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WARDOGS · Economy · Weapons

WARDOGS Weapons Guide (Season 2): Every Gun, Gate and Spawn Price

Every WARDOGS weapon family on BULKHEAD's Season 2 tables — rifles, SMGs, marksman rifles, machine guns, launchers and sidearms — with the role and level that unlocks each, the one-off fee, the per-spawn price and what the calibre nerfs did to them.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • AK74 now $800 a spawn
  • .308 damage −25%
  • M4 moved to Assault 28
  • Four new guns in Season 2
Armory · Season 2 tables

Six weapon families, one bank paying for all of them.

Every gun sits on a role track behind a level gate and a one-off fee — and then costs cash again every time you spawn with it. Season 2 also cut the damage of four calibres.

.308 -25%7.62x54mmR -20%7.62x39mm -19%.50 Cal -16% Sniper hit-location damage raised

Families and figures: BULKHEAD's Season 02 patch notes (14 Oct 2026). "Listed" = the guns those notes (or the Season 1 tables they left alone) give a gate or a price. Checked 8 November 2026.

WARDOGS doesn't have a loot table or a crafting bench. Every weapon in the game is bought: first you reach the level that unlocks it on one of the role tracks, then you pay a one-off unlock fee, and then you pay its vendor price again every time you spawn with it. Die and the gun is gone; the unlock stays. That makes a weapon choice in WARDOGS an economic decision as much as a gunfight one, and Season 2 moved both halves. BULKHEAD's Season 02 patch notes (14 October 2026) rebuilt the unlock order, halved the AK74's spawn price, raised the price of the heavy hitters, added four guns and a Molotov, and cut the base damage of four calibres. This guide goes through every weapon family with the numbers BULKHEAD published, says where a number is a Season 1 figure the notes left alone, and finishes with a buy order.

Short answer: In Season 2 the AK74 is unlocked by default and costs $800 a spawn (was $1,600), the PP-19 Bizon is the free SMG ($1,000), and the next steps up are the T-21 (Assault 3), the new TCX-SPR (Assault 20, $100,000) and the M4, which moved to Assault 28 and $150,000. Machine guns are Support's (PKM at 15, M249 at 20, the new Evo-3 Ultra at 30), marksman rifles Recon's (M14 at 25), sidearms the Wardog track's. .308 lost 25% base damage, 7.62x54mmR 20%, 7.62x39mm 19% and .50 Cal 16%. BULKHEAD publishes no weapon stats, so spend on the least expensive gun that wins your role's fights.
Key takeaways
  • Three costs per gun: a level gate, a one-off unlock fee and a spawn price you pay every life.
  • The AK74 is the Season 2 bargain: default unlock, half its old spawn price, and kills with an assault-archetype weapon pay a $2,000 bonus.
  • Four new guns: TCX-SPR (Assault), PP-19 Bizon (Medic), M14 (Recon) and Evo-3 Ultra (Support), plus the Molotov at Assault 13.
  • Heavy guns got dearer: the AMR 50 went from $8,800 to $14,800 a spawn, the Super-45 from $2,600 to $5,600.
  • Body shots with big calibres hurt less; BULKHEAD raised sniper hit-location damage to keep one-shots possible.
  • Season 3 starts 12 November 2026 and resets every unlock; BULKHEAD's video describes a new tiered gear path, so treat this as the Season 2 armory.

How weapons are priced in WARDOGS

Each gun belongs to one track. Rifles and explosives sit on Assault, SMGs on Medic, marksman and sniper rifles on Recon, machine guns and launchers on Support, and the pistols on the account-wide Wardog track. You can only unlock a gun on a role track by levelling that role — role XP goes to the role you are wearing — and you can only use it while playing that role. The level gate is the first cost. The second is the unlock fee: when you reach the gate, the gun appears in the vendor and you pay once to make it buyable. The third is the spawn price: what the vendor charges from your bank each time you spawn carrying it. Your bank carries between matches, but whatever you bought for a life is lost when you die. That third cost is the one that decides whether a weapon makes or loses money, and it's why the least expensive gun that does the job is usually the right one (the loadouts guide prices whole kits).

Cost 1 · gateRole level

Earned with XP in that role only. BULKHEAD's Season 2 curve: level 10 = 25,000 XP, level 20 = 111,500, level 30 = 318,200.

Cost 2 · feeOne-off unlock

Paid once per season from your bank — $10,000 for the T-21, $250,000 for the FAL or the MGL-40.

Cost 3 · spawnEvery life

From $800 for the AK74 to $14,800 for the AMR 50 — gone if you die with it.

