Gaming Guide

WARDOGS Ammo Guide: How to Carry More Rounds Per Inventory Slot

Carry one spare magazine, fill the rest of your backpack with loose rounds, and repack between fights.

Carry one spare magazine, fill the rest of your backpack with loose rounds, and repack between fights.

Running dry in WARDOGS is usually an inventory problem, not a shooting problem. Magazines and ammunition are separate items, so a backpack stuffed with pre-loaded mags looks well supplied while actually carrying far fewer rounds than the same space filled with loose boxes. The fix is a specific loadout shape and one keybind.

Quick answer: Load one magazine in the rifle, keep exactly one spare mag in the backpack, and fill the remaining slots with loose ammunition. Repack empties in cover with C.


Why loose ammo beats spare magazines in WARDOGS

A magazine is a container. Buying one does not give you rounds, and an empty one still occupies a slot and adds weight. A STANAG 20 RND Magazine costs $10 and weighs 0.31 kg for 20 rounds of capacity. A stack of loose 5.56MM STANDARD (FMJ) holds up to 60 rounds in a single inventory slot.

That is the whole trade. Three spare mags occupy three slots for 60 rounds total. One loose stack occupies one slot for the same 60 rounds, leaving two slots for bandages, grenades, or gear pulled off a body later in the life.

Carried itemRounds per slotNeeds
STANAG 20 RND Magazine20Matching caliber ammo
Loose 5.56MM STANDARD (FMJ)Up to 60A magazine to load into
Ammo Supplies craten/aFOB radius

Ammo Supplies is not rifle ammunition. The $10 crate weighs 0.03 kg and reloads buildable weapons inside a FOB radius only. It will never fill a magazine on your sling, so do not buy it as a substitute for loose boxes.


Build the loadout at the Equipment Vendor

Open the Equipment Vendor in the safe zone and pick your primary. The Bushmaster M17S is a 5.56x45mm assault rifle at $0, firing 700 rounds per minute for 28.0 damage per shot and weighing 3.17 kg. It accepts STANAG 30 RND Magazines alongside several other 30-round mags.
Vendor overview screen in WARDOGS with the Sidearm slot highlighted while building a loadout
The vendor overview screen, with the Sidearm slot selected while assembling a kit. Image: BULKHEAD
Buy two magazines that match your weapon, and no more. Check the caliber printed on the mag against the caliber on the gun. A 5.56x45mm rifle will not feed from a 7.62 or 12G box, and buying the wrong one is dead weight for the whole life.
Move to the Loose Ammo tab and buy stacks of the caliber you just committed to. FMJ is the safe default because it performs consistently without knowing what armor you are about to meet. Armor Piercing is the answer to heavily protected targets, and Hollow Point suits lightly protected ones.
Fill the remaining backpack slots with utility. Bandages are cheap, light, and work on teammates as well as yourself. An M67 Frag Grenade costs $200 and weighs 0.4 kg, and it detonates a short time after being thrown rather than on impact.
Load one magazine into the rifle and confirm the second sits in the backpack, not in a pocket you will forget about. That spare is your combat reload. Everything else you carry is raw ammunition waiting to be packed into it.
Inventory screen showing the equipped STANAG 20 RND magazine with its contents and Extract Ammo option
The inventory screen with the equipped STANAG 20 RND Magazine selected, showing its contents and the Extract Ammo and Drop options. Image: BULKHEAD

Reload and repack: R, hold R, and C

Reloading and refilling are two different actions in WARDOGS, and mixing them up is how people end up empty. Swapping magazines is instant enough for a firefight. Putting rounds back into a magazine is not, and it must happen behind cover.

InputActionResult
Press RSwitch magazinesSpare mag goes in the gun
Hold RDrop magazineMag hits the floor, not your bag
Press CCombine ammunitionLoose rounds fill empty mags

Holding R does not stash the magazine. It drops it on the ground and it is gone, along with any rounds still in it. Use a normal press unless you genuinely need the second or two saved.

To repack, get into cover, open your inventory, and make sure the empty magazine and the loose ammunition stack are both in your backpack. Press C to combine, which fills compatible magazines in inventory order. You can also drag a loose stack directly onto the magazine in the inventory screen to start filling it.

The combine action takes time, which is exactly why you keep a loaded spare. Fight with the mag in the gun, tap R to the spare when it runs out, then repack both at the next lull instead of standing in the open with an empty rifle.


Plan the route, not the firefight

Count ammunition against the whole life you are about to play. A long transport, an objective push, and a fight back out need more than one contact’s worth of rounds. Buy for that sequence at the vendor rather than hoping to shop mid-match, and check vehicle ammunition before you leave if you are taking one out.

Garage Vendor screen with the Logistics option selected on the Kodiak vehicle loadout
The Garage Vendor screen with the Logistics loadout selected for the Kodiak before confirming. Image: BULKHEAD

Call a shortage early over squad comms and name a specific drop point rather than asking for ammo in general. When you are down to the last magazine, stop taking fights that do not open the next route. Marking targets, covering a revive, and holding a position all keep you useful while a carrier reaches you.

Loot defeated enemies once the area is safe. Their magazines and ammunition may match your caliber, which is the cheapest resupply in the game — just do not strip a body in the open while the fight is still running.


How to confirm the setup is working

  • The magazine tooltip shows a capacity readout such as CAP. 8/8 and lists its contents when full.
  • Combining removes rounds from the loose stack, shown as a line like -20x FMJ(Tracer) 5.56×45.
  • Your backpack weight readout drops compared with carrying the same round count in mags.
  • Pressing R after the first mag runs dry immediately puts a loaded spare in the gun.

Once that loop is habit, the only time you go dry is when you have genuinely burned through every round you bought. After each death, the vendor’s rebuy option restores the same magazines, ammunition, and utility items in one action, so the kit you tuned does not have to be rebuilt by hand every life.