Firing-range names · no life-shop prices

WARDOGS weapon list from the firing range

War Dogs weapon list from the firing-range cards: M4, AK-74, GGX 17, STANAG. A cheque for one life, not a stash. No life-shop prices.

143 rows from your cards · no prices

Weapons

Assault rifles 8

Primary slot. Current client set: 8 rifles.

Name Weight XP FireCaliber
Bushmaster M17S 3,17 кг Assault Semi / burst5,56×45
A-91 3,17 кг Assault Semi / burst5,56×45
KH-2002 3,17 кг Assault Semi / burst5,56×45
T-21 3,27 кг Assault Semi / auto5,56×45
AK-74 3 кг Assault Semi / auto5,45×39
Galil 3,95 кг Assault Semi / auto5,56×45
M4 2,92 кг Assault Semi / auto5,56×45
FAL 4,25 кг Assault Semi / auto.308 Win

SMGs 4

Primary slot. Current client set: 4 SMGs.

Name Weight XP FireCaliber
AMP-9 1,4 кг Medic Semi / auto9×19
PP-19 Vityaz 2,9 кг Medic Semi / auto9×19
MP5 2,54 кг Medic Semi / auto9×19
Super-45 3 кг Medic Semi / auto.45 ACP

Shotguns 2

Primary slot.

Name Weight XP FireCaliber
MP43 3,2 кг Support Break-action12
M500 3,52 кг Support Card says semi; text is 6-round pump12

Light machine guns 2

Primary slot.

Name Weight XP FireCaliber
M249 SAW 7,5 кг Support Semi / auto5,56×45
PKM 7,5 кг Support Semi / auto7,62×54

Marksman 3

Primary slot.

Name Weight XP FireCaliber
SKS 3,85 кг Recon Semi7,62×39
SVD 5,3 кг Recon Semi7,62×54
BMR-308 3,9 кг Recon Semi.308 Win

Sniper rifles 5

Primary slot. Current client set: 5 rifles.

Name Weight XP FireCaliber
Scout Rifle TD 2,95 кг Recon Break-action5,56×45
Mosin rifle 4,1 кг Recon Bolt7,62×54
SV-98 5,8 кг Recon Bolt / mag7,62×54
MK22 6,3 кг Recon Bolt / mag.308 Win
AMP 50 12,5 кг Recon Bolt / mag.50 Cal

Bows 1

Card class is equipment, not 'bow'.

Name Weight XP FireAmmo
Compound bow 1,3 кг Recon BowStandard arrows

Sidearms 5

Second loadout slot. Current client set: 5 sidearms.

Name Weight XP FireCaliber
GGX 17 0,63 кг Assault Semi9×19
Judge 0,82 кг Assault DA, 6 roundsColt .45
M1911 1,1 кг Assault Semi.45 ACP
GGX 18 0,63 кг Assault Semi / auto9×19
Deagle 2 кг Assault Semi.50 AE

GGX 17 modules 7

Pistol → Modules. Magazine is a 2-step builder (mag + ammo). Three mags and four muzzles from tooltips. Same mags fit GGX 18. M17S card says 'no modules'.

Name Weight XP SlotTooltip
17-round magazine for GGX 0,28 кг — Magazine17 rounds, 9×19; GGX 17 and GGX 18 only
33-round magazine for GGX 0,52 кг — Magazine33 rounds, 9×19; GGX 17 and GGX 18 only
50-round drum magazine for GGX 1,46 кг — Magazine50 rounds, 9×19; GGX 17 and GGX 18 only
BALLISTA brake 0,09 кг — MuzzleModerate horiz. recoil cut; slight spread cut; slight vert. recoil and ADS cut
ECLIPSE flash hider 0,12 кг — MuzzleModerate flash cut; slight ADS speed up. Steel, nitride coat. No minus line.
Dual-port brake 0,1 кг — MuzzleModerate vert. recoil cut; slight horiz. recoil and spread cut; slight ADS cut. Flavor is SMG long-burst.
Multi-caliber suppressor SG 0,6 кг — SuppressorCuts noise; moderate flash cut; slight spread cut; slight ADS cut. Most SMGs and pistols.

STANAG magazines 3

A-91 → Ammo. Three STANAG mags from tooltips, 5,56×45. Modules button is grey — no attachments on this rifle. Judge has no mags, only .45 Colt FMJ / HP / AP.

