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WARDOGS / FIELD NOTES

Weapons and practical loadouts

Every starter rifle in WARDOGS deals the same damage. The differences that cost money are fire mode, velocity and accuracy, plus one rebuy button that quietly runs your whole match economy.

Closed beta figures. Verify against your current build before you rely on them.
Editorial review

Not yet independently verified against a current game build.

Weapons and practical loadouts
CASE FILE // WARDOGS // WEAPONS AND LOADOUTS
Weapons and practical loadouts

Quick card

Free rifles
A-91, Bushmaster M17S, KH-2002: 28 dmg, 700 rpm
Best value primary
T-21, $600
Best value secondary
GGX 18, $800
Starter loadout cost
$3,600 of $10,000
Level 3 armour
$2,000
Saved loadouts
None yet, use rebuy last loadout

The free rifles are not actually weak

Three assault rifles cost nothing in the pre-Early Access build: the A-91, Bushmaster M17S and KH-2002. All three fire 5.56x45mm for 28 damage at 700 rounds per minute, the exact same per-round damage as the $2,800 M4, because ammunition type sets damage, not the gun's price tag. What you are actually buying when you spend money is fire mode, since all three free rifles are locked to semi and burst, plus muzzle velocity and accuracy.

The T-21 is the value pick

At $600, the T-21 fires the same 28-damage 5.56 round as the free rifles but adds full auto, a faster 750 rpm, and noticeably better muzzle velocity and accuracy. A starter loadout built around a $600 T-21, an $800 GGX 18 sidearm, a $2,000 Level 3 vest and a $200 helmet spends $3,600 of a $10,000 match budget and leaves the rest for ammunition, throwables and a vehicle.

Rebuying a loadout mid-match

There is no way to save a loadout for later matches yet. Inside a single match, though, the equipment vendor remembers your last purchase: after you respawn, a rebuy option at the bottom right of the vendor screen restocks everything you bought last time in one click, and you can still tweak individual items afterward. Switching to a different weapon entirely means starting the selection from scratch. Attachments are bought the same way and are a separate decision with its own page: the attachments guide covers what each grip, muzzle and optic gives you and what it charges you in handling.

First-person WARDOGS HUD showing a 100 metre zero readout and an ammunition type indicator.
The zero and ammo-type readout sits bottom right. Dial it for your actual engagement range instead of leaving the default 100 m zero.
A WARDOGS player firing a rocket launcher at an armoured vehicle from behind cover.
Anti-vehicle weapons sit outside the starter budget above but matter once a match has armour on the field.

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.