Gaming Guide

WARDOGS Support Progression: Every Unlock From Level 1 to 50

The complete Support ladder with each level gate, one-time unlock fee, and the vendor price you pay every life.

The complete Support ladder with each level gate, one-time unlock fee, and the vendor price you pay every life.

Image: BULKHEAD

Support is the WARDOGS track that owns the launchers, the machine guns, the shotguns and the hammers, which makes it the one track a squad cannot skip on day one. Nothing else on any role answers an armoured pickup. The catch is that reaching a level only opens the tile: you still have to pay a one-time fee before the item is yours, and then a vendor price every single life.

Quick answer: Support hands out 31 unlocks across 26 levels, from the Light Drill at level 1 to the Grip Pod at 50. Buying every one costs $1,240,000 in one-time fees.


How Support unlock costs work

There are two separate charges on almost everything Support gives you. Hitting the required level makes the item visible at the equipment vendor. Paying the one-time unlock fee makes it buyable forever. After that you pay the list price each time you put it in a loadout, because loadouts are bought fresh at the start of every life.

A handful of items skip the fee entirely. The C4 Charge, the magazines and belts that arrive alongside their weapons, and the ammunition for the launchers all open with the level alone, so you only ever pay their vendor price. Everything else on the track carries a fee, and the fees are not proportional to the item’s usefulness: the M249 200 RND Box costs $35,000 to open but only $250 a belt.

To confirm a purchase went through, interact with the Equipment Vendor and open the weapons tab. An unlocked item drops its level tile and shows only its list price, and the filters will surface it alongside everything else you already own.

You do not need the unlock to use the gear. Looting a body or buying from a supply crate gets you an item you have never paid for, which is how most players try a PKM long before Support 30.


Every Support unlock by level and cost

The track runs to level 50 and stops handing out rewards there. Levels 4, 6, 7, 9, 13, 22, 24, 27, 29, 31, 32, 34 and everything between 36 and 39 give you nothing at all.

LevelUnlockOne-time feePrice each
1Light Drill$10,000$600
2C4 ChargeLevel only$250
2Remote Detonator$15,000$550
3Medium Hammer$25,000$800
5RPG-7$30,000$2,000
593mm rocketLevel only$200
8Large Hammer$75,000$2,400
10M500$50,000$1,200
11M500 Sabre Brake$17,500$740
12PGO-7$10,000$850
14Improved Cylinder Choke$7,500$540
15M249 SAW$100,000$3,200
15M249 100 RND Fabric MagazineLevel only$200
169K333 Verba$50,000$800
17Tread Brake$10,000$620
18M249 Bipod$15,000$1,050
19Full Choke$30,000$1,400
20MAAWS$125,000$2,600
214x Elcan Spectr$15,000$800
23M249 200 RND Box$35,000$250
25AT Mine$75,000$650
26Slotted Flash Hider$20,000$960
28Heavy Drill$25,000$1,300
30PKM$150,000$4,500
30PKM 100 RND BoxLevel only$100
33PKM Bipod$35,000$1,350
35MGL-40$200,000$6,000
3540mm grenadeLevel only$100
4012 Gauge Suppressor$25,000$1,040
45Orpheus Max Brake$40,000$1,020
50Grip Pod$50,000$1,500

Support weapons: levels, damage and vendor prices

Seven weapons sit on the track, and they arrive in a deliberate order: anti-infantry rocket first, close quarters second, sustained fire third, then the specialist launchers. Here are the numbers before the reasoning.

WeaponDamage per shotThrough armourPrice
RPG-7110.0$2,000
M500105.042.0$1,200
M249 SAW28.011.2$3,200
9K333 Verba200.0$800
MAAWS100.0$2,600
PKM55.022.0$4,500
MGL-40100.0$6,000

RPG-7 (Support 5)

The RPG-7 is the first handheld anti-vehicle weapon available on any role, which is why one player per squad usually rushes this gate. It fires a 93mm self-propelled rocket from a reusable launch tube, zeroes out to 400 metres and carries a 12-metre explosive radius, the largest on the track. Rockets cost $200 each and arm 16 metres from the muzzle, so you cannot use it as a panic button on something already on top of you.

RPG-7
RPG-7. Image: BULKHEAD

M500 (Support 10)

The M500 is a six-shell 12 gauge that fires semi-automatically and weighs 3.52kg. It is built for rooms and trenches, and the choke unlocks that follow it at 14 and 19 are the difference between a spread that works at door range and one that still groups further out. Slugs are the other half of the equation, since they penetrate better than buckshot at distance.

M500
M500. Image: BULKHEAD

M249 SAW (Support 15)

The M249 SAW is the workhorse most Support players settle on. It runs 5.56x45mm at 850 rounds per minute for 396.7 damage per second, pushes rounds at 915m/s, zeroes to 1,000 metres and offers semi and full auto. Its 100-round fabric magazine costs nothing to unlock and $200 to buy, and the 200-round box at level 23 doubles that for $250. The bipod at 18 turns it from a spray gun into a suppression tool.

M249 SAW
M249 SAW. Image: BULKHEAD

9K333 Verba (Support 16)

The 9K333 Verba is a single-use infrared homing missile that will only fire at a locked-on aerial target. It hits for 200 damage over a 10.8-metre radius, and it is the cheapest weapon on the whole track at $800. The trade is weight: 17.25kg, by far the heaviest thing Support carries, and a missile that travels at 20m/s.