Name Weight XP SlotTooltip
20-round STANAG magazine 0,31 кг — Magazine20 rounds, 5,56×45
30-round STANAG magazine 0,53 кг — Magazine30 rounds, 5,56×45
60-round STANAG magazine 1,01 кг — Magazine60 rounds, 5,56×45

Special slot

Launchers 4

Special-slot tab.

Name Weight XP PayloadTube
9K333 Verba 17,25 кг Support 72 mm IR SAM, air lock onlySingle-use
RPG-7 6,3 кг Support 93 mm, infantry and light armorReusable
MAAWS 7 кг Support 84 mm ATReusable
MGL-40 5,3 кг Support 40 mm, 6 rounds, infantry and soft targetsRevolver

Medicine 2

Special-slot tab. Current client set: defibrillator and medical bag.

Name Weight XP Slot tagJob
Defibrillator 2,6 кг Medic Quick accessInstant teammate revive; needs a battery
Medical bag 3,45 кг Medic Special itemGradual self/team heal + faster revive

Construction 3

Three hammers. All need building materials.

Name Weight XP Slot tagBuildsSpeed
Small hammer 0,32 кг Support Quick accessSmall only: sandbags, hedgehogs, camo tents, wireLow
Medium hammer 1,23 кг Support Special itemLarge and simple structuresModerate
Large hammer 3,18 кг Support Special itemAll buildings, build and repairHigh

Recon optics 4

Detection is for the team, not a private sit.

Name Weight XP ZoomExtra
Binoculars 0,3 кг Recon LowInfantry + vehicles
Monocular 0,28 кг Recon Medium variableInfantry + vehicles
Rangefinder 0,23 кг Recon High variableExact distance
IR rangefinder 0,43 кг Recon Variable + IRExact distance

Transport tools 4

Tab is Transport. Cards say logistics or repair. Current client set: 4 tools.

Name Weight XP Slot tagJob
Fuel canister 5 кг Support Logistics / specialManual refuel, limited, fill at faction point
Wrench 1 кг Support Repair / quick accessRepairs all vehicles, slow
Light drill 1,5 кг Support Repair / specialModerate repair, needs batteries
Heavy drill 6,9 кг Support Repair / specialMax repair speed, needs batteries

Tactical 3

Halligan is the only special item here that feeds Assault XP.

Name Weight XP Slot tagJob
Improvised bomb 1,5 кг Support Quick accessRemote detonation, one-time
Remote detonator 0,02 кг Support Quick accessDetonates placed C4; does not explode alone
Halligan bar 2,8 кг Assault Quick accessDoors yes, gates no, limited durability

Gear

Helmets 4

Four levels. Camouflage on this slot is two ghillie hoods — separate rows below.

Name Weight XP Damage cutCoverage
Level 1 helmet 1 кг — SlightHead
Level 2 helmet 1,6 кг — ModerateHead
Level 3 helmet 3 кг — SignificantHead + neck
Level 4 helmet 4,5 кг — Very significantHead + neck (titanium, face)

Body armor 4

Four plate levels. Camouflage on this slot is two full ghillie suits — separate rows below.

Name Weight XP Damage cutCoverage
Level 1 armor 3 кг — SlightUpper + lower torso
Level 2 armor 4,5 кг — ModerateUpper + lower torso
Level 3 armor 10,5 кг — SignificantUpper + lower torso
Level 4 armor 18 кг — Very significantTorso + shoulders + pelvis

Vests 3

Not storage. They unlock the hotbar and speed. Items stay in the backpack.

Name Weight XP HotbarReload / equip
Small tactical vest 0,82 кг — Slots 5–6Slight
Medium tactical vest 1,65 кг — Slots 5–8Moderate
Large tactical vest 3,6 кг — All quick slotsSignificant

Backpacks 8

Current client set: 8 packs. Ruck / gunner / Arsenal share 24 cells; belts differ.

Name Weight XP GridCellsExtra
Bag 0,3 кг — 3×26Vertical items only
Scout backpack 0,5 кг — 4×28—
Field backpack 0,8 кг — 6×212—
Operator backpack 0,88 кг — 5×315—
Assault backpack 1,3 кг — 5×5 bound21Winged, not a rectangle
Ruck backpack 1,5 кг — 6×424—
Gunner backpack + belt 1,5 кг — 6×424+1 belt cell
Arsenal backpack + 2 belts 1,5 кг — 6×424+2 belt cells

Movement 2

Both parachutes are single-use and must be opened by hand.

