Every WARDOGS life starts at the spawn vendor, and every death deletes the receipt. You're given $10,000 once, per account - not per match - and from then on the balance you carry is the balance you earned. So the question before every spawn isn't "what's the best kit", it's "what can I afford to lose, given how much is left". This guide prices that question: what each part of a life costs, what whole kits come to, and the handful of rules that stop a bad run turning into a pistol-only evening.
Prices are list prices for Season 1 (10 September 2026), recorded from the vendor by the community. Two things to know before reading any of them: below Wardog level 9 the vendor halves every weapon and gear price under the New Recruit Discount (ammunition and vehicles aren't discounted), and BULKHEAD retunes prices per season. The unlock costs page covers the one-off gates; this page is what you pay every life after the gate.
What a life is made of
The vendor sells six kinds of thing, from one balance:
- Weapons - a primary, a sidearm and a specialist slot (launcher, bow, tools). Bought once, kept until you die.
- Gear - helmet, armour, vest, backpack and a traversal slot (the parachute). Every plate is a rifle you didn't buy.
- Ammunition - by calibre, by the box, separately from the gun. The running cost of a weapon is its calibre, not its price tag.
- Medical - bandages, resuscitators, the defibrillator. The things that earn as well as protect.
- Tools and explosives - hammers, drills, C4, IEDs, mines, binoculars.
- Vehicles - from a separate vendor, at their own prices, with their own level gates.
Weight is the other bill. Under 10 kg costs nothing; 10-17 kg is -5% movement; 17-27 kg is -13% movement and +8% aim sway; 27 kg and up is -20% movement, +15-17% ADS time and +18-20% sway. Heavy armour and drum magazines are paid for twice - once in cash, once in speed.
Weapons, per life
Three rifles are free - the faction recruit rifles (Bushmaster M17S, A-91, KH-2002). Everything else:
- Assault rifles: T-21 $600 · AK74 $1,600 · Galil $2,200 · M4 $2,800 · FAL $6,500
- SMGs (Medic): AMP-9 $900 · PP-19 Vityaz $1,200 · MP5 $1,500 · Super-45 $2,600
- Shotguns (Support): MP43 $400 · M500 $1,200
- LMGs (Support): M249 SAW $3,200 · PKM $4,500
- Marksman rifles (Recon): SKS $2,400 · SVD $4,800 · BMR-308 $6,000
- Sniper rifles (Recon): Scout Rifle TD $1,100 · Mosin Nagant $4,500 · SV98 $5,200 · MK22 $6,400 · AMR 50 $8,800
- Bow (Recon): Compound Bow $800, arrows $75
- Sidearms: GGX 17 $200 · Judge $250 · M1911 $300 · GGX 18 $800 · Deagle $900
- Launchers (Support): RPG-7 $2,000 · MAAWS $2,600 · MGL-40 $6,000
The AMR 50 is 88% of a starting wallet on its own, before the $250 boxes it eats. The FAL is the best rifle in the game by most accounts and costs three Galils. Neither belongs in a kit you can't afford to lose twice.
Gear, per life
- Helmets: Light $200 · Medium $500 · Heavy $1,500 · Super Heavy $3,000 · Ghillie $2,500
- Armour: Light $400 · Medium $1,000 · Heavy $2,000 · Super Heavy $4,000 · Ghillie $3,000
- Vests: Small $100 · Medium $250 · Large $400
- Backpacks: Pouch free (6 slots) · Scout $350 · Field $650 (9) · Operator $800 (15) · Assault $1,200 (15) · Ruck $2,400 (24) · Gunner + sling $3,500 (24) · Arsenal + 2 slings $5,000 (30)
- Parachute: Basic $100 · Sport $1,000
Armour tiers are gated on Wardog level (Medium at 30, Heavy at 60, Super Heavy at 100), so for most of your first weeks the choice is Light or nothing. Light armour and a light helmet is $600 - the cheapest insurance in the game. The ghillie set ($5,500 for both pieces) sits in the armour slot instead of plates: it hides you and blocks the killcam, and it stops nothing. A stalker's purchase, not a brawler's.
Everything else, per life
- Medical: Bandage $200 · Stim Pen $250 · Enox $450 · Field Resuscitator $500 · IFAK $800 · Defibrillator $1,600 (batteries $150, five revives each) · Medical Bag $2,000
- Explosives: signal grenade $50 · smoke $100 · M67 frag $200 · C4 $250 · IED $300 · remote detonator $550 · AT mine $650 · Claymore $900
- Recon tools: Binoculars $75 · Monocular $150 · Rangefinder $400 · Flares $750 · IR rangefinder $1,200
- Vehicle tools: Fuel can $150 · Repair tool $150 · Light drill $600 · Heavy drill $1,300
- Building: supplies $10 each · Medium Hammer $800 · Large Hammer $2,400 · Forward Operating Base $7,500 · Halligan bar $1,100
- Ammo, per box: 9mm $10 · .45 ACP $10 · 5.45 $15 · 5.56 $15 · .50 AE $20 · 7.62x54R $30 · .45 Colt $33 · 7.62x39 $40 · .308 $40 · .50 Cal $250
On ammo: hollow point costs two to four-and-a-half times standard; armour-piercing rarely more than 1.75x. The round that goes through a plate is cheaper than the one that doesn't. Tracer variants are free.