Assault rifles: the Assault track

Assault is the gun track: its XP comes from kills and assists and, since Season 2, from destroying buildables and from IED and C4 kills. Its rifles are also the only weapons that earn the assault-archetype kill bonus, which Season 2 raised from $1,500 to $2,000. That bonus is why the AK74 change matters so much: at $800 a spawn and unlocked by default, one kill pays for two lives. The T-21 swapped places with it — it was the Season 1 default and is now an Assault 3 unlock for $10,000, at $1,200 a spawn. The new TCX-SPR arrives at Assault 20 with a 28-round magazine, and the M4 moved back to Assault 28 with a $150,000 fee. The notes only gave a new spawn price for the Galil ($2,000) and a new fee for the FAL ($250,000, $6,000 a spawn) without restating their gates, so check your own vendor for the level.

  • Weapon · track
    UnlockFeePer spawn
  • Bushmaster M17SAssault · Starter rifle, free per spawn (Season 1 community price)
    default none free
  • AK74 + 30 RNDAssault · Unlocked by default since Season 2 (was Assault 3, $10,000)
    default none $1,600$800
  • T-21Assault · Was the default rifle in Season 1
    Assault 3 $10,000 $600$1,200
  • TCX-SPR + 28 RNDAssault · New in Season 2
    Assault 20 $100,000 $3,200
  • M4Assault · Moved from level 20 and $100,000
    Assault 28 $150,000 —
  • GalilAssault · Spawn price only in the notes
    not restated — $2,200$2,000
  • FALAssault · Fee raised from $200,000
    not restated $250,000 $6,500$6,000

BoostPirate's advice: treat the AK74 as your default and buy up only when your role level gives you a reason. The TCX-SPR's $3,200 is four AK74 spawns; it pays only if it wins you fights the AK74 loses. The Assault track's attachments also moved — the Birdcage muzzle is now Assault 2 and $600 a spawn, three new muzzles arrive at 32, 37 and 40 — so a well-dressed AK74 is a real alternative to the dearer rifles. The full role picture is in WARDOGS classes explained.

SMGs: the Medic track

Medics carry SMGs, and Season 2 made the early ones easy to reach. The new PP-19 Bizon with a 53-round magazine is unlocked by default at $1,000 a spawn, and the MP5 dropped from Medic 15 and $75,000 to Medic 4 and $25,000. The order behind them went the other way: the Vityaz moved from Medic 4 to 15, the AMP-9 — Season 1's default SMG — is now a Medic 20 unlock for $75,000, and the Super-45's fee rose to $200,000 while its spawn price more than doubled to $5,600.

  • Weapon · track
    UnlockFeePer spawn
  • PP-19 Bizon + 53 RNDMedic · New, unlocked by default
    default none $1,000
  • MP5Medic · Moved from Medic 15 and $75,000
    Medic 4 $25,000 $1,500$1,800
  • PP-19 VityazMedic · Moved from Medic 4 and $25,000
    Medic 15 $50,000 —
  • AMP-9 + 15 RNDMedic · Was the default SMG in Season 1
    Medic 20 $75,000 $900$1,375
  • Super-45Medic · Fee raised from $150,000
    not restated $200,000 $2,600$5,600

A Medic's money and XP come from keeping people up, not from out-shooting them, so the gun is there to win the fight at the body you are reviving. The Bizon's big magazine suits that job and costs nothing to unlock; the MP5 at Medic 4 is the first real upgrade. The Medical Bag (Medic 14, $50,000) does more for your earnings than any SMG past that — plan your fees around it.

Marksman and sniper rifles: the Recon track

Recon has the longest gun list and the widest price spread. At the cheap end are the SKS (Recon 5, $25,000, a Season 1 figure) and the Mosin, which gets the new PU 91/30 scope at Recon 10 ($12,500 to unlock, $780 a spawn). The BMR-308 came down from Recon 30 to 20, the new M14 arrives at Recon 25 ($100,000, $7,400 a spawn) and the MK22 moved up to Recon 30. At the top, the AMR 50 had the biggest price rise of any weapon: $8,800 to $14,800 a spawn — more than a Wolf-110 [M2] vehicle.