Name Weight XP SteerJob
Basic parachute 2,5 кг — No steerCuts fall damage on drop
Sport parachute 9 кг — SteerableFall damage + pick the landing

Helmet camouflage 2

Gear → Helmet → Camouflage (F). Two ghillie hoods. Card tags V1 / V2.

Name Weight XP SlotPattern
Ghillie (forest) — — Helmet camoForest / V1
Ghillie (desert) — — Helmet camoDesert / V2

Armor camouflage 2

Gear → Armor → Camouflage (F). Full sniper suits, not plate carriers.

Name Weight XP SlotPattern
Forest camouflage — — Armor camoFull ghillie, forest
Field camouflage — — Armor camoFull ghillie, field / dry grass

Trader items

Tactical 10

Merchant Items → Tactical. IED, detonator and Halligan are the same rows as the special slot — not repeated here.

Name Weight XP TagJob
M18 signal: Alarm 0,54 кг — Quick accessYellow smoke + warning marker on the map
M18 signal: Enemies 0,54 кг — Quick accessRed smoke + hostile marker
M18 signal: Friendly 0,54 кг — Quick accessBlue smoke + friendly marker
M18 signal: Damaged vehicle 0,54 кг — Quick accessOrange smoke + damaged-vehicle marker
M18 smoke: White 0,54 кг — Quick accessWhite screen for troops or vehicles
M18 smoke: Black 0,54 кг — Quick accessBlack 'dirty smoke' screen
M67 frag 0,4 кг Assault Death / quick accessExplodes shortly after the throw
C4 charge 0,57 кг Support Death / resourceSticks where thrown; needs the remote detonator
AT mine 8,6 кг Support Death / quick accessGoes off only under a vehicle
Claymore 1,6 кг Support Death / quick accessTrips on infantry and vehicles

Medicine 5

Merchant Items → Medicine. Defibrillator and medical bag already sit in the special slot.

Name Weight XP TagJob
Emergency reanimator 0,39 кг Medic Quick access1 per life, faster revive, single-use
Bandage 0,08 кг Medic Quick accessHeal self/team, slight health
Adrenaline autoinjector 0,06 кг Medic Quick accessUnlimited tactical sprint for a short time, lowers weight class, single-use
Field reanimator 0,39 кг Medic Quick accessField revive, faster revive, single-use
Individual first-aid kit 0,16 кг Medic Quick accessHeal self/team, full health

Construction / logistics 7

Merchant Items → Construction. Hammers are the same three as the special slot. These are FOB, signals and stack resources ($0 per piece on the range).

Name Weight XP TagJob
Ammo stock 0,03 кг — Logistics / resourceReloads emplaced weapons; needs FOB radius. Sold per piece.
Building materials 0,02 кг — Logistics / resourceNeeded to build; any hammer. Sold per piece.
Fuel stock 0,03 кг — Logistics / resourceRefuels vehicles in FOB radius. Sold per piece.
Mechanical parts 0,03 кг — Logistics / resourceRepairs vehicles in FOB radius. Sold per piece.
M18 signal: Supply request 0,54 кг — Logistics / quick accessGreen smoke + supply-drop marker
M18 signal: Landing zone 0,54 кг — Logistics / quick accessPurple smoke + aircraft LZ marker
Forward operating base 6,5 кг — Logistics / quick accessNeeded for large builds; stores items; sets the build radius

Recommended / Recon / Transport 0

Same names as the special slot: optics, fuel can, wrench, drills. Recommended is a mix of the other tabs — no extra rows.

Loose ammo

Standard (FMJ) 10

Merchant → Loose ammo → Standard (FMJ). Ten calibers. Box art says TRACER; the tooltip name is FMJ. Uniform damage to every target type.

