- AK74 now $800 a spawn
- .308 damage −25%
- M4 moved to Assault 28
- Four new guns in Season 2
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.
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.
- 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).
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.
Paid once per season from your bank — $10,000 for the T-21, $250,000 for the FAL or the MGL-40.
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 · trackUnlockFeePer 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 1Assault 3 $10,000
$600$1,200 - TCX-SPR + 28 RNDAssault · New in Season 2Assault 20 $100,000 $3,200
- M4Assault · Moved from level 20 and $100,000Assault 28 $150,000 —
- GalilAssault · Spawn price only in the notesnot restated —
$2,200$2,000 - FALAssault · Fee raised from $200,000not 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 · trackUnlockFeePer spawn
- PP-19 Bizon + 53 RNDMedic · New, unlocked by defaultdefault none $1,000
- MP5Medic · Moved from Medic 15 and $75,000Medic 4 $25,000
$1,500$1,800 - PP-19 VityazMedic · Moved from Medic 4 and $25,000Medic 15 $50,000 —
- AMP-9 + 15 RNDMedic · Was the default SMG in Season 1Medic 20 $75,000
$900$1,375 - Super-45Medic · Fee raised from $150,000not 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 · trackUnlockFeePer spawn
- SKSRecon · Season 1 gate and feeRecon 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 $75,000Recon 16 $150,000
$800$1,350 - SV98Recon · Moved from Recon 19Recon 18 — —
- BMR-308Recon · Moved from Recon 30Recon 20 —
$6,000$6,250 - M14 + 10 RNDRecon · New in Season 2Recon 25 $100,000 $7,400
- MK22Recon · Moved from Recon 25; fee is the Season 1 figureRecon 30 $150,000 —
- Scout Rifle TDRecon · Spawn price only in the notesnot restated —
$1,100$1,200 - AMR 50Recon · The biggest spawn-price rise of any gunnot 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).
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 · trackUnlockFeePer spawn
- PKMSupport · Moved from Support 30 and $150,000Support 15 $100,000
$4,500$4,100 - M249Support · Moved from Support 15 and $100,000Support 20 $150,000 —
- Evo-3 Ultra + 50 RNDSupport · New in Season 2Support 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 · trackUnlockFeePer spawn
- RPG-7Support · Season 1 gate and feeSupport 5 $30,000
$2,000$1,800 - MAAWSSupport · Moved from Support 20 and $125,000Support 18 $100,000
$2,600$2,400 - MGL-40Support · Fee raised from $200,000not restated $250,000
$6,000$7,500 - Remote Detonator + C4Assault · Moved from Support 2 (detonator price)Assault 4 —
$550$650 - MolotovAssault · New in Season 2Assault 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.
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 · trackUnlockFeePer spawn
- JudgeWardog · Moved from Wardog 18 and $15,000Wardog 1 $5,000 —
- GGX 17Wardog · Moved from Wardog 1 and $5,000Wardog 18 $15,000 —
- DeagleWardog · Moved from Wardog 85Wardog 65 —
$900$750 - GGX 18Wardog · Moved from Wardog 70 and $50,000Wardog 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%.
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.
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.
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
- 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.
- 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.
- 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.
- 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.
- WardogJudge (1) → GGX 17 (18)
$5,000 for a sidearm at level 1 is the best-value fee in the game.
- 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.
- 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.
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.
- 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.
All free tools: calculators, percentiles & season countdowns →
Common questions
What is the best weapon in WARDOGS?
Which weapons are free in WARDOGS?
What level is the M4 in WARDOGS?
Did Season 2 nerf sniper rifles?
Do weapon unlocks carry over to Season 3?
Ready to level up?
Class Leveling
Any role from your level to your target — Assault, Medic, Recon, Support, Driver or Pilot.
Cash Farming
A bank for unlock fees and spawns, priced per 100K.
Support Leveling
The steady build-and-resupply track, levelled in normal matches.










