You buy ammunition by calibre, not by weapon. Any weapon that chambers a round can use it, so two players running different rifles in the same calibre are drawing on the same ammo purchase. That makes calibre a real squad-planning decision, not just a stat.
Every calibre offers three load families — FMJ (standard), Hollow Point, and Armor Piercing — except 12 Gauge, which has Buckshot and Slug.
Calibres
Every calibre is sold in three damage types. Standard (FMJ) is the baseline, Flesh Damage (HP) trades penetration for damage against unarmoured targets, and Armor Piercing (AP) does the reverse. The prices below are per box, and the box size differs by calibre — a "box" of 9×19mm is 10 rounds, a box of .50 Cal is 5.
| Calibre | Rounds/box | Inventory | Stack | In vehicle | Standard (FMJ) | Flesh (HP) | Armor Piercing (AP) | Base damage | Weapons |
|---|---|---|---|---|---|---|---|---|---|
| 9×19mm | 10 | 2×1 | 80 | — | $10 | $15 | $20 | 22 | 5 |
| .45 ACP | 10 | 2×1 | 60 | — | $10 | $15 | $20 | 30 | 2 |
| 5.45×39mm | 10 | 2×1 | 80 | — | $15 | $25 | $40 | 26 | 1 |
| 5.56×45mm | 10 | 2×1 | 80 | 150 | $15 | $25 | $40 | 28 | 8 |
| .50 AE | 5 | 2×1 | 30 | — | $20 | $35 | $90 | 49 | 1 |
| 7.62×54mmR | 5 | 2×1 | 40 | — | $30 | $55 | $90 | 55 | 4 |
| .45 Colt | 6 | 1×1 | 30 | — | $33 | $50 | $66 | — | 1 |
| 7.62×39mm | 10 | 2×1 | 60 | — | $40 | $90 | $150 | 42 | 1 |
| .308 Winchester | 10 | 2×1 | 40 | 150 | $40 | $70 | $180 | 60 | 3 |
| .50 Cal | 5 | 2×1 | 20 | — | $250 | — | — | — | 1 |
| 12 Gauge | 6 | 2×1 | 24 | — | $60 (buckshot) | — | $200 (rifled slug) | — | 2 |
| 7.62×51mm | 100 | — | — | — | disputed | — | disputed | — | 0 |
| .338 Norma Magnum | — | — | — | — | — | — | — | — | 0 (no weapon yet) |
| 12.7×55mm | — | — | — | — | — | — | — | — | 0 (no weapon yet) |
| 9×39mm | — | — | — | — | — | — | — | — | 0 (no weapon yet) |
Note how steeply cost scales with power: a box of 9×19mm is $10, a box of .50 Cal for the AMR 50 is $250 — 25× the price. An anti-materiel rifle isn't just an $8,800 purchase, it's an expensive gun to keep fed.
What the three types actually do
| Type | Against flesh | Against armour |
|---|---|---|
| Standard (FMJ) | Baseline — honest damage | Baseline |
| Hollow Point (HP) | Roughly double | Badly blunted |
| Armor Piercing (AP) | About a fifth less | Meets far less plate |
Hollow Point is not simply "worse AP" — it does roughly double damage to unarmoured targets and is nearly wasted against plate. The two specialist rounds are opposite bets, and Standard is the only one that is never badly wrong. Full mechanics, including why sustained fire beats armour twice, in How To: Beat Armour.
Stack size is the real ammo economy
A stack of loose ammo costs the same 2 slots whether it holds 80 rounds of 5.56×45mm or 20 of .50 Cal. That makes the anti-materiel rifle expensive twice over — $250 per five rounds and four times fewer rounds per slot than an assault rifle carries.
Rounds-per-box and stack size are different numbers. You buy 5.56×45mm ten at a time, but a stack holds eighty — so eight purchases fill one 2-slot stack, and the ninth needs another two slots. .45 Colt is the only ammunition that packs into a single slot.
Vehicles hold bigger stacks — but only for two calibres. 5.56×45mm and .308 Winchester stack to 150 in a vehicle instead of 80 and 40. The Loadout Builder switches to the vehicle figure once you add a vehicle to your loadout. Every other calibre publishes no vehicle stack at all, so it keeps its on-foot number rather than being assumed to follow the same rule.