MAAWS (Support 20)

The MAAWS is the dedicated armour answer, firing an 84mm anti-tank shell at 230m/s from a reusable tube. Its flatter trajectory makes it easier to land on a moving target than the RPG, and damage focused on a weak point such as an engine block strips a vehicle far faster than body shots.

MAAWS
MAAWS. Image: BULKHEAD

PKM (Support 30)

The PKM trades rate of fire for weight of round, firing 7.62x54mm at 825m/s for 55 damage a shot and 126.5 on a headshot. It is the suppression gun rather than the killing gun, and at 7.5kg with a 3.9kg belt it is not something you sprint with. The 100-round box unlocks with the level and costs $100.

PKM
PKM. Image: BULKHEAD

MGL-40 (Support 35)

The MGL-40 is the last weapon on the ladder and the most expensive item in the game’s Support catalogue at $6,000 a spawn, on top of a $200,000 unlock. It holds six 40mm grenade shells, fires at 75 rounds per minute and zeroes to 400 metres, with each shell doing 100 damage inside a 10-metre radius. Grenades cost $100 apiece and share the RPG’s 16-metre arming distance.

MGL-40
MGL-40. Image: BULKHEAD

Support tools and explosives

Building is the quiet half of the track. The Medium Hammer at 3 handles large and basic buildables at a moderate speed, while the Large Hammer at 8 builds everything, swings faster and is the only tool that will put up emplacements such as mortars and anti-air. Both consume build supplies, and the $75,000 gate at level 8 is the single biggest spend before the machine guns.

Repair runs on batteries. The Light Drill is your level 1 reward at $600 and repairs vehicles at a moderate rate; the Heavy Drill at 28 costs $1,300 and is the fastest option in the game. Neither works without a battery in your kit.

On the demolition side, the C4 Charge opens at level 2 with no fee at $250 a charge, but it is inert until you also buy the Remote Detonator for $15,000. The AT Mine at 25 is the sleeper: $650 a mine, pressure-triggered by vehicles only, and it stays armed where you placed it after you die.

AT mines and claymores kill anyone who triggers them, teammates included, and a friendly kill costs you $1,800. Placement matters as much as the purchase.


Support attachments: optics, muzzles and grips

Fifteen of the 31 unlocks are attachments, and everything after level 35 is nothing but muzzle devices and grips. Only two optics live on this track, so the rest of your glass comes from the account-wide Wardog ladder.

AttachmentLevelTypeEffect
M500 Sabre Brake11Muzzle
PGO-712Optic2.8x, faster ADS
Improved Cylinder Choke14MuzzleTighter pellet spread
Tread Brake17Muzzle
M249 Bipod18GripDeployed stability
Full Choke19MuzzleTightest spread at range
4x Elcan Spectr21Optic4x, iron sight toggle
Slotted Flash Hider26Muzzle
PKM Bipod33GripDeployed stability
12 Gauge Suppressor40MuzzleSound, flash, recoil, spread
Orpheus Max Brake45Muzzle
Grip Pod50GripRecoil reduction when stowed

Both bipods are the cheapest real upgrades on the track relative to what they do. The PKM Bipod weighs 0.7kg and costs $1,350 at the vendor after a $35,000 unlock, and it is what makes a 7.62 belt gun hold a lane instead of climbing out of it.

PKM Bipod
PKM Bipod. Image: BULKHEAD

Shotgun muzzles arrive early and cheap. The M500 Sabre Brake is the first, at 0.14kg and $740 with a $17,500 unlock, and it lands one level after the shotgun itself.

M500 Sabre Brake
M500 Sabre Brake. Image: BULKHEAD

XP needed to reach each Support gate

Four things feed the Support bar: kills with shotguns, machine guns and launchers; every hammer swing while building at a Forward Operating Base; repairing friendly vehicles with a drill; and destroying vehicles, enemy buildables and spawn vehicles. Dropping supply crates and pallets pays too, as does firing mortars, anti-air emplacements and artillery.

LevelHeadline unlockTotal XP to reach
5RPG-76,250
8Large Hammer17,250
10M50035,000
15M249 SAW110,000
20MAAWS250,000
25AT Mine325,000
30PKM400,000
35MGL-40500,000
4012 Gauge Suppressor650,000
45Orpheus Max Brake800,000
50Grip Pod1,000,000

The RPG sits behind 6,250 XP, which is an evening’s work, and half the ladder is done by 250,000. The wall is between 10 and 20, where individual levels jump from four figures to 25,000 and then 35,500 each. Past 50 the bar keeps filling — level 100 is 5,000,000 XP total — but no further Support unlocks exist, so that XP is only feeding your account-wide Wardog level.


Total cost of the Support track

Opening all 31 unlocks costs $1,240,000 in one-time fees, and three items account for nearly half of that: the MGL-40 at $200,000, the PKM at $150,000 and the MAAWS at $125,000. The first ten levels are comparatively cheap at $205,000 all in, which is why most players own the RPG, both early hammers and the shotgun long before they own a machine gun.

Anyone under Wardog level 9 sees vendor prices at half under the New Recruit Discount, so early loadouts will ring up cheaper than the figures above.

Work down the list in the order the game sets and the spend stays manageable. The Light Drill and a hammer pay for themselves through repair and build XP, the RPG at 5 pays itself back every time a vehicle drives into it, and the six-figure fees can wait until your bank account stops being the thing that decides your loadout.