What weapons are in WARDOGS?
Observed on the firing range: M17S, A-91, M4, AK-74, GGX 17, STANAG mags. No life-shop prices.
Arrows and Enter. Our sections only — we do not mirror other databases.
Firing-range names · no life-shop prices
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
Primary slot. Current client set: 8 rifles.
| Name | Weight | XP | Fire | Caliber |
|---|---|---|---|---|
| Bushmaster M17S | 3,17 кг | Assault | Semi / burst | 5,56×45 |
| A-91 | 3,17 кг | Assault | Semi / burst | 5,56×45 |
| KH-2002 | 3,17 кг | Assault | Semi / burst | 5,56×45 |
| T-21 | 3,27 кг | Assault | Semi / auto | 5,56×45 |
| AK-74 | 3 кг | Assault | Semi / auto | 5,45×39 |
| Galil | 3,95 кг | Assault | Semi / auto | 5,56×45 |
| M4 | 2,92 кг | Assault | Semi / auto | 5,56×45 |
| FAL | 4,25 кг | Assault | Semi / auto | .308 Win |
Primary slot. Current client set: 4 SMGs.
| Name | Weight | XP | Fire | Caliber |
|---|---|---|---|---|
| AMP-9 | 1,4 кг | Medic | Semi / auto | 9×19 |
| PP-19 Vityaz | 2,9 кг | Medic | Semi / auto | 9×19 |
| MP5 | 2,54 кг | Medic | Semi / auto | 9×19 |
| Super-45 | 3 кг | Medic | Semi / auto | .45 ACP |
Primary slot.
| Name | Weight | XP | Fire | Caliber |
|---|---|---|---|---|
| MP43 | 3,2 кг | Support | Break-action | 12 |
| M500 | 3,52 кг | Support | Card says semi; text is 6-round pump | 12 |
Primary slot.
| Name | Weight | XP | Fire | Caliber |
|---|---|---|---|---|
| M249 SAW | 7,5 кг | Support | Semi / auto | 5,56×45 |
| PKM | 7,5 кг | Support | Semi / auto | 7,62×54 |
Primary slot.
| Name | Weight | XP | Fire | Caliber |
|---|---|---|---|---|
| SKS | 3,85 кг | Recon | Semi | 7,62×39 |
| SVD | 5,3 кг | Recon | Semi | 7,62×54 |
| BMR-308 | 3,9 кг | Recon | Semi | .308 Win |
Primary slot. Current client set: 5 rifles.
| Name | Weight | XP | Fire | Caliber |
|---|---|---|---|---|
| Scout Rifle TD | 2,95 кг | Recon | Break-action | 5,56×45 |
| Mosin rifle | 4,1 кг | Recon | Bolt | 7,62×54 |
| SV-98 | 5,8 кг | Recon | Bolt / mag | 7,62×54 |
| MK22 | 6,3 кг | Recon | Bolt / mag | .308 Win |
| AMP 50 | 12,5 кг | Recon | Bolt / mag | .50 Cal |
Card class is equipment, not 'bow'.
| Name | Weight | XP | Fire | Ammo |
|---|---|---|---|---|
| Compound bow | 1,3 кг | Recon | Bow | Standard arrows |
Second loadout slot. Current client set: 5 sidearms.