Name Weight XP CaliberEffect
9 mm standard (FMJ) — — 9×19Uniform damage to all target types
.45 ACP standard (FMJ) — — .45 ACPUniform damage to all target types
5,56×45 standard (FMJ) — — 5,56×45Uniform damage to all target types
5,45×39 standard (FMJ) — — 5,45×39Uniform damage to all target types
.50 AE standard (FMJ) — — .50 AEUniform damage to all target types
7,62×54R standard (FMJ) — — 7,62×54RUniform damage to all target types
.45 Colt standard (FMJ) — — .45 ColtUniform damage to all target types
7,62×39 standard (FMJ) — — 7,62×39Uniform damage to all target types
.308 standard (FMJ) — — .308Uniform damage to all target types
.50 CAL standard (FMJ) — — .50 CALUniform damage to all target types

Hollow point (HP) 9

Merchant tab label is Explosive (HP). Tooltip name is hollow point. Same nine calibers as AP — no .50 CAL. More flesh, less armor.

Name Weight XP CaliberEffect
9 mm hollow point (HP) — — 9×19More flesh / less armor
.45 ACP hollow point (HP) — — .45 ACPMore flesh / less armor
5,56×45 hollow point (HP) — — 5,56×45More flesh / less armor
5,45×39 hollow point (HP) — — 5,45×39More flesh / less armor
.50 AE hollow point (HP) — — .50 AEMore flesh / less armor
.45 Colt hollow point (HP) — — .45 ColtMore flesh / less armor
7,62×54R hollow point (HP) — — 7,62×54RMore flesh / less armor
.308 hollow point (HP) — — .308More flesh / less armor
7,62×39 hollow point (HP) — — 7,62×39More flesh / less armor

Armor-piercing (AP) 9

Nine calibers, shield icon on the card. More vs vests and vehicles, less vs unarmored flesh. No .50 CAL row.

Name Weight XP CaliberEffect
9 mm armor-piercing (AP) — — 9×19More vs vests + vehicles / less vs unarmored flesh
.45 ACP armor-piercing (AP) — — .45 ACPMore vs vests + vehicles / less vs unarmored flesh
5,56×45 armor-piercing (AP) — — 5,56×45More vs vests + vehicles / less vs unarmored flesh
5,45×39 armor-piercing (AP) — — 5,45×39More vs vests + vehicles / less vs unarmored flesh
.45 Colt armor-piercing (AP) — — .45 ColtMore vs vests + vehicles / less vs unarmored flesh
7,62×54R armor-piercing (AP) — — 7,62×54RMore vs vests + vehicles / less vs unarmored flesh
.50 AE armor-piercing (AP) — — .50 AEMore vs vests + vehicles / less vs unarmored flesh
7,62×39 armor-piercing (AP) — — 7,62×39More vs vests + vehicles / less vs unarmored flesh
.308 armor-piercing (AP) — — .308More vs vests + vehicles / less vs unarmored flesh

12G shells 2

Merchant → Loose ammo → Cartridge. Two 12-gauge rows: 7 mm buck and a rifled slug.

Name Weight XP KindEffect
12G buckshot 7 mm — — BuckshotStandard; uniform damage; soft lead core
12G rifled slug — — SlugSingle large-caliber; more damage and range; mid-range penetrator

Rockets 3

Merchant → Loose ammo → Rockets. Three tubes. 40 mm / 93 mm arm at 16 m; 84 mm arms at 25 m.

Name Weight XP TubeEffect
40MM 0,28 кг — MGL-40Unguided; arms at 16 m; vs body and unprotected
84MM 3,5 кг — MAAWSAT shell; arms at 25 m; vs light and heavy armor
93MM 2,6 кг — RPGUnguided; arms at 16 m; vs infantry and light armor

Misc 3

Merchant → Loose ammo → Misc. Broadhead arrow plus two drill/defib batteries.

Name Weight XP TagJob
Broadhead arrow 0,01 кг — AmmoMetal tip; vs unarmored; silent / stealth flavor
Battery 0,63 кг — ResourceRecharges drills + defibrillators; medium capacity; 100 V
High-capacity battery 2 кг — ResourceRecharges drills + defibrillators; high capacity; 250 V

Names, weight, fire mode, caliber and XP roles come from your firing-range cards. Range $0 is not in the table.

When to take the kit — and when to skip it

This is a WD Help table: the job, the bank risk, and the skip. Not a pasted M4 / Barrett list.