  • Weapon · track
    UnlockFeePer spawn
  • SKSRecon · Season 1 gate and fee
    Recon 5 $25,000 —
  • Mosin + PU 91/30 scopeRecon · The scope is new at Recon 10 ($780 a spawn)
    Recon 10 $12,500 —
  • Compound BowRecon · Fee doubled from $75,000
    Recon 16 $150,000 $800$1,350
  • SV98Recon · Moved from Recon 19
    Recon 18 — —
  • BMR-308Recon · Moved from Recon 30
    Recon 20 — $6,000$6,250
  • M14 + 10 RNDRecon · New in Season 2
    Recon 25 $100,000 $7,400
  • MK22Recon · Moved from Recon 25; fee is the Season 1 figure
    Recon 30 $150,000 —
  • Scout Rifle TDRecon · Spawn price only in the notes
    not restated — $1,100$1,200
  • AMR 50Recon · The biggest spawn-price rise of any gun
    not restated — $8,800$14,800

The calibre changes landed hardest here. Base damage for .308 fell 25% and 7.62x54mmR 20%, so a body shot from a .308 rifle now does three quarters of what it did. BULKHEAD raised sniper hit-location damage at the same time "to keep one-shot potential", so a head shot is still the point of the gun. Season 2 also paid spotting about 30% less, scaled by the target's value — marking alone pays less than it did, so a Recon player who can also finish targets keeps more of the role's income. Recon's other tools sit on the same track: Range Finder access at 8, the Compound Bow at 16 ($150,000, double its old fee) and the Claymore at 23 ($90,000).

A WARDOGS recon player in a ghillie suit standing in tall grass while a helicopter flies over the field
Recon pays for the head shot. Body-shot damage fell with the .308 and 7.62x54mmR cuts; hit-location damage went up so marksmen can still one-shot.Screenshot: BULKHEAD / Team17 via Steam

Machine guns: the Support track

Support's machine guns were the biggest reshuffle in Season 2. The PKM dropped from Support 30 to Support 15 and from $150,000 to $100,000, with a cheaper spawn ($4,100). The M249 went the other way, from 15 to Support 20 and from $100,000 to $150,000. The new Evo-3 Ultra with a 50-round Evolys box is the late unlock at Support 30 ($200,000, $7,250 a spawn), with its own bipod at 33. The PKM fires 7.62x54mmR in the real world, so expect the 20% calibre cut to apply — the in-game ammo name on the weapon card is the reliable check.

  • Weapon · track
    UnlockFeePer spawn
  • PKMSupport · Moved from Support 30 and $150,000
    Support 15 $100,000 $4,500$4,100
  • M249Support · Moved from Support 15 and $100,000
    Support 20 $150,000 —
  • Evo-3 Ultra + 50 RNDSupport · New in Season 2
    Support 30 $200,000 $7,250

Support earns from building and resupplying, so a machine gun is a defensive tool: hold the FOB or the drill tower while the XP comes from the hammer. At $4,100 the PKM is about five AK74 spawns — worth it on a held position, not on a run across open ground.

Launchers and explosives

Anti-vehicle weapons are on Support too. The RPG-7 keeps its Season 1 gate (Support 5, $30,000) and dropped to $1,800 a spawn; the MAAWS moved to Support 18 and $100,000 and costs $2,400. The MGL-40 grenade launcher's fee rose to $250,000 and its spawn price to $7,500. Two explosives moved to Assault: the Remote Detonator and C4 now unlock at Assault 4 (they were Support 2), and the new Molotov arrives at Assault 13 for $25,000 and $340 a throw — in line with Season 2 moving destroyed-buildable and IED/C4 XP to Assault.

  • Weapon · track
    UnlockFeePer spawn
  • RPG-7Support · Season 1 gate and fee
    Support 5 $30,000 $2,000$1,800
  • MAAWSSupport · Moved from Support 20 and $125,000
    Support 18 $100,000 $2,600$2,400
  • MGL-40Support · Fee raised from $200,000
    not restated $250,000 $6,000$7,500
  • Remote Detonator + C4Assault · Moved from Support 2 (detonator price)
    Assault 4 — $550$650
  • MolotovAssault · New in Season 2
    Assault 13 $25,000 $340

What a launcher earns depends on what it hits. Season 2 pays per vehicle variant: $600 for a default Humvee, $5,000 for the minigun version, $8,000 for a T-72B3, $11,000 for an L2A6 and $14,000 for a HAVOC. An RPG-7 spawn that kills one T-72B3 pays for itself four times over; one that kills nothing is $1,800 gone. The tactics are in the anti-vehicle guide, and the vehicle prices in vehicles and unlock levels.