| Name | Weight | XP | Fire | Caliber |
|---|---|---|---|---|
| GGX 17 | 0,63 кг | Assault | Semi | 9×19 |
| Judge | 0,82 кг | Assault | DA, 6 rounds | Colt .45 |
| M1911 | 1,1 кг | Assault | Semi | .45 ACP |
| GGX 18 | 0,63 кг | Assault | Semi / auto | 9×19 |
| Deagle | 2 кг | Assault | Semi | .50 AE |
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 | Slot | Tooltip |
|---|---|---|---|---|
| 17-round magazine for GGX | 0,28 кг | — | Magazine | 17 rounds, 9×19; GGX 17 and GGX 18 only |
| 33-round magazine for GGX | 0,52 кг | — | Magazine | 33 rounds, 9×19; GGX 17 and GGX 18 only |
| 50-round drum magazine for GGX | 1,46 кг | — | Magazine | 50 rounds, 9×19; GGX 17 and GGX 18 only |
| BALLISTA brake | 0,09 кг | — | Muzzle | Moderate horiz. recoil cut; slight spread cut; slight vert. recoil and ADS cut |
| ECLIPSE flash hider | 0,12 кг | — | Muzzle | Moderate flash cut; slight ADS speed up. Steel, nitride coat. No minus line. |
| Dual-port brake | 0,1 кг | — | Muzzle | Moderate vert. recoil cut; slight horiz. recoil and spread cut; slight ADS cut. Flavor is SMG long-burst. |
| Multi-caliber suppressor SG | 0,6 кг | — | Suppressor | Cuts noise; moderate flash cut; slight spread cut; slight ADS cut. Most SMGs and pistols. |
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 | Slot | Tooltip |
|---|---|---|---|---|
| 20-round STANAG magazine | 0,31 кг | — | Magazine | 20 rounds, 5,56×45 |
| 30-round STANAG magazine | 0,53 кг | — | Magazine | 30 rounds, 5,56×45 |
| 60-round STANAG magazine | 1,01 кг | — | Magazine | 60 rounds, 5,56×45 |
Special-slot tab.
| Name | Weight | XP | Payload | Tube |
|---|---|---|---|---|
| 9K333 Verba | 17,25 кг | Support | 72 mm IR SAM, air lock only | Single-use |
| RPG-7 | 6,3 кг | Support | 93 mm, infantry and light armor | Reusable |
| MAAWS | 7 кг | Support | 84 mm AT | Reusable |
| MGL-40 | 5,3 кг | Support | 40 mm, 6 rounds, infantry and soft targets | Revolver |
Special-slot tab. Current client set: defibrillator and medical bag.
| Name | Weight | XP | Slot tag | Job |
|---|---|---|---|---|
| Defibrillator | 2,6 кг | Medic | Quick access | Instant teammate revive; needs a battery |
| Medical bag | 3,45 кг | Medic | Special item | Gradual self/team heal + faster revive |
Three hammers. All need building materials.
| Name | Weight | XP | Slot tag | Builds | Speed |
|---|---|---|---|---|---|
| Small hammer | 0,32 кг | Support | Quick access | Small only: sandbags, hedgehogs, camo tents, wire | Low |
| Medium hammer | 1,23 кг | Support | Special item | Large and simple structures | Moderate |
| Large hammer | 3,18 кг | Support | Special item | All buildings, build and repair | High |
Detection is for the team, not a private sit.
| Name | Weight | XP | Zoom | Extra |
|---|---|---|---|---|
| Binoculars | 0,3 кг | Recon | Low | Infantry + vehicles |
| Monocular | 0,28 кг | Recon | Medium variable | Infantry + vehicles |
| Rangefinder | 0,23 кг | Recon | High variable | Exact distance |
| IR rangefinder | 0,43 кг | Recon | Variable + IR | Exact distance |
Tab is Transport. Cards say logistics or repair. Current client set: 4 tools.
| Name | Weight | XP | Slot tag | Job |
|---|---|---|---|---|
| Fuel canister | 5 кг | Support | Logistics / special | Manual refuel, limited, fill at faction point |
| Wrench | 1 кг | Support | Repair / quick access | Repairs all vehicles, slow |
| Light drill | 1,5 кг | Support | Repair / special | Moderate repair, needs batteries |
| Heavy drill | 6,9 кг | Support | Repair / special | Max repair speed, needs batteries |
Halligan is the only special item here that feeds Assault XP.
