45mm$1,100
MOSIN NAGANTSniper rifle7.62x54mm$4,500
SV98Sniper rifle7.62x54mm$5,200
MK22Sniper rifle.308 Win$6,400
AMR 50Sniper rifle.50 Cal$8,800
COMPOUND BOWBowStandard Arrows$800
GGX 17Sidearm9x19mm$200
JUDGESidearm.45 Colt$250
M1911Sidearm.45 ACP$300
GGX 18Sidearm9x19mm$800
DEAGLESidearm.50AE$900
RPG-7Launcher93mm rocket$2,000
MAAWSLauncher84mm AT shell$2,600
MGL-40Launcher40mm grenade$6,000
9K333 VERBALauncherSurface-to-airNot recorded

The A-91 and KH-2002 turned up in the vendor without a readable price attached, which is why they carry no figure here rather than being listed as free.


The Bushmaster M17S is the only free weapon

The Bushmaster M17S is the recruit rifle. It costs $0, it fires 5.56x45mm in semi and burst, and it is what you fall back to after a bad run of deaths empties your balance. Everything else on the list is a purchase.

Below WARDOG Level 9, the vendor applies a blanket 50 percent discount across the whole shop. A T-21 listed at $600 rings up at $300 during that window, and the same halving applies to every other gun. The discount expires, so building your habits around the full list price is the safer plan.

Note: Ammunition is billed separately by caliber, running from roughly $10 a box at the low end up to $250 for premium rounds. A cheap rifle that eats expensive ammo is not a cheap rifle over the course of a match.


Weapons locked behind Assault level

Cash alone will not get you the whole rack. Three assault rifles sit behind progression gates, and the vendor will show the requirement on the card until you clear it.

WeaponRequirementPrice
GALILAssault Lvl 10$2,200
M4Assault Lvl 20$2,800
FALAssault Lvl 35$6,500

Attachments follow the same logic. Optics, foregrips and magazines unlock through WARDOG Level rather than being bought outright, so an early-game M4 will not look like a late-game one. Parts break down into families — muzzle, barrel, handguard, rail, foregrip, magazine, pistol grip, stock and optic — and each weapon accepts only some of them. The Galil takes the widest spread of the beta roster at seven part families; the PP-19 Vityaz, MK22, AMR 50 and Compound Bow accept none.


Which XP track each weapon category feeds

Progression is tied to what you are shooting with, not to a class you selected in a menu. Every kill routes XP into one of four tracks, which is worth knowing if you are trying to unlock a specific gate.

XP trackCategories that feed itWeapons
Assault XPAssault rifles, sidearms13
Medic XPSMGs4
Support XPShotguns, LMGs, launchers7
Recon XPMarksman rifles, sniper rifles, bow9

Sidearms are the quiet exception. Because all five pistols feed Assault XP, a cheap $200 GGX 17 in your holster contributes to the same track as a $6,500 FAL.


Test weapons in the practice range before you spend

Wardogs models real bullet drop and travel time, so a weapon that dominates at 50 meters can be close to useless at 200. That matters more than usual here, because you are paying for each mistake out of a balance that persists between matches.

The practice range lets you fire every weapon freely without touching your cash. Use it to learn holdover on the bolt-actions in particular — the Mosin Nagant, SV98, MK22 and AMR 50 all reward knowing exactly how far a round drops before you commit $8,800 to the fifty-cal.

Tip: Weight is the hidden cost on the heavy end. The AMR 50 sits at 12.5 kg and both LMGs at 7.5 kg, against 1.3 kg for the Compound Bow and 1.4 kg for the AMP-9. If you plan to move between objectives on foot, the lighter kit is doing you a favor.


What changes when Early Access launches

The beta roster is not the final one. Bulkhead has confirmed 37 weapons for the Early Access build, four more than the vendor carried during testing, and balance is explicitly one of the things the Early Access period exists to change. Prices in particular should be expected to move.

The closed beta servers stay up until 02:00 UTC on Monday, August 24. After that, Wardogs launches into Steam Early Access on September 10, 2026, for $39.99 on Windows PC only, with Bulkhead saying the price will step up over the course of Early Access. You can pre-order or wishlist from the Wardogs Steam page.

Progress from the beta is not expected to carry into the launch build, so anything you unlock this weekend is practice rather than a head start. That includes cash. The one thing worth taking with you is muscle memory — which calibers drop how far, and which of these 33 guns you can actually still afford after three bad deaths.