WARDOGS / FIELD NOTES
WARDOGS Season 2 new weapons: TCX Spear, M14, Bizon, Evo-3 Ultra and the Molotov
Season 2 brings four firearms, a Molotov and a proper attachment layer, and none of it needs a new calibre. That was the design brief, to get more out of the ammunition already in the game, and it is quietly good news in a game where the cash is the point and every round you buy comes out of the same pot as your next FOB. Here is the new kit, the level each piece unlocks at, and what it is actually for.

Quick card
- TCX Spear
- assault rifle, Assault, level 20 (the M4 moves from 20 to 28)
- M14
- marksman rifle, Recon, level 25 (the RFB drops from 30 to 20)
- PP-19 Bizon
- SMG, the new Medic default
- Evo-3 Ultra
- .308 LMG, Support, level 30 (the PKM drops from 30 to 15)
- Molotov
- throwable, sets fire; for buildings, not armour
- New attachments
- optics, mags, suppressors, muzzle brakes, bipods
- No new calibres
- every new gun runs on ammunition already in the game
The TCX Spear: the new all-rounder
The Spear lands on the Assault track at level 20, and it takes that slot from the M4, which moves up to 28. It is the rifle you carry when you want one answer for most mid-range fights rather than a specialist tool, and in a game where most of your deaths happen at mid-range that is the most valuable slot on the list. If you were levelling towards the M4, the Spear arrives first now. Try it before you grind on.
The M14: reach for Recon
The M14 is the level 25 Recon unlock, a marksman rifle for players who would rather place one shot well than spray a magazine. The press conference described it as coming with more attachment options than the rifles around it, which suits a gun that lives or dies on its optic. Two Recon changes travel with it. The RFB drops from level 30 to 20, so it arrives far earlier, and the Mosin is locked to its original PU scope at 3.5x. In BULKHEAD's words, "there's not going to be a six times on the Mosin anymore." If your long-range game was a scoped Mosin, the M14 is the obvious place to move it.


The PP-19 Bizon: the Medic gets a default
The Bizon becomes the Medic's default SMG, and that is the most telling change in the batch. SMGs have been underused, and putting one in a class's hands from the start is BULKHEAD saying so out loud. It also ties a weapon to a role, which is the first sign of loadouts being built around what a class does rather than every gun being a detached unlock. The developers' advice for SMGs against armoured players was hollow points and aim for the legs. It does not come naturally to anyone arriving from Battlefield; it works. Medics get two more breaks in the same patch: the MP5 drops to level 4 and the medkit to 14, while defibs move up to 22.
The Evo-3 Ultra: a hundred rounds of .308
The Evo-3 Ultra is the Support unlock at level 30, a .308 LMG that the team described as an assault rifle with a hundred rounds. That is the right way to think about it: sustained pressure, not mobility. Read it alongside the damage pass. Season 2 cuts .308 Winchester damage by 25%, and LMG body damage now matches assault rifles, so the Evo-3 is not a delete button. What it buys you is volume: a hundred rounds before you reload, on a calibre you are already stocking. The PKM, meanwhile, drops from level 30 to 15, so Support players get a belt-fed option much earlier.


The Molotov: clear the room, not the tank
The only non-gun addition, and possibly the one that changes play the most. You can throw it overhand or underhand, and it spreads fire on impact. Fire changes movement: it clears a corner, closes a stairwell and turns a narrow route into a temporary no-go zone. What it is not is anti-armour. Asked about its damage to vehicles, the answer on stream was "it's not high". Molotovs are for buildings, which in WARDOGS means for FOBs. Those of us who play to build should start thinking about how fire gets into the rooms we thought were safe.
The attachment layer
Season 2 adds optics, magazines, suppressors, muzzle brakes and bipods. That could change the feel of the weapon system more than the four guns do, because the same rifle can start doing genuinely different jobs: a bigger magazine that costs you handling, a suppressor that changes how loud you are, a brake for recoil, a bipod for players who like to set up and hold a lane. Our Attachments guide covers the trade-offs we already know; we will add the new parts once we have run them through the range.


What it costs you
None of this is free, and WARDOGS is an economy game first. Every unlock you buy, every attachment and every magazine comes out of the money you would otherwise put into a drill, a mortar or a FOB wall. The new kit sharing calibres with the old is the kindest thing about Season 2 for your wallet: no new ammunition line to stock, and the rounds you already carry fit the guns you just unlocked. The squadmate who tells you where the fight is matters more than the gun you bring to it. That is what Wing Mait does in WARDOGS today, reading your minimap and calling spotted enemies, downed teammates and firing solutions, so you spend your cash on winning fights rather than walking into them.
SOURCE BRIEFING
Source video from BULKHEADWARDOGS | Press Conference 01 | Road to Season 02
Watch on YouTubePlaying loads YouTube. Choose captions in the player settings. Credit and thanks to the creator.
Sources
Numbers and mechanics on this page are paraphrased from:
Wing Mait is an independent project, not affiliated with or endorsed by WARDOGS or its publisher.