Whole kits, priced
Totals are list price. Under Wardog 9, halve everything but the ammo and the vehicle.
Poverty kit - $1,305. Bushmaster M17S $0, GGX 17 $200, Light Armor $400, Light Helmet $200, 2x Bandage $400, 2x 5.56x45mm box $30, Binoculars $75. The kit you rebuy after a disaster: a free rifle, a sidearm, the cheapest armour, and binoculars because spotting pays. Cheap enough to lose five times.
Standard infantry - $5,660. Galil $2,200, GGX 17 $200, Medium Armor $1,000, Medium Helmet $500, Medium Tac Vest $250, Field Backpack $650, 3x Bandage $600, M67 Frag $200, 4x 5.56x45mm box $60. Complete, replaceable, zone-capable. This is the everyday spend once you're earning - and it's more than half a starting wallet, which is why you don't buy it on your first life. Medium armour and helmet need Wardog 30; with Light in their place the same kit is $4,760.
Medic - $4,840. AMP-9 $900, Light Armor $400, Light Helmet $200, Field Backpack $650, Defibrillator $1,600, Battery $150, 4x Bandage $800, Smoke Grenade $100, 4x 9x19mm box $40. The defib is the expensive part and pays for itself in three revives; the SMG feeds the same XP track as the healing. The Medic guide is the loop.
Recon spotter - $2,005 with the starting rifle, or $3,555 with the SKS. Scout Rifle TD $1,100, Binoculars $75, Light Armor $400, Light Helmet $200, Bandage $200, 2x 5.56x45mm box $30. The rifle is nearly optional: the $75 binoculars are what earn. The Recon guide explains why.
Support / anti-vehicle - $6,200. MP43 $400, RPG-7 $2,000, 2x IED $600, Light Armor $400, Light Helmet $200, Assault Backpack $1,200, Medium Hammer $800, 20x Build Supplies $200, 2x Bandage $400. The RPG is the thing somebody in every squad needs; the hammer and supplies are the Support XP. Shotgun shells were unpriced in the catalogue, so add a little for those.
Driver taxi - $3,475. Kodiak $2,500, GGX 17 $200, Repair Tool $150, Fuel Can $150, 2x Bandage $400, Binoculars $75. A six-seat Kodiak pays for itself in one full run to the zone ($300-$450 a passenger, plus survival bonuses). The Bobcat is $500 if the balance is thin.
Pilot - $6,950. MH-6 $6,250, Basic Parachute $100, GGX 17 $200, 2x Bandage $400. The MH-6 is the cheapest thing that flies and needs no Pilot level; the Z20 Lakota is $7,400 and needs Pilot 10. Never fly without the $100 parachute - it's the difference between losing the airframe and losing the airframe and the kit.
Tank life - $14,750. L2A6 $14,000, GGX 17 $200, Repair Tool $150, 2x Bandage $400. Plus Driver 35 and a $500,000 unlock to get there. A dead tank is a poverty kit for the rest of the night.
The whole wallet - $9,810. FAL $6,500, GGX 17 $200, Light Armor $400, Light Helmet $200, Medium Tac Vest $250, Assault Backpack $1,200, 2x Bandage $400, 2x M67 Frag $400, 4x .308 box $160, Basic Parachute $100. Once the FAL's Assault 35 gate is paid, this is what a $10,000 balance buys in one life - on a rifle that eats $40 boxes. Fun once. The player who loses this twice is on the GGX 17 for the rest of the session.
The rules that keep you solvent
- Keep a life in reserve. Never spend more than half of what you have. A kit you can't replace is a kit you'll play scared with.
- Two poverty lives before one standard one. Learn what death costs on a $1,300 kit, not a $5,600 one.
- Ammo is the running cost. A cheap gun on an expensive calibre isn't a cheap loadout. 5.56 and 9mm are $10-$15 a box; .308 is $40; .50 Cal is $250.
- Buy what earns. Binoculars ($75), a bandage ($200) and a defib ($1,600) all pay you back. A $1,020 muzzle brake on a rifle you'll lose in two minutes doesn't.
- Light armour early, always. $600 for plates and a lid is the best value on the vendor. Heavier tiers are Wardog-gated anyway.
- Vehicles are a separate budget. Price the crew, the fuel can and the repair tool, and assume it dies.
- Use the recruit discount. Below Wardog 9 everything on the equipment vendor is half price. That's the time to try the expensive kit, not later.
FAQ
How much money do I start with in WARDOGS? $10,000, once per account. It doesn't reset per match, and there's no top-up if you're wiped out - earning it back is the game. The cash farming guide is how.
Do I lose my kit when I die? Yes, all of it. What survives is your balance and your levels. Leftover magazines don't bank either.
What's the cheapest complete loadout? A free recruit rifle, a $200 sidearm, $600 of light armour and helmet, two bandages and two boxes of ammo: about $1,230, or half that under level 9.
Is the New Recruit Discount on everything? Weapons and gear, yes - halved until Wardog 9. Ammunition and vehicles are full price from the start.
Are these prices final? No. They're the Season 1 launch catalogue as recorded by the community; BULKHEAD has said prices move per season and has never published an official list. Use them as ratios and we'll update the page when they shift.
Want to skip the grind? GetRankd.GG offers boosting across a growing list of titles - see the Wardogs page for what's live.