KitJob in the zoneBank riskSkip when
Assault The default way into the zone and the hold.Low if you skip the shop-window rifle.The point already has bodies and needs ammo or a revive more than another rifle.
SMG Tight industrial interiors.Medium: lose the range argument and the kit is dead.The zone is a ridge or a long street.
LMG Pin approaches and zone windows.Medium: you are slow and expensive to a sniper.You will be moving with the zone every few minutes.
Marksman / sniper Own elevation and expensive approaches.High: one bad route and you are a body off the point.You cannot name the hill you will actually sit on this match.
Ghillie (Steam-named) The one gear item the store names: snipe from a distance.High until you have a route and a hold behind you.You would be the only body trying to take the hill.
Shotgun Close work in rubble.Low on price, high on map choice.Interiors are still standing and the fight is a street.
AT / AA Delete someone else's vehicle wager.Pays only if the vehicle actually arrives.The other teams are still on foot.

Classes, not SKUs. After 10 September we add the name as in the menu, the life-shop price, and the observation date — from our sessions, not another site's archive.

Four spend lines on one life

Steam puts weapons, gear, utility and vehicles on the same shelf. The rifle is one line of four.

LineWhat Steam saysWhat it does for the pointTeaching share of $10k
Weapons A custom loadout from a wide selection, bought per life.Lets you enter and hold. Does not, by itself, keep the hold alive.Keep the rifle under ~15% unless the team already holds.
Gear Only the ghillie suit is named. The rest is unnamed on the store.A route: how you occupy the map, not a skin.High if the route is wrong — the bank leaves with you.
Utility Named as a category. No piece names on the store page.Ammo, revive, repair — what actually keeps a hold alive.Often cheaper than a window rifle, and more often decides the point.
Vehicles Sits on the same shelf as an optic. Cash can persist, so a big spend is a wager.Speed, armour or lift for the team — after the zone is readable.Last spend. The bank trainer's ~48% slice is a teaching heli wager, not a shop price.

Shares are WD Help teaching slices of the official $10,000 start. They are not life-shop prices.

Raid loadout builder

$10,000 starter bank

Raid cost $0

Remaining $10,000

Risk low

Weapons

Gear

Utility

Vehicles

Why there is no 'complete priced list'

Other articles already flatten names like KH-2002, M4A1 and Barrett into a table as if it were patch notes. Before an open client that is someone else's compilation. Copying it steals their copy and, worse, freezes a number the studio can change tomorrow.

Names, weight and XP roles are already from your firing-range cards — above. Life-shop prices will land with an observation date. Range $0 is not a price.

The studio has said gunplay has drop and damage falloff, but it is not a pure sim. The aim is that the game does not fight you, while decisions still cost.

The one item the store page names

Of all the gear, the Steam page names exactly one thing — the ghillie suit: 'purchase a ghillie suit and snipe from a distance'. It sits in the list of equally valid ways to play, beside chasing the Hot Zone, ferrying supplies by helicopter and building an FOB. It is the only item we can call confirmed without pointing at someone else's compilation.

The same sentence names four categories of what you buy per life: weapons, gear, utility and vehicles. Worth remembering when you budget: the rifle is one line of four, and the other three decide the point more often.

Progression is not only cash — there is XP too

Describing the current state of Early Access, the studio words progression as 'Cash & XP-based progression where every action earns rewards'. So alongside the money you spend on a life, something else accumulates. How XP affects access to weapons is not stated on the page, and we are not going to invent it. Still, budgeting by cash alone means seeing half the picture.

Do not expect new weapon categories at launch

'Expanded weapon categories' sit in the Early Access plans — the same list as fighter jets, new maps and the seasonal meta. That is one to two years of work ahead, not the contents of the shop on 10 September. The same section confirms the gunplay line: realistic, but balanced for gameplay rather than simulation.

A cheap life is not a “trash” build

The on-site builder counts a teaching share of the bank, not a closed-test meta tier. Use it so you do not buy “everything expensive” before the first zone. Gun class is secondary to: can I reach the square, and can I rebuy after a death. A sniper kit on a hill outside the zone can look serious and still score nothing.

After a death, do not repurchase the same expensive set “on principle”. Stepping one rung cheaper is discipline, not a concession. A mic, smoke and the habit of reviving in the zone often repay the bank faster than a third shop-window gun. Exact names and prices from the client will appear here only with an observation date, not from someone else's dump.

Short answer

What weapons are in WARDOGS?

Observed on the firing range: M17S, A-91, M4, AK-74, GGX 17, STANAG mags. No life-shop prices.