First-person view of a WARDOGS player aiming down a trainyard toward a smoking building and shipping containers
Spend on the threat that's there. A launcher is the dearest kit you'll carry that earns nothing until a vehicle shows up.Screenshot: BULKHEAD / Team17 via Steam

Sidearms: the Wardog track

Pistols unlock on your account-wide Wardog level, which every role feeds. Season 2 flipped the first two: the Judge is now Wardog 1 for $5,000 (was 18 and $15,000) and the GGX 17 moved to Wardog 18 ($15,000). The Deagle came down from Wardog 85 to 65 and costs $750 a spawn, and the GGX 18 went up to Wardog 85 with a $125,000 fee. The Wardog track also carries the ammo types — hollow points and armour-piercing rounds per calibre — which matter more than the pistol for most players.

  • Weapon · track
    UnlockFeePer spawn
  • JudgeWardog · Moved from Wardog 18 and $15,000
    Wardog 1 $5,000 —
  • GGX 17Wardog · Moved from Wardog 1 and $5,000
    Wardog 18 $15,000 —
  • DeagleWardog · Moved from Wardog 85
    Wardog 65 — $900$750
  • GGX 18Wardog · Moved from Wardog 70 and $50,000
    Wardog 85 $125,000 $800$1,000

Calibres, armour and what the nerfs mean

The Season 2 notes changed damage by calibre, not by gun, so one line affects every weapon that fires that round, vehicle guns included. They also cut what armour stops: Level 3 armour and helmets went from 55% to 50% damage reduction, Level 4 from 65% to 60%.

.308-25%75% leftThe biggest cut.
7.62x54mmR-20%80% left
7.62x39mm-19%81% left
.50 Cal-16%84% leftVehicle miniguns included.

Put the two changes together and the picture is simple. A big-calibre body shot does less than it did, but it also meets less armour, so the cut you feel against an armoured target is smaller than the headline number — and it is smaller still against Level 4, which lost proportionally more of its protection. Head shots with a sniper rifle are the exception BULKHEAD protected. The notes list no base-damage change for 5.45 or 5.56. BoostPirate's advice: if you used a .308 rifle in Season 1 for body-shot pressure, try the cheaper AK74 or MP5 for close and mid range and keep the marksman rifle for head shots.

Season 2 WARDOGS damage changes: base damage minus 25 percent for .308, minus 20 percent for 7.62x54mmR, minus 19 percent for 7.62x39mm and minus 16 percent for .50 Cal including vehicle miniguns; sniper hit-location damage raised; Level 3 armour and helmets 55 to 50 percent damage reduction, Level 4 65 to 60 percent; Level 3 helmet 68 percent and Level 4 helmet 80 percent suppression resistance
Less damage, less armour. Every number from BULKHEAD's Season 02 patch notes, 14 October 2026.Graphic: BoostPirate

Attachments and ammo

Attachments follow the same three-cost rule and Season 2 made most of them cheaper to run: BULKHEAD cut most muzzles, grips and foregrips by up to a third. Many also moved track or level — the Holographic Sight is now Medic 6, the 2.5x Combat Optic Assault 17 — and several new ones arrived with the new guns.

Birdcage$900 → $600
Shift Foregrip$1,150 → $840
BMR-308 flash hider$1,280 → $930
GOL suppressor$1,800 → $1,450
Full Choke$1,400 → $1,150
RC-556$1,550 → $1,310
AMR 50 brake$1,600 → $1,380
12 Gauge suppressor$1,225 → $1,170

Ammo types are Wardog-track unlocks: 5.45 HP at 6, 9x19 HP at 10, 5.56 HP at 13, 12g Rifled Slug at 36, 7.62x39 AP at 60, .308 HP at 63, 5.56 AP at 84, 5.45 AP at 90. The hollow points come early; armour-piercing rounds sit at Wardog 60 and above, out of reach for most players in a four-week season.

Which gun to buy first, role by role

  1. AssaultAK74 → Molotov (13) → TCX-SPR (20)

    Keep the AK74 as your spawn default. The Molotov is cheap utility; buy the TCX-SPR only once you hold zones long enough to use it. The M4 at 28 ($150,000) is a late luxury.

  2. MedicBizon → MP5 (4) → Medical Bag (14)

    The MP5 is the only gun worth the fee early. After that, spend on the Medical Bag and the Defibrillator (22), not on SMGs.

  3. ReconSKS (5) → PU 91/30 (10) → M14 (25)

    Cheap marksman rifles first; the AMR 50 at $14,800 a spawn is a special-occasion gun.

  4. SupportRPG-7 (5) → PKM (15) → MAAWS (18)

    The PKM's move to 15 makes it the first big buy; the M249 at 20 is optional.

  5. WardogJudge (1) → GGX 17 (18)

    $5,000 for a sidearm at level 1 is the best-value fee in the game.

