Pick the wrong gun in WARDOGS and one bad life can waste a big share of your $10,000 starting Cash.
With 100 players, three teams and a new loadout to buy at every respawn, weapon choice matters from the first minute.
This guide breaks down every WARDOGS weapons class, what separates them, and the three ammo types that change how each gun performs.
Table of Contents
- What Weapons Are in WARDOGS?
- How Weapons Work in WARDOGS
- WARDOGS Weapon Classes at a Glance
- WARDOGS Weapon Classes Explained
- What Separates One Weapon Class From Another
- WARDOGS Ammo Types: FMJ, HP and AP
- How Armor and Hit Zones Shape Ammo Choice
- How the WARDOGS Weapon Roster Changes
- Where to Go Next
- Key Takeaways
- FAQ
What Weapons Are in WARDOGS?
WARDOGS has 34 weapons with full stats, split across nine classes: assault rifles, SMGs, shotguns, LMGs, marksman rifles, sniper rifles, pistols, launchers and a single compound bow.
Bulkhead has not published a full weapon table, so that number is a community tally that the main wikis and databases agree on.
Bulkhead’s August launch devlog reportedly promised 37 weapons at launch, which is three more than the tally.
Community databases also list a few unpriced entries, such as the M12G shotgun, but their status in matches is unclear, so this guide counts only the 34.
Some databases reach 38 by adding a G60 entry that one wiki calls a cut datamine stub.
How Weapons Work in WARDOGS
WARDOGS is a 100-player, three-team shooter where the teams fight over a shared control zone, and weapons are the part you buy fresh every time you spawn.
Every player starts with $10,000 and buys a custom loadout each life from a wide selection of weapons, gear, utility and vehicles.

Cash carries over from match to match, but the gear does not, so every purchase is a bet on how the next fight will go, as explained in the WARDOGS cash economy guide.
A loadout centers on a primary weapon and a sidearm, with launchers filling a separate specialist slot.
Weapons are bought with in-game Cash and gated behind level unlocks.
Bulkhead has said it will never sell in-game Cash for real money, and the only paid extra during Early Access is a cosmetic Supporter Pack.
Unlock timing is not fixed either, because Bulkhead’s Season 1 changelog says each season will use a different XP curve with a different item order.
WARDOGS Weapon Classes at a Glance
The table below is the full WARDOGS weapons list grouped by class, with the job each class does.
| Class | Weapons | Count | Main job |
|---|---|---|---|
| Assault rifles | Bushmaster M17S, A-91, KH-2002, T-21, AK74, Galil, M4, FAL | 8 | Versatile mid-range primary |
| SMGs | AMP-9, PP-19 Vityaz, MP5, Super-45 | 4 | Fast, close-range primary |
| Shotguns | MP43, M500 | 2 | Short-range specialist |
| LMGs | M249 SAW, PKM | 2 | Sustained fire and suppression |
| Marksman rifles | SKS, SVD, BMR-308 | 3 | Semi-auto precision at range |
| Sniper rifles | Scout Rifle TD, Mosin Nagant, SV98, MK22, AMR 50 | 5 | Single-shot long range |
| Pistols | GGX 17, GGX 18, Judge, M1911, Deagle | 5 | Backup sidearm |
| Launchers | RPG-7, MAAWS, MGL-40, 9K333 Verba | 4 | Vehicles, structures, aircraft |
| Bows | Compound Bow | 1 | Draw-and-release single shots |
WARDOGS Weapon Classes Explained
Each class exists because it solves a different problem on a large, destructible map.

Assault Rifles
Assault rifles are the most flexible class, covering mid-range fights with a mix of automatic, semi-automatic and burst fire.
Three of the eight, the Bushmaster M17S, A-91 and KH-2002, are free, and they are limited to semi-auto and burst fire.
The paid rifles add full-auto, and most of them share the 5.56x45mm round, with the AK74 on 5.45x39mm.
The FAL stands apart as the only assault rifle chambered in the heavier .308 Win round.
SMGs
SMGs trade range for handling and fire rate, which suits fights inside buildings, trenches and other tight spaces.
Three of them, the AMP-9, PP-19 Vityaz and MP5, fire 9x19mm, while the Super-45 fires .45 ACP.
All four offer semi-auto and full-auto fire.
Shotguns
Both shotguns fire 12 gauge and only pay off up close.
The MP43 is a break-action, while the M500 is semi-automatic.
12 gauge is also the one ammo family with a rifled slug option, covered in the ammo section below.
LMGs
LMGs are heavy, belt-fed weapons built to hold a position with sustained fire rather than to keep moving.
The M249 SAW fires 5.56x45mm, and the PKM fires the heavier 7.62x54mmR.
Both weigh 7.5 kg, so they suit chokepoints and built positions better than fast flanks.
