WARDOGS Weapon Changes in Season 2: Every Gun That Moved
The four new guns, the calibre damage cuts, every named weapon adjustment and both vendor price tables from Update 0.2.0 — plus why no tier list can be built from official data.
Applies to: Weapon, armour and suppression changes in WARDOGS Update 0.2.0, quoted from the Season 2 patch notes published October 14, 2026
Quick answer
Season 2 added four weapons — the TCX-SPR assault rifle, PP-19 Bizon SMG, Evo-3 Ultra LMG and M14 marksman rifle — and cut base damage across four calibres: .308 by 25%, 7.62x54mmR by 20%, 7.62x39mm by 19% and .50 Cal by 16%, applying to every weapon firing those rounds including vehicle miniguns. MP5 recoil moved toward horizontal, Super-45 lost range beyond 50m, all DMRs had a recoil pass, the MGL-40 lost 25% muzzle velocity, the Mosin gained a 3.5x scope and lost all other optics, and Level 3 and 4 armour reduction dropped to 50% and 60%. Vendor prices rose for ten weapons, with the AMR 50 going from $8,800 to $14,800, while seven fell, including the AK74 from $1,600 to $800. The developer publishes no damage values or time-to-kill, so no tier list can be measured — any ranking is subjective.

At a glance
Season 2 moved weapons in three separate ways, and they are easy to confuse: it added four guns, it cut base damage across four calibres, and it repriced a long list of individual weapons. The calibre change is the one that affects the most players, because it applies to every weapon firing those rounds rather than to a named handful.
| Weapon | Calibre | Class |
|---|---|---|
| TCX-SPR | 7.62x39mm | Assault Rifle |
| PP-19 Bizon | 9x19mm | SMG |
| Evo-3 Ultra | .308 Win | LMG |
| M14 | .308 Win | Marksman Rifle |
The developer's stated reason for the damage pass is worth quoting rather than paraphrasing, because it explains why the change looks small in a table and large in a match:
The same passage is explicit that this is not a nerf into uselessness: "This update doesn't make high-calibre weapons 'bad'. It brings them closer to the other weapons in their archetype." The FAL is named as still holding the highest damage-per-shot in the assault rifle category, but now closer to the TCX-SPR and M4.
The four new weapons
Each of the four arrives with its own attachment line rather than as a bare receiver. The official class labels are below; nothing here is a judgement about how good they are, because the developer publishes no damage figures to judge with.
| Weapon | Track and level | Unlock cost | Vendor price |
|---|---|---|---|
| PP-19 Bizon | Medic, unlocked by default | — | $1,000 |
| TCX-SPR | Assault LVL 20 | $100k | $3,200 |
| M14 | Recon LVL 25 | $100k | $7,400 |
| Evo-3 Ultra | Support LVL 30 | $200k | $7,250 |
Two details are easy to miss in the patch notes. The TCX-SPR took the M4's old slot, which is why the M4 moved from Assault level 20 to level 28 and its unlock cost rose from $100,000 to $150,000 — the new rifle displaced the old one rather than sitting beside it. And the PP-19 Bizon's magazine arrives with the gun, so a new Medic account has a working SMG without buying anything first.
Calibre base damage: what actually changed
This is a change to ammunition, not to individual weapons. The notes state it plainly: "These changes affect every weapon that uses these rounds, including infantry & vehicle weapons."
| Calibre | Base damage change |
|---|---|
| .308 Winchester | −25% |
| 7.62x54mmR | −20% |
| 7.62x39mm | −19% |
| .50 Cal | −16% |
Three consequences follow from the wording, and none of them are our interpretation:
- Sniper rifles kept their role by a different route. The notes say hit-location damage for sniper rifles was increased "to counter the base damage reduction to keep that sniper fantasy". So a sniper's body shot and a sniper's headshot did not move by the same amount.
- LMG body damage now matches assault rifles. The stated intent is that LMGs "win fights through sustained fire and magazine size, not by out-damaging assault rifles on every shot".
- Vehicle miniguns were hit too. The Little Bird AH-6M Minigun, Z20 Lakota Minigun and Humvee Minigun all fire affected rounds and are named in the notes.
Assault rifle body shots also do slightly less damage on their own, separate from the calibre change, and torso damage across upper, middle and lower torso was evened out so that "body-shot damage is more predictable".
Recoil, handling and the named weapons
These are the individual weapons the patch notes name. Anything not listed here was not given a weapon-specific change in Season 2.
| Weapon | Change |
|---|---|
| MP5 | Recoil pattern updated toward horizontal, "as it was too easy to use" |
| Super-45 | Damage fall-off increased beyond 50m, pushing it into a close-quarters role |
| All DMRs | New recoil pass "to bring them more in line with their power curve" |
| MGL-40 | Muzzle velocity −25%; stronger damage fall-off at the 40mm outer radius; heavier penalties when fired from the Little Bird bench |
| Mosin | New PU 91/30 (3.5x) scope; other optic sights removed as "not intended to be compatible" yet |
| Scout Rifle | Headshots now one-shot targets with no helmet; a Level 1 helmet takes two |
| Compound Bow | Shorter arrow drop-off; slightly more effective against lower-tier armour |
| Medical Bag | Durability 100 → 150 (gear, not a weapon — included because it shares the combat section) |
The MGL-40 change is the most consequential of that group for vehicle crews. Firing one from the Little Bird bench now carries "much more inaccuracy and sway, slower ADS speed, and a reload penalty", which the notes describe as a reliability reduction rather than a damage change.