Do
  • Match the gun to what your role earns from, not to the kill feed.
  • Check the calibre on the weapon card before you blame the gun.
  • Save fees for role tools (Medical Bag, Range Finder, hammer) that pay every life.
  • Re-read your unlocks after 12 November — Season 3 resets them.
Don't
  • Spawn the AMR 50 or the Super-45 to "try it" on a losing team.
  • Pay a $250,000 fee in the last week of a season.
  • Assume Season 1 gates still apply — the M4 is 28 now, the PKM 15.
  • Treat any online "best gun" list as official: BULKHEAD publishes no weapon stats.
First-person view of a WARDOGS player holding a Molotov bottle in the rain beside a firing range
The Molotov: new in Season 2 at Assault 13 for $25,000 and $340 a throw — a low-cost way to clear a room or a buildable.Image: BULKHEAD / Team17, Season 02 patch notes on Steam

What happens to weapons in Season 3

Every unlock in this guide resets when Season 3 starts on 12 November 2026. BULKHEAD's Road to Season 3 post (6 November) confirmed the date and a new close-quarters urban map, Sabatulo — BoostPirate's expectation is that close-range guns such as SMGs gain value there compared with Season 2's open fields. Coverage of the video describes a tiered unlock path for gear that fits several roles, and CEO Joe Brammer has described Limited Mode servers with no power weapons and no vehicles. Neither has gates or prices yet: BULKHEAD promised the full Season 3 patch notes for the week of 9 November. Until then, the Season 2 armory above is the latest official one — the Season 3 guide tracks what changes, and the unlocks and progression guide explains the system the new path plugs into.

Want the TCX-SPR without the grind? Our boosters level any role in normal matches — Assault 1 → 20 is $53.10 today, and cash farming covers the unlock fees. Levels end with the season, so check the date before you order.
Sources
  • BULKHEAD — "WARDOGS | Season 02 Patch Notes" (Steam, 14 Oct 2026: unlock levels and fees per track, spawn prices, new weapons, calibre and armour changes, kill bonus, vehicle-destroyed payouts, spotting; the Molotov image) · "Season 02 is now live" (15 Oct 2026)
  • BULKHEAD — Season 1 changelog (Steam, 10 Sep 2026: the gates and prices Season 2 left alone, marked Season 1 above)
  • BULKHEAD — "WARDOGS | Road to Season 3" (Steam, 6 Nov 2026: Season 3 on 12 November, Sabatulo, Season 3 notes due the week of 9 November) · Joe Brammer's developer response on Steam (23 Oct 2026: Limited Mode servers)
  • GameSpot — Everything new in WARDOGS Season 2 (October 2026, corroboration)
  • Checked 8 November 2026. Steam's news pages can't be fetched by our tools; the patch-note figures were read from the post in a browser on 15 October and match rankforge's WARDOGS tables.
Free: WARDOGS XP Calculator Pick a role and two levels — the Season 2 XP between them, the hours at your pace, and the booster timeline. Plus the loadout planner, Gold Exchange converter and season calendar.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

What is the best weapon in WARDOGS?
BULKHEAD publishes no weapon statistics or tier list, so there is no official best gun. On cost alone the AK74 stands out in Season 2: it is unlocked by default and its spawn price was halved from $1,600 to $800, and kills with an assault-archetype weapon pay a $2,000 bonus. Pick the least expensive gun that wins the fights your role takes.
Which weapons are free in WARDOGS?
In Season 2 the AK74 with a 30-round magazine and the PP-19 Bizon with its 53-round magazine are unlocked by default, so you pay only the spawn price ($800 and $1,000). The Bushmaster M17S starter rifle costs nothing per spawn by community tracking from Season 1; the Season 2 notes did not restate it.
What level is the M4 in WARDOGS?
Assault level 28 in Season 2, with a one-off $150,000 unlock fee. Season 2 moved it from level 20 and $100,000; the TCX-SPR, a new rifle, now takes level 20 for $100,000.
Did Season 2 nerf sniper rifles?
Partly. Base damage fell for .308 (−25%), 7.62x54mmR (−20%), 7.62x39mm (−19%) and .50 Cal (−16%, vehicle miniguns included), but BULKHEAD raised sniper hit-location damage to keep one-shot potential. Body shots lost the most.
Do weapon unlocks carry over to Season 3?
No. Season progression resets, so every unlock fee is paid again. Season 3 starts on 12 November 2026 and BULKHEAD's Road to Season 3 video describes a new tiered unlock path for gear, so recheck gates and prices in the Season 3 patch notes.

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