| Name | Weight | XP | Slot tag | Job |
|---|---|---|---|---|
| Improvised bomb | 1,5 кг | Support | Quick access | Remote detonation, one-time |
| Remote detonator | 0,02 кг | Support | Quick access | Detonates placed C4; does not explode alone |
| Halligan bar | 2,8 кг | Assault | Quick access | Doors yes, gates no, limited durability |
Four levels. Camouflage on this slot is two ghillie hoods — separate rows below.
| Name | Weight | XP | Damage cut | Coverage |
|---|---|---|---|---|
| Level 1 helmet | 1 кг | — | Slight | Head |
| Level 2 helmet | 1,6 кг | — | Moderate | Head |
| Level 3 helmet | 3 кг | — | Significant | Head + neck |
| Level 4 helmet | 4,5 кг | — | Very significant | Head + neck (titanium, face) |
Four plate levels. Camouflage on this slot is two full ghillie suits — separate rows below.
| Name | Weight | XP | Damage cut | Coverage |
|---|---|---|---|---|
| Level 1 armor | 3 кг | — | Slight | Upper + lower torso |
| Level 2 armor | 4,5 кг | — | Moderate | Upper + lower torso |
| Level 3 armor | 10,5 кг | — | Significant | Upper + lower torso |
| Level 4 armor | 18 кг | — | Very significant | Torso + shoulders + pelvis |
Not storage. They unlock the hotbar and speed. Items stay in the backpack.
| Name | Weight | XP | Hotbar | Reload / equip |
|---|---|---|---|---|
| Small tactical vest | 0,82 кг | — | Slots 5–6 | Slight |
| Medium tactical vest | 1,65 кг | — | Slots 5–8 | Moderate |
| Large tactical vest | 3,6 кг | — | All quick slots | Significant |
Current client set: 8 packs. Ruck / gunner / Arsenal share 24 cells; belts differ.
| Name | Weight | XP | Grid | Cells | Extra |
|---|---|---|---|---|---|
| Bag | 0,3 кг | — | 3×2 | 6 | Vertical items only |
| Scout backpack | 0,5 кг | — | 4×2 | 8 | — |
| Field backpack | 0,8 кг | — | 6×2 | 12 | — |
| Operator backpack | 0,88 кг | — | 5×3 | 15 | — |
| Assault backpack | 1,3 кг | — | 5×5 bound | 21 | Winged, not a rectangle |
| Ruck backpack | 1,5 кг | — | 6×4 | 24 | — |
| Gunner backpack + belt | 1,5 кг | — | 6×4 | 24 | +1 belt cell |
| Arsenal backpack + 2 belts | 1,5 кг | — | 6×4 | 24 | +2 belt cells |
Both parachutes are single-use and must be opened by hand.
| Name | Weight | XP | Steer | Job |
|---|---|---|---|---|
| Basic parachute | 2,5 кг | — | No steer | Cuts fall damage on drop |
| Sport parachute | 9 кг | — | Steerable | Fall damage + pick the landing |
Gear → Helmet → Camouflage (F). Two ghillie hoods. Card tags V1 / V2.
| Name | Weight | XP | Slot | Pattern |
|---|---|---|---|---|
| Ghillie (forest) | — | — | Helmet camo | Forest / V1 |
| Ghillie (desert) | — | — | Helmet camo | Desert / V2 |
Gear → Armor → Camouflage (F). Full sniper suits, not plate carriers.
| Name | Weight | XP | Slot | Pattern |
|---|---|---|---|---|
| Forest camouflage | — | — | Armor camo | Full ghillie, forest |
| Field camouflage | — | — | Armor camo | Full ghillie, field / dry grass |
Merchant Items → Tactical. IED, detonator and Halligan are the same rows as the special slot — not repeated here.