Armour, helmets and suppression
Three of the changes in this section are not about guns at all, but they change how gunfights resolve, so a page about weapon changes would be misleading without them.
| Item | Before | After |
|---|---|---|
| Level 3 armour and helmet damage reduction | 55% | 50% |
| Level 4 armour and helmet damage reduction | 65% | 60% |
| Suppression reduction, Level 3 helmet | — | 68% |
| Suppression reduction, Level 4 helmet | — | 80% |
Suppression itself was rebuilt rather than adjusted: "Suppression was inconsistent and often unnoticeable. It has been rebuilt around shared falloff curves per weapon, so being shot at feels consistent regardless of what is shooting at you." Near-miss suppression from small and medium calibres is considerably stronger, rate of fire is now accounted for so fast-firing weapons do not suppress disproportionately, and screen shake was reduced to compensate. Level 4 helmets additionally gained muffled audio, muffled proximity chat, a restricted field of view, and fogging while sprinting — a trade the notes frame as protection with a cost.
Two ammunition types changed how they interact with armour: 12 gauge slugs and bow damage now both "scale with armor tier instead of one flat reduction".
What the changes cost at the vendor
Prices moved in both directions, and the increases are concentrated on the high-end weapons. Every figure below is a vendor price from the patch notes, not an unlock cost.
| Weapon | Price change |
|---|---|
| T-21 | $600 → $1,200 |
| AMP-9 | $900 → $1,375 |
| MP5 | $1,500 → $1,800 |
| Super-45 | $2,600 → $5,600 |
| Scout Rifle TD | $1,100 → $1,200 |
| Compound Bow | $800 → $1,350 |
| GGX 18 | $800 → $1,000 |
| BMR-308 | $6,000 → $6,250 |
| MGL-40 | $6,000 → $7,500 |
| AMR 50 | $8,800 → $14,800 |
| AK74 | $1,600 → $800 |
| Deagle | $900 → $750 |
| Galil | $2,200 → $2,000 |
| RPG-7 | $2,000 → $1,800 |
| MAAWS | $2,600 → $2,400 |
| PKM | $4,500 → $4,100 |
| FAL | $6,500 → $6,000 |
The AMR 50 move is the largest single increase at 68%, and the Super-45 more than doubles. The AK74 nearly halves. Read together with the unlock-cost changes — M4 from $150,000, FAL from $250,000, Super-45 from $200,000 and Compound Bow from $150,000 — the pattern is that the developer raised the price of reaching the top of each archetype while making the entry-level options cheaper. That reading is ours; the notes state the individual numbers and never summarise them into a policy.
Why this page is not a tier list
This is the most-requested shape for a page like this, and it is the one thing we will not produce. The reason is not editorial caution, it is arithmetic: BULKHEAD does not publish damage values or time-to-kill for any weapon.
- No announcement states a per-shot damage number. The patch notes give percentage reductions to calibres, never absolute figures.
- Steam's app-details endpoint for app 1867240 carries no weapon statistics of any kind. Checked October 19, 2026.
- Without base damage, a TTK table cannot be built. Without TTK, a ranking rests on feel rather than measurement.
So a "best weapon" list for WARDOGS can only be one of two things: a summary of one player's experience, or a guess dressed up as data. Both are common on the internet, and neither survives being asked how it was measured. What this page can do instead is tell you exactly what the developer changed, which is checkable, and leave the ranking to your own matches.
The distinction matters more in Season 2 than it did before, because the calibre cut changed nearly every automatic weapon at once. Any tier list published before October 14, 2026 is describing a different game.
Sources and review scope
- BULKHEAD — Season 02 Patch Notes, October 14, 2026 — the single source for every change on this page: the four new weapons and their tracks, the calibre reductions, the named weapon adjustments, the armour and suppression figures, the vehicle-weapon note and both price tables.
- Steam store API — app details, app 1867240 — checked October 19, 2026 to confirm that no weapon damage or TTK field exists in the store data.
- Steam store listing — WARDOGS — used for the game's current version number and Early Access status.
Every figure on this page is quoted from the Season 2 patch notes published on October 14, 2026. No damage number, TTK value or ranking appears anywhere on it, because none has been published. The one interpretive paragraph — that the price changes favour entry-level weapons and tax the top of each archetype — is labelled as our reading, and the underlying numbers are printed beside it so it can be checked. Nothing here reflects hands-on testing; this site has not played the build.
Checked on October 19, 2026 against the Steam store listing and the Steam Web API for app 1867240, the developer's own Steam announcements including the Season 2 patch notes dated October 14, 2026, the current-player and achievement endpoints, the public review endpoint, and the four policy pages published on wardogs.com. Figures are quoted from those sources rather than paraphrased, and each one carries the date it was read. Where a detail comes from a press report, a third-party site or a player post rather than from BULKHEAD or Team17, it is labelled as exactly that. Anything the developer has not stated is written as unconfirmed rather than guessed.
Not independently play-tested. This is not a claim that every platform or game version was tested. Source review: Oct 19, 2026.





