T21 low-cost line kit
T21 with red dot, vertical grip, early compensator, 4th backpack, 5 bandages, 2–3 extra magazines, ammo and binoculars.
Around $6k reportedWARDOGS FIELD MANUAL
Search by role, phase or item. These are source-linked starting points, not a static tier list: spend, unlocks and the live meta will move.
Season 02 changes weapon prices and role gates. M4 now requires Assault level 28 / $150,000 to unlock; AMP-9 requires Medic level 20 / $75,000 and costs $1,375 per purchase; the Defibrillator requires Medic level 22 / $110,000. The community spend estimates below retain their original context and are not current complete kit quotes. Use the corrected item records and your vendor basket for the actual total. BULKHEAD Season 02 notes · checked October 15 UTC.
Choose the kit that makes the next team decision easier. A cheap opening rifle can be correct; a specialist tool can be correct; the wrong answer is buying without a plan for the zone.
Check the weapon, attachments, loaded and spare ammunition, armor, medical supplies and specialist tools before comparing a full kit cost. The community spend notes below are estimates; an unpriced item is not free. See the weapon records, equipment records and current economy notes. A verified complete bill of materials is not yet available for these kits.
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COMMUNITY BUILD TRACKER
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Top 5 shown · 9 total builds · ties break toward the newest record.
T21 with red dot, vertical grip, early compensator, 4th backpack, 5 bandages, 2–3 extra magazines, ammo and binoculars.
Around $6k reportedGalil with 55-round magazines, 2.5× scope, vertical grip, loose FMJ, bandages, smokes, revive and adrenaline; adapt for C4 on FOB raids.
Around $12k reportedM4 with 1.5× optic, RVG grip, suppressor, four magazines, 160 rounds, bandages, first-aid kits, batteries, defib and a MAAWS when armor is expected.
Variable / launcher adds weightAK-74 with red dot and foregrip, level 2 protection, first vest and backpack, one extra magazine, ammo, bandages, respirator, smokes and binoculars.
Around $5k reportedA wrench, gas can and a Little Bird; the whole idea is to preserve mobility and solve the recovery problem before it happens.
Minimal / vehicle dependentGalil with full attachments, RPG, spare magazines and rockets, individual first aid, grenades, level 2 armor, a large backpack and parachute.
Around $15k reportedM249 with bipod, 2.5× scope, compensator and one extra box magazine; level 2 armor, level 3 helmet, three stacks of loose 5.56, Carl Gustav with one extra rocket and five bandages.
Around $13.5k reportedAMP-9, defibrillator, two extra batteries, 15 bandages, four IFAKs, four smoke grenades and 100 extra rounds of 9mm.
Variable / sustain-heavySecond shotgun with second scope and first grip; two full boxes of slugs, defibrillator with a large battery plus an extra battery, free revive, five bandages, around ten large meds, level 2 helmet/vest/tac vest, two grenades, two smokes, three C4 with remote detonator and a crowbar for enemy FOB raids.
Around $13k reported; LMG swap around $16kBuild submissions are temporarily paused. You can still browse and vote on community builds.
Showing 7 of 7 loadouts.
Start light, keep money for the next decision and carry the information tools that make a three-team fight readable.
A sustain-first kit for the player who keeps the squad in the fight after the first down.
A flexible rifle plan from current loadout sharing: preserve enough budget to recover, resupply or rotate after the first fight.
An M4 setup with optics and grip for players holding a lane without turning the kit into a shopping list.
Carry a direct answer to armor only when the squad can capitalize on the opening and still cover its objective job.
Treat the vehicle as a squad system: arrive with recovery tools, communicate the route and keep the next landing or resupply possible.
The opening construction plan: carry the FOB, a usable hammer and enough protection to make the base support the team’s route.
WATCH / LOADOUTS
These launch-era tips are a useful starting point for roles, settings and vehicles. Community advice stays separate from the source-linked build records above.
A current beginner walkthrough. The opening chapter covers the practice range, baseline loadout, free resuscitator and ammunition choices.
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