| Name | Weight | XP | Tag | Job |
|---|---|---|---|---|
| M18 signal: Alarm | 0,54 кг | — | Quick access | Yellow smoke + warning marker on the map |
| M18 signal: Enemies | 0,54 кг | — | Quick access | Red smoke + hostile marker |
| M18 signal: Friendly | 0,54 кг | — | Quick access | Blue smoke + friendly marker |
| M18 signal: Damaged vehicle | 0,54 кг | — | Quick access | Orange smoke + damaged-vehicle marker |
| M18 smoke: White | 0,54 кг | — | Quick access | White screen for troops or vehicles |
| M18 smoke: Black | 0,54 кг | — | Quick access | Black 'dirty smoke' screen |
| M67 frag | 0,4 кг | Assault | Death / quick access | Explodes shortly after the throw |
| C4 charge | 0,57 кг | Support | Death / resource | Sticks where thrown; needs the remote detonator |
| AT mine | 8,6 кг | Support | Death / quick access | Goes off only under a vehicle |
| Claymore | 1,6 кг | Support | Death / quick access | Trips on infantry and vehicles |
Merchant Items → Medicine. Defibrillator and medical bag already sit in the special slot.
| Name | Weight | XP | Tag | Job |
|---|---|---|---|---|
| Emergency reanimator | 0,39 кг | Medic | Quick access | 1 per life, faster revive, single-use |
| Bandage | 0,08 кг | Medic | Quick access | Heal self/team, slight health |
| Adrenaline autoinjector | 0,06 кг | Medic | Quick access | Unlimited tactical sprint for a short time, lowers weight class, single-use |
| Field reanimator | 0,39 кг | Medic | Quick access | Field revive, faster revive, single-use |
| Individual first-aid kit | 0,16 кг | Medic | Quick access | Heal self/team, full health |
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 | Tag | Job |
|---|---|---|---|---|
| Ammo stock | 0,03 кг | — | Logistics / resource | Reloads emplaced weapons; needs FOB radius. Sold per piece. |
| Building materials | 0,02 кг | — | Logistics / resource | Needed to build; any hammer. Sold per piece. |
| Fuel stock | 0,03 кг | — | Logistics / resource | Refuels vehicles in FOB radius. Sold per piece. |
| Mechanical parts | 0,03 кг | — | Logistics / resource | Repairs vehicles in FOB radius. Sold per piece. |
| M18 signal: Supply request | 0,54 кг | — | Logistics / quick access | Green smoke + supply-drop marker |
| M18 signal: Landing zone | 0,54 кг | — | Logistics / quick access | Purple smoke + aircraft LZ marker |
| Forward operating base | 6,5 кг | — | Logistics / quick access | Needed for large builds; stores items; sets the build radius |
Same names as the special slot: optics, fuel can, wrench, drills. Recommended is a mix of the other tabs — no extra rows.
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 | Caliber | Effect |
|---|---|---|---|---|
| 9 mm standard (FMJ) | — | — | 9×19 | Uniform damage to all target types |
| .45 ACP standard (FMJ) | — | — | .45 ACP | Uniform damage to all target types |
| 5,56×45 standard (FMJ) | — | — | 5,56×45 | Uniform damage to all target types |
| 5,45×39 standard (FMJ) | — | — | 5,45×39 | Uniform damage to all target types |
| .50 AE standard (FMJ) | — | — | .50 AE | Uniform damage to all target types |
| 7,62×54R standard (FMJ) | — | — | 7,62×54R | Uniform damage to all target types |
| .45 Colt standard (FMJ) | — | — | .45 Colt | Uniform damage to all target types |
| 7,62×39 standard (FMJ) | — | — | 7,62×39 | Uniform damage to all target types |
| .308 standard (FMJ) | — | — | .308 | Uniform damage to all target types |
| .50 CAL standard (FMJ) | — | — | .50 CAL | Uniform damage to all target types |
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 | Caliber | Effect |
|---|---|---|---|---|
| 9 mm hollow point (HP) | — | — | 9×19 | More flesh / less armor |
| .45 ACP hollow point (HP) | — | — | .45 ACP | More flesh / less armor |
| 5,56×45 hollow point (HP) | — | — | 5,56×45 | More flesh / less armor |
| 5,45×39 hollow point (HP) | — | — | 5,45×39 | More flesh / less armor |
| .50 AE hollow point (HP) | — | — | .50 AE | More flesh / less armor |
| .45 Colt hollow point (HP) | — | — | .45 Colt | More flesh / less armor |
| 7,62×54R hollow point (HP) | — | — | 7,62×54R | More flesh / less armor |
| .308 hollow point (HP) | — | — | .308 | More flesh / less armor |
| 7,62×39 hollow point (HP) | — | — | 7,62×39 | More flesh / less armor |
Nine calibers, shield icon on the card. More vs vests and vehicles, less vs unarmored flesh. No .50 CAL row.