Ammo type is a real budget decision
The jump from FMJ to AP is not a rounding error. On 7.62×39mm it's $40 → $150, and on .308 Winchester $40 → $180 — 3.75× and 4.5× respectively for the same number of rounds. Two full AP boxes for a .308 marksman rifle cost more than a Galil. Buy AP when you expect armour, not by default.
Tracers
Every damage type also comes in a tracer variant, marked (T). Tracers are priced identically to their non-tracer counterpart in every calibre we can confirm, so they're not listed separately here — the choice costs you nothing at the vendor. It costs you elsewhere: tracers show the enemy where fire is coming from. That's a real trade in a game built around proximity voice and held positions, just not a financial one.
7.62×51mm is disputed and deliberately left blank. MetaForge lists it with a box of 100 and internally inconsistent figures — Standard at $300 but Standard (T) at $200, which would make it the only calibre where the tracer is cheaper, and Armor Piercing unpriced while Armor Piercing (T) is $250. There's also a malformed duplicate entry (762x51mm) with no prices at all. Rather than pick a number and present it as fact, this row stays marked disputed until a second source settles it. No weapon we list chambers it.
What chambers what
| Calibre | Weapons |
|---|---|
| 5.56×45mm | Bushmaster M17S · T-21 · Galil · M4 · A-91 · KH-2002 · M249 SAW · Scout Rifle TD |
| 9×19mm | AMP-9 · PP-19 Vityaz · MP5 · GGX 17 · GGX 18 |
| 7.62×54mmR | SVD · Mosin Nagant · SV98 · PKM |
| .308 Winchester | FAL · BMR-308 · MK22 |
| .45 ACP | Super-45 · M1911 |
| 12 Gauge | MP43 · M500 |
| 5.45×39mm | AK74 |
| 7.62×39mm | SKS |
| .45 Colt | Judge |
| .50 AE | Deagle |
| .50 Cal | AMR 50 |
| Arrows | Compound Bow ($75 per arrow) |
Two practical reads on that table:
- 5.56×45mm is the workhorse. Eight weapons chamber it — including every free/starter rifle — and at $15 a box it's among the cheapest to feed. A squad standardising on 5.56 shares ammo freely.
- Sniper calibres split. The bolt-actions don't all share: Mosin/SV98 run 7.62×54mmR alongside the SVD and PKM, while the MK22 sits on .308 with the FAL and BMR-308. Check before assuming your Recon player can top up from your rifle.
Hollow Point unlocks
Hollow Point loads are gated behind a level unlock costing $5,000 each, and the level required scales with how powerful the calibre is:
| Calibre | HP unlock level |
|---|---|
| 9×19mm | 6 |
| 5.56×45mm | 10 |
| 7.62×39mm | 11 |
| 5.45×39mm | 16 |
| .45 Colt | 25 |
| 7.62×54mmR | 28 |
| .45 ACP | 48 |
| .308 Winchester | 65 |
| .50 AE | 95 |
FOB resource supplies
Separate from weapon ammunition, these four $10 items feed a Forward Operating Base — see Building and Supplying a FOB:
| Item | Price | Feeds |
|---|---|---|
| Build Supplies | $10 | Construction |
| Fuel Supplies | $10 | Vehicle refueling |
| Ammo Supplies | $10 | Weapon reloads at the FOB |
| Mechanical Supplies | $10 | Vehicle repair |
Buying tips
- Budget ammo alongside the gun, not after it. A cheap rifle in an expensive calibre can cost more to run than a pricier rifle in 5.56.
- Match calibre across your squad where you can — shared ammo means a resupply run helps everyone, not one person.
- Save Hollow Point unlocks for a calibre you actually main; at $5,000 each they're a bigger commitment than most weapons.
A note on sourcing: per-calibre weapon counts are published by the community wikis; the exact weapon-to-calibre assignments above are reconciled against those counts and the magazine compatibility lists (see Attachments). Every calibre's count matches exactly. Scout Rifle TD's 5.56×45mm assignment is the only one derived by elimination rather than stated directly — treat it as high-confidence, not confirmed.
Sources: wardogshub.gg — Ammo, wardogshub.gg — Attachments, wardogshandbook.com — Ammo, wardogswiki.com — Ammunition Guide. See Sources & Data Freshness.