Money alone will not put a new rifle in your hands in WARDOGS. The game separates the right to own a weapon from the act of buying it, and both cost cash. That is why players regularly sit on a healthy bank balance and still see a gun greyed out in the vendor.
Quick answer: Reach the required class or WARDOG level, open the Unlock tab, pay the weapon’s one-time unlock fee, then buy the weapon again with cash at the vendor every time you spawn.
The three gates on every WARDOGS weapon
Every gated weapon sits behind the same sequence. Skipping a step is not possible, and the order never changes.
- Level: a class level (Assault, Medic, Recon, Support, Driver, Pilot) or your overall WARDOG level.
- Unlock fee: a one-time cash payment that grants permanent access to the item.
- Loadout price: the normal purchase price you pay again on every life.
The PP-19 Vityaz shows the whole chain in one line. It needs Medic level 4, a $25,000 one-time unlock fee, and then $1,200 each time you take it into a match. Lose it, and you pay the $1,200 again, not the $25,000.
The six class tracks are progression ladders, not locked roles. Once something is unlocked you can mix a sniper rifle, a medical item and a launcher in the same loadout as long as you can afford it.
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Add to Google Preferences →Which class track unlocks which weapons
Kill XP is assigned by weapon family, not by the role you intend to play. An SMG kill feeds Medic even if you are carrying a rifle in your other slot, so pick the weapon that matches the track you want to raise.
| Track | Main unlocks | XP comes from |
|---|---|---|
| Assault | Assault rifles, optics, grips, muzzle devices, magazines | Rifle, pistol and grenade kills, objective actions |
| Medic | SMGs, healing tools, revive gear, smoke | SMG kills, healing, reviving |
| Recon | Sniper rifles, DMRs, long-range scopes, bow, ghillie, spotting gear | Sniper and DMR kills, spotting |
| Support | LMGs, shotguns, launchers, mines, repair tools, FOB items | LMG, shotgun and launcher kills, building, repairs |
| Driver | Ground vehicles, supply cases, cassettes | Transporting players and supplies, vehicle kills |
| Pilot | Helicopters, supply cases, cassettes | Helicopter transport, helicopter kills |
Your WARDOG level covers the shared gear that sits outside those specialisms, including armour, helmets, backpacks, ammunition types and sidearms. Because it rises from every role, it climbs on its own while you focus on one track.
Unlock a weapon from the Unlock tab

How to check the unlock worked
Two things change once the fee is paid. The progression row stops showing as locked, and the weapon appears as a buyable option at the vendor when you build a loadout. Your cash drops by the fee once and never again for that item.
If the item is still greyed out while you clearly have the money, the level requirement is the thing blocking you, not your balance. Hover the item’s icon to see which class earns its XP, then play with weapons and actions that feed that track.
Mosin Nagant unlock cost example
The Mosin Nagant is a clean illustration of how expensive the middle gate can be relative to the gun itself. The unlock costs more than ten times a single copy of the rifle.
| Requirement or stat | Value |
|---|---|
| Class level | Recon 10 |
| One-time unlock fee | $50,000 |
| Price per loadout | $4,500 |
| Damage per shot | 55.0 |
| Headshot damage | 176.0 |
| Damage through body armour | 22.0 |
| Rounds per minute | 46 |
| Muzzle velocity | 865 m/s |
| Max zeroing range | 800 m |
| Weight | 4.1 kg |
It is a bolt-action 7.62x54mm rifle, so the payoff for that Recon grind is a single decisive shot rather than volume of fire. Spotting enemies also feeds Recon XP and pays cash without putting your loadout at risk, which makes it the safest way to work toward this particular gate.
Attachment, magazine and gadget unlocks
Magazines, muzzle devices and medical gear sit on the same trees as the guns, with the same level-then-fee-then-price structure. Several of the early ones are cheap enough to grab on the way to a bigger target.
| Item | Price | Unlocked at | Unlock fee |
|---|---|---|---|
| Field Resuscitator | $500 | Medic 2 | $10,000 |
| AMP-9 15 RND Magazine | $30 | Medic 3 | $7,500 |
| $800 | Medic 9 | $25,000 | |
| $180 | Medic 20 | $15,000 | |
| $400 | Recon 9 | $12,500 |
Read the restrictions before paying a fee. The 50-round drum only fits the AMP-9, the Field Resuscitator is a single-use revive item, and the Individual First Aid Kit heals you or a teammate back to full health.
Starter rifles and cash while you save
Nothing forces you to fight with an empty wallet. The Bushmaster M17S costs $0, fires 5.56x45mm at 700 RPM in semi and burst, deals 28.0 damage per shot, and weighs 3.17 kg. The trade-off is printed on the weapon itself: it cannot equip attachments.
Cash comes from far more than kills. Reviving, healing, spotting, building FOBs, transporting teammates, delivering supplies and holding the combat zone all pay out, and spotting in particular earns money and Recon XP from a safe position. Since dying means buying a whole new loadout, running a free rifle for a few matches is often the fastest route to a $50,000 unlock fee.