| Name | Weight | XP | Caliber | Effect |
|---|---|---|---|---|
| 9 mm armor-piercing (AP) | — | — | 9×19 | More vs vests + vehicles / less vs unarmored flesh |
| .45 ACP armor-piercing (AP) | — | — | .45 ACP | More vs vests + vehicles / less vs unarmored flesh |
| 5,56×45 armor-piercing (AP) | — | — | 5,56×45 | More vs vests + vehicles / less vs unarmored flesh |
| 5,45×39 armor-piercing (AP) | — | — | 5,45×39 | More vs vests + vehicles / less vs unarmored flesh |
| .45 Colt armor-piercing (AP) | — | — | .45 Colt | More vs vests + vehicles / less vs unarmored flesh |
| 7,62×54R armor-piercing (AP) | — | — | 7,62×54R | More vs vests + vehicles / less vs unarmored flesh |
| .50 AE armor-piercing (AP) | — | — | .50 AE | More vs vests + vehicles / less vs unarmored flesh |
| 7,62×39 armor-piercing (AP) | — | — | 7,62×39 | More vs vests + vehicles / less vs unarmored flesh |
| .308 armor-piercing (AP) | — | — | .308 | More vs vests + vehicles / less vs unarmored flesh |
Merchant → Loose ammo → Cartridge. Two 12-gauge rows: 7 mm buck and a rifled slug.
| Name | Weight | XP | Kind | Effect |
|---|---|---|---|---|
| 12G buckshot 7 mm | — | — | Buckshot | Standard; uniform damage; soft lead core |
| 12G rifled slug | — | — | Slug | Single large-caliber; more damage and range; mid-range penetrator |
Merchant → Loose ammo → Rockets. Three tubes. 40 mm / 93 mm arm at 16 m; 84 mm arms at 25 m.
| Name | Weight | XP | Tube | Effect |
|---|---|---|---|---|
| 40MM | 0,28 кг | — | MGL-40 | Unguided; arms at 16 m; vs body and unprotected |
| 84MM | 3,5 кг | — | MAAWS | AT shell; arms at 25 m; vs light and heavy armor |
| 93MM | 2,6 кг | — | RPG | Unguided; arms at 16 m; vs infantry and light armor |
Merchant → Loose ammo → Misc. Broadhead arrow plus two drill/defib batteries.
| Name | Weight | XP | Tag | Job |
|---|---|---|---|---|
| Broadhead arrow | 0,01 кг | — | Ammo | Metal tip; vs unarmored; silent / stealth flavor |
| Battery | 0,63 кг | — | Resource | Recharges drills + defibrillators; medium capacity; 100 V |
| High-capacity battery | 2 кг | — | Resource | Recharges 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.
This is a WD Help table: the job, the bank risk, and the skip. Not a pasted M4 / Barrett list.
| Kit | Job in the zone | Bank risk | Skip 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.
Steam puts weapons, gear, utility and vehicles on the same shelf. The rifle is one line of four.
| Line | What Steam says | What it does for the point | Teaching 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.
$10,000 starter bank
$0
$10,000
low
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.
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.
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.
'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.
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.
Observed on the firing range: M17S, A-91, M4, AK-74, GGX 17, STANAG mags. No life-shop prices.