Marksman Rifles
Marksman rifles sit between assault rifles and snipers, giving accurate, repeated semi-auto fire at medium to long range.
The SKS fires 7.62x39mm, the SVD fires 7.62x54mmR and the BMR-308 fires .308 Win.
Sniper Rifles
Sniper rifles trade fire rate for reach and single-shot power, and they force you to account for bullet drop and travel time.
Four of the five are bolt-action: the Mosin Nagant, SV98, MK22 and AMR 50.
The Scout Rifle TD is the exception, a break-action rifle chambered in 5.56x45mm.
The AMR 50 fires the game’s .50 Cal round and weighs 12.5 kg, which sets it apart from the rest of the class.
Pistols
Pistols fill the sidearm slot as a backup when your primary weapon is out of reach or out of ammo.
The five sidearms span 9x19mm (GGX 17 and GGX 18), .45 ACP (M1911), .45 Colt (Judge) and .50AE (Deagle).
The GGX 18 is the only pistol with automatic fire.
Launchers
Launchers are specialist weapons, and the four of them do four different jobs.
- RPG-7: a 93mm rocket launcher, covered in depth in the WARDOGS RPG-7 guide.
- MAAWS: an 84mm anti-tank launcher.
- MGL-40: a six-shot 40mm grenade launcher.
- 9K333 Verba: a single-use, lock-on anti-air missile that only targets aerial vehicles.
Bulkhead’s own store page highlights the payoff: rocket launchers can level apartment blocks.
Compound Bow
The Compound Bow is the only non-firearm weapon in the current build.
It fires arrows instead of bullets, one shot at a time.
Bulkhead’s Early Access plans include expanded weapon categories, so the bow may not stay alone.
What Separates One Weapon Class From Another
Four things separate the classes: caliber, action, weight and ammo economy.
Caliber decides how hard a round hits and how far it carries.
Pistol-caliber rounds like 9x19mm and .45 ACP power the SMGs and pistols, intermediate rounds like 5.56x45mm and 5.45x39mm power most rifles, and full-power rounds like 7.62x54mmR and .308 Win power the heavier rifles.
| Class | Calibers used |
|---|---|
| Assault rifles | 5.56x45mm, 5.45x39mm, .308 Win |
| SMGs | 9x19mm, .45 ACP |
| Shotguns | 12 gauge |
| LMGs | 5.56x45mm, 7.62x54mmR |
| Marksman rifles | 7.62x39mm, 7.62x54mmR, .308 Win |
| Sniper rifles | 5.56x45mm, 7.62x54mmR, .308 Win, .50 Cal |
| Pistols | 9x19mm, .45 ACP, .45 Colt, .50AE |
| Launchers | 40mm, 72mm, 84mm, 93mm |
| Bows | Arrows |
Action and fire mode decide how you shoot.
Most rifles and every SMG offer full-auto, marksman rifles fire semi-auto, and snipers use bolt or break actions that force a pause between shots.
Weight and handling decide how you move.
An LMG or the 12.5 kg AMR 50 anchors you to a position, while an SMG lets you keep pace with the squad.
Ammo economy decides how long a gun stays affordable.
Every round costs Cash, and heavier calibers cost more per round, so ammo choice is a spending decision as well as a damage one.
WARDOGS Ammo Types: FMJ, HP and AP
Every gun buys ammo by caliber, and most calibers offer the same three loads: FMJ, HP and AP.
The in-game names differ from the community labels, so the table below lists both.
| Type | In-game name | Built for | Trade-off |
|---|---|---|---|
| FMJ | Standard | General use when you do not know the armor | No specialty edge |
| HP | Flesh | Unarmored targets and exposed limbs | Weak against armor |
| AP | Piercing | Armored infantry and light vehicles | Costs more and unlocks late |

FMJ (Standard)
FMJ is the default load and is available from the start on every weapon that uses the caliber, with no unlock and no extra cost.
It is the safest pick when you cannot see what the enemy wears.
HP (Flesh)
HP stands for hollow point, and the game sells it as Flesh damage.
It hits unarmored targets harder and pays off most when you aim at exposed arms and legs.
It unlocks far earlier than AP, so it is usually the first ammo upgrade a player can reach.
AP (Piercing)
AP is built to cut through armor plates, and it belongs to the late game.
Its unlock levels sit deep in the progression curve and can shift from season to season.
It costs more per round than FMJ, so belt-fed weapons like the LMGs burn through Cash quickly on AP.
Special Ammo
Some weapons step outside the FMJ, HP and AP system.
- Shotgun shells: 12 gauge splits into buckshot and a rifled slug.
- Launcher rounds: each launcher uses its own family, such as 40mm grenades, 84mm anti-tank shells, 93mm rockets and 72mm missiles.
- Arrows: the Compound Bow uses arrows, not bullets.
