WARDOGS Weapons and Vehicles at Early Access Launch: What's Confirmed
Every WARDOGS weapon and vehicle confirmed for Early Access launch: 37 weapons, 21 vehicles, three maps, and how the per-life cash economy shapes what you buy.
FAQ
How many weapons are in this game at Early Access launch?
How much does the FAL cost in this game?
Do you keep weapons between matches?
One of the first questions every player asks about a new shooter is “what guns are in it?” — and this page is where we answer it honestly. The launch arsenal is 37 weapons and 21 vehicles, and that number comes from the developer’s own communications: Bulkhead’s pre-launch devlog titled “10 Reasons NOT to Buy,” which laid out, among other things, exactly what the Early Access build ships with. Below is what those numbers mean, how the cash economy turns weapon choice into a budgeting problem, the one place where community data currently contradicts itself, and our plan to replace the guesswork with verified data as soon as that is possible.
What Is Confirmed for Early Access Launch
The confirmed shape of the launch build, all sourced from the developer’s “10 Reasons NOT to Buy” devlog:
| Item | Confirmed Count | Notes |
|---|---|---|
| Weapons | 37 | Launch arsenal at Early Access start |
| Vehicles | 21 | Ground and transport across the map pool |
| Maps | 3 | Each shipping with 3 variants |
| Match format | Confirmed | Three-team, 100-player King of the Hill, 2x2km zones |
| Platform | Confirmed | PC via Steam, Early Access from September 10, 2026 |
| Full per-weapon data | Not yet | See our verification plan below |
Two things worth noticing in that table. First, 37 weapons at launch is a real arsenal — large enough that loadout choice genuinely matters and small enough that learning the pool is a realistic Early Access project. Second, three maps with three variants each means nine map configurations at launch, which is why map familiarity is a bigger early-game skill than most new players expect. The movement and survival side of that equation is covered in the beginner’s guide to the economy.
Helicopters are part of the 21 confirmed vehicles — and they cost money you have to earn back.
Why We Cite the “10 Reasons NOT to Buy” Devlog
Because it is the most credible source that exists at this stage: the developer publicly telling you reasons not to spend money on the Early Access version. Counts that come from a studio’s own breakdown carry a weight that scraped wiki tables and leaked screenshots never will. Where this site quotes arsenal numbers, that devlog is the origin — and when Bulkhead revises those numbers in a patch, this page changes with them.
How the Cash Economy Shapes Weapon Choice
Weapon selection in this game is not a menu decision — it is a purchase decision, made every single life:
- You buy your loadout per deployment from a cash balance that persists between matches. Die with a full-price kit and that money is gone; survive to tick 20 and roughly 90% of what you spent comes back.
- Cheap guns are not starter guns — they are a strategy. A budget loadout that reliably survives to the refund threshold out-earns an expensive one that dies at tick 12. The best early-game weapon is often simply the cheapest one you win with.
- Vehicle purchases follow the same math. 21 vehicles is an economy of options, and each one you bring is money you need to earn back before it was “worth it.”
A Humvee is a purchase, not a spawn — treat every joyride as spending.
The practical consequence: the right question is not “what is the best gun?” but “what is the best gun at the price I can afford to lose?” That framing is the whole game, and it is why our coverage treats price data as seriously as damage data.
The Price-Data Problem: Why Sites Disagree
Here is a live example of why we will not publish a price table yet. As of launch week, community sources disagree on specific weapon costs — for instance, one site lists the FAL at $6,500 while another lists it at $5,500. Both cannot be right. The disagreement is unremarkable for a game in its launch window: prices may have shifted between whatever build each site observed, data may have been transcribed from pre-launch builds, or one of the two is simply wrong.
Our policy is strict because loadout math compounds: if you budget from a price that is off by a thousand dollars, every economic decision downstream is wrong too.
A tank in the industrial zone — the balance in the top-right corner is what every decision on this page is about. Footage: jackfrags.
- No price appears on this site until it is verified against a running game build.
- Every verified number is stamped with the build it was checked on, so when patches move the economy you can tell which data is stale.
- When sources conflict, we say so rather than silently picking one — the FAL discrepancy stays flagged until in-game verification settles it.
What We Cannot Tell You Yet
Honesty about the gaps, because Early Access means the following are genuinely unverified:
- Individual weapon names beyond what we can confirm — a list of 37 invented names padded out from guesses would be worse than no list.
- Unlock and progression mechanics — whether weapons unlock by progression, are all purchasable from the start, or gate behind something else entirely is not confirmed in any source we would cite.
- Per-weapon pricing — for the reasons above, including which of the two FAL prices is real.
- The meta — whatever tier list you read from launch week is noise until thousands of matches exist. We would rather publish one in three weeks that is right than one today that is confident.
Mounted weapons ride on vehicles you paid for — the arsenal includes what you hang on the frame, not just what you carry.
Positioning is free; ammo and fuel are not — a hull-down spot like this earns its keep without spending a shell. Footage: jackfrags.
Our Update Plan for This Page
This page becomes the arsenal hub, and here is the committed sequence:
- At Early Access launch: verify the confirmed counts in-game and confirm the price discrepancy list, starting with the most-purchased weapons.
- Early Access, first weeks: publish the full 37-weapon table — name, class, verified price, build stamp — plus the 21-vehicle equivalent.
- Every patch that touches the economy: re-verify affected prices and update the build stamps, so the table never silently rots.
- As the meta forms: add loadout guidance that combines price and performance, always tied to verified numbers.
When the table goes live, it will link from here and from the weapons index. Until then, the honest arsenal summary is the devlog’s numbers, the economy context in the beginner’s guide, and the settings groundwork in our PC settings priorities — because the cheapest performance upgrade at launch is still a stable frame rate, not a better gun. Platform questions live on our console and crossplay status page.
Screenshots © Bulkhead / Team17 (Steam store page). Tank gameplay frames: jackfrags on YouTube.
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