WARDOGS Weapons: All 37 EA Launch Weapons by Category
WARDOGS launches into Steam Early Access with 37 weapons. Here is how each weapon category fits a 100-player Control Zone fight before the full database goes live.
Weapons database goes live at Early Access
BULKHEAD has confirmed 37 weapons for launch. Verified names, prices, damage, RPM, magazine size, reload time, velocity, and attachments go live here within 72 hours of the Steam Early Access release on September 10, 2026.
What We Know About the WARDOGS Arsenal
BULKHEAD has confirmed that WARDOGS ships into Steam Early Access on September 10, 2026 with 37 weapons. Every weapon is bought from your per-deployment cash: each player starts with $10,000 in the persistent economy and purchases a loadout every time they deploy, so weapon price matters as much as raw performance. See cash economy for how that loop works.
What BULKHEAD has not published yet are the actual weapon names, prices, and damage numbers. This site does not guess. Until the Early Access build is live and every weapon can be verified in-game, the database above stays empty rather than filled with placeholder stats. Once data is confirmed, each weapon gets its own page under weapons with price, damage, RPM, magazine, reload, velocity, and attachments.
Below is how the eight planned weapon categories are expected to play in a 100-player, three-team Control Zone fight, based on the confirmed game structure only — not on invented stats.
Assault Rifles
The generalist slot. In a 2×2 km Control Zone, most infantry engagements happen at building-to-street distances, which is exactly where assault rifles are designed to work. Expect this category to be the default choice for squads pushing into the zone and for players who want one weapon that is never the wrong answer. For a first-deployment rifle build, see beginner loadouts.
SMGs
The close-quarters category. WARDOGS features destructible environments and building play, so interior fights are a core part of holding a zone, not a side activity. SMGs trade ranged effectiveness for handling in tight spaces, and they are the natural pick for players breaching and clearing contested structures. Pair with the breaching concepts in building.
LMGs
The sustained-fire category. LMGs exist to lock down lanes: long sightlines across an open street, a field between compounds, or an approach into the zone. In a 100-player match with three teams converging on one randomized area, a single well-placed LMG position can delay an entire squad push. The trade-off in most tactical shooters is mobility and reload exposure — budget accordingly once prices are known.
Marksman Rifles
The bridge between infantry rifles and dedicated snipers. Marksman rifles suit players who hold the second line: close enough to support a zone push with accurate fire, far enough back to punish anyone crossing open ground. Expect this category to reward positioning and patience over raw aggression, and to pair well with squads that communicate over proximity voice chat.
Sniper Rifles
The long-range category. A 2×2 km randomized Control Zone guarantees long sightlines somewhere on every map variation, and sniper rifles are the category built to exploit them. Snipers shape the battlefield without firing: the threat of a scoped rifle forces enemy squads to smoke, flank, or use vehicles to cross open ground. Bullet travel and drop matter at these distances — see ballistics.
Shotguns
The point-blank category. Shotguns are interior weapons for the shortest possible fights: stairwells, doorways, and room entries. In a game with destruction and building, where walls and cover can appear or disappear mid-fight, a shotgun is the insurance policy for whoever gets cornered. Expect low cost and high specialization — a strong budget pick when saving cash for vehicles or team utility.
Sidearms
The backup category. Sidearms are the cheapest weapons in any deployment kit and exist for two situations: your primary runs dry mid-fight, or you are deliberately running a low-cost deployment to rebuild your bank. Because every death in WARDOGS costs you a purchased loadout, a cheap sidearm-only run is a legitimate economic strategy — see how to earn cash.
Weapon Compare
A dedicated weapon comparison tool is planned once the real numbers exist. Comparing weapons before verified stats are published would mean comparing guesses, so this feature ships after Early Access data is confirmed. In the meantime, plan your kit in the loadout builder and watch patch notes for balance changes once the game is live.
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