- Tracers: most rounds also come in tracer variants that show the bullet’s path.
How Armor and Hit Zones Shape Ammo Choice
Ammo choice depends on two things: what the target wears and where you hit.
WARDOGS uses four armor levels, and damage is tracked by hit zone: head, chest, stomach, arms and legs.
That is why the same rifle can feel different from one fight to the next.
| Situation | Ammo that fits | Why |
|---|---|---|
| Unknown or mixed armor | FMJ | Reliable against everything |
| Unarmored players, aiming at limbs | HP | Extra flesh damage on exposed zones |
| Plated infantry | AP | Cuts through armor that stops other rounds |
| Light vehicles | AP | Community testing suggests AP outperforms HP against them |
AP is not a substitute for a launcher, and community guides still point players to rockets for heavy armor.
How the WARDOGS Weapon Roster Changes
Bulkhead is running Early Access on a seasonal model, so the roster is not fixed.
The studio’s Steam FAQ says it plans more maps, weapons, vehicles and expanded weapon categories.
Bulkhead’s CEO has reportedly said new weapons will arrive each season while some existing gear rotates out, though no specific Season 2 weapons have been named.
Season 1 unlock levels and prices can move with each patch, so treat any single level or price as a snapshot.
Where to Go Next
Once the classes make sense, the next step is choosing between them.
- The WARDOGS weapon tier list ranks every gun.
- The best starter weapons guide covers your first Cash.
- The WARDOGS Black Market guide covers how prices shift over time.
- The best WARDOGS loadout guide covers attachment picks like optics, barrels and grips.
- The guide to the six progression tracks explains how unlocks work.
- What WARDOGS is shows where each weapon class fits in a real fight.
Key Takeaways
- WARDOGS has 34 weapons with full stats in nine classes, and Bulkhead reportedly targeted 37 at launch.
- Every player starts with $10,000 and buys a fresh loadout each life, while Cash carries over.
- Three assault rifles are free, and everything else costs Cash and needs a level unlock.
- Classes differ by caliber, action, weight and ammo cost, not just damage.
- FMJ (Standard) is the safe default, HP (Flesh) favors unarmored limbs, and AP (Piercing) beats armor but unlocks late.
- The roster will change through Early Access seasons.
FAQ
What weapons are in WARDOGS?
WARDOGS has 34 weapons with full stats across nine classes.
The classes are assault rifles, SMGs, shotguns, LMGs, marksman rifles, sniper rifles, pistols, launchers and a compound bow.
Bulkhead reportedly promised 37 weapons at launch, and community databases have not yet catalogued the difference with full stats.
How many weapons are in WARDOGS?
Community databases document 34 weapons with full stats in the Season 1 Early Access build.
Bulkhead’s launch plan reportedly cited 37, and some databases reach 38 by adding a cut G60 entry.
Bulkhead has not published a full weapon table, so treat every count as a community tally.
What are the WARDOGS weapon classes?
The nine classes are assault rifles (8), SMGs (4), shotguns (2), LMGs (2), marksman rifles (3), sniper rifles (5), pistols (5), launchers (4) and bows (1).
Each class fills a different range and role.
That runs from close-quarters SMGs to long-range sniper rifles.
Are there free weapons in WARDOGS?
Yes, the Bushmaster M17S, A-91 and KH-2002 assault rifles are free.
They are limited to semi-auto and burst fire.
Every other weapon is bought with in-game Cash.
What is the difference between FMJ, HP and AP ammo in WARDOGS?
FMJ is the standard all-round load and is available from the start.
HP does more damage to unarmored flesh but struggles against armor.
AP is built to punch through armor plates, costs more per round and unlocks much later.
What do Standard, Flesh and Piercing mean in WARDOGS?
These are the in-game names for the three ammo types.
Standard is FMJ, Flesh is HP and Piercing is AP.
Community guides use the FMJ, HP and AP labels, so both sets of names refer to the same loads.
Can you buy WARDOGS weapons with real money?
No, weapons are bought with in-game Cash and unlocked through levels.
Bulkhead says it will never monetize in-game Cash.
The only paid extra during Early Access is a cosmetic Supporter Pack.
Does WARDOGS have a bow?
Yes, the Compound Bow is the only non-firearm weapon in the current build.
It fires arrows instead of bullets.
Bulkhead has said it plans expanded weapon categories during Early Access.
Which WARDOGS weapon can shoot down aircraft?
The 9K333 Verba is the anti-air launcher.
It fires a guided 72mm missile that needs a lock-on and only targets aerial vehicles.
It is single-use, so each missile is a deliberate purchase.
Do WARDOGS weapons carry over between matches?
Cash carries over from match to match, but the gear you bought does not.
You buy a fresh loadout each life.
That makes weapon choice a Cash decision every time you spawn.