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WARDOGS Unlock Levels: Every Confirmed Season 1 Gate (Patch 0.11)

Sam Okonkwo
Sam Okonkwo
WARDOGS Unlock Levels: Every Confirmed Season 1 Gate (Patch 0.11)

WARDOGS gates every weapon, vehicle and piece of gear behind two locks at once: a level on the right progression track, and enough Cash to buy the item at the in-match vendor. Miss either and you don't get it. This guide lists every unlock level BULKHEAD has actually published in the Season 1 patch notes, on which of the six tracks each one sits, and what it costs once it's available — verified against BULKHEAD's own "Pre-Load Live & Season 1 Changelog" (9 September 2026) and the newest build, Patch 0.11 (12 September 2026). No invented numbers, no fabricated class tables — the WARDOGS search results are full of both.

Quick answer: In WARDOGS, an unlock has two gates. (1) A level on a progression track (Career, Medic, Support, Driver, Pilot or Recon) makes an item available to buy. (2) Cash is its per-life purchase price at the vendor — and you re-buy it every time you deploy, because you lose your loadout on death. The marquee gates in Season 1: the Heavy Tank at Driver 35, the Artillery Tank at Career 90 ($500,000), and the Deagle at Career 85. Cash and levels reset at the end of each season, so these are Season 1 gates specifically.

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How unlocking works in WARDOGS: the two-gate rule

This is the single thing most WARDOGS guides get wrong, so start here.

Reaching a level does not hand you the item. It makes the item appear in the vendor so you can buy it. You then pay for it in Cash every single life, from the in-match vendor, because dying strips your loadout. BULKHEAD's design is explicit that you "buy a full loadout every life" and that "Cash persists from match to match" — the Cash carries over between matches, the gear does not.

So every unlock has two numbers attached:

  • The level — a threshold on one of the six tracks. Hit it once, permanently, and the item is unlocked for purchase.
  • The Cash price — what you hand the vendor each deployment to actually equip it.

Losing the item on death doesn't un-unlock the level. You just re-buy it. That's why a big-ticket item like the Artillery Tank is punishing twice over: a Career 90 grind to reach it, then $500,000 in Cash per deployment on top.

One more thing that scopes this whole list: Cash and XP reset at the end of every season. BULKHEAD, from the devlog Early Access & Beyond: "At the end of a season, your cash and XP progression will reset with your cash auto converted into gold bars." Your Gold Bars and cosmetics stay; your levels and banked Cash don't. Every gate below is a Season 1 gate, and BULKHEAD has stated "each season we will have a different XP curve with different item orders" — so expect these to move at Season 2.

The six WARDOGS progression tracks

BULKHEAD has said there are "6 progression tracks. From Medic to Pilot, create a loadout that suits your playstyle" — but it has never published a clean, labelled list of all six. The six track names that actually appear in the Season 1 patch notes, both in the unlock headings and the economy lines, are:

Career · Medic · Support · Driver · Pilot · Recon

That is the best-evidenced set that exists, and it's the one to trust. A caution players keep tripping on: there is no confirmed "Assault" track. You'll see launch-week posts on r/WarDogs proudly showing off gear "unlocked as assault," and older BULKHEAD prose loosely name-drops "Infantry," "Builder," sniper and demolitions — but those are playstyle words, not track names. The general infantry-flavoured unlocks (parachute, backpack, AP ammo, the Deagle, the Artillery Tank) all sit on Career. Any WARDOGS site showing you a confident, complete six-class table with clean icons is inventing part of it.

Career is the account-wide track that carries the infantry and big-ticket gear. Driver, Pilot, Medic, Support and Recon are the role tracks you level by playing that role — driving vehicles, flying, healing, building, and long-range spotting respectively.

WARDOGS squad advancing toward an objective, illustrating the six role-based progression tracks

Career unlock levels (Season 1)

Career holds the infantry kit and the game's single most expensive unlock. These are the confirmed Season 1 gates:

UnlockCareer levelSeason 1 change
Sports Parachute35was 36
Large Backpack55was 56
762x54mm AP ammo82was 83
556mm AP ammo83was 85
Deagle85was 90
Artillery Tank90was 55

WARDOGS soldier firing an RPG at an armoured Humvee, illustrating vehicle and AP-ammo unlocks on the Career track

The headline here is the Artillery Tank moving from Career 55 all the way up to Career 90. That's a deliberate late-game wall — BULKHEAD flattened the XP curve past level 35 specifically so "those wanting the big-ticket items, the top 5%, will need to grind." And remember the second gate: once you hit Career 90, the Artillery Tank still costs $500,000 in Cash per deployment (up from $400,000 in the beta). Career demonstrably runs past 90, so don't believe any "level cap 50" claim you see — see the caps section below.

Class-track unlock levels: Driver, Medic, Support, Pilot (Season 1)

The role tracks carry the vehicles, heals and utility. Every one of these is a confirmed Season 1 gate.

Driver — the vehicle track, and the one with the most published gates:

UnlockDriver level
URAL3
Kodiak Assault6
Dune Buggy8
Kodiak Flatbed10
Large Supply Crate16
URAL Covered18
Music Tape H23
URAL Attack25
Humvee with minigun30
Heavy Tank35

The Heavy Tank moved to Driver 35 in Season 1 (it used to sit on Career 35). So there are now two tanks on two different tracks: the Heavy Tank on Driver, the Artillery Tank on Career. If a tank is your goal, Driver 35 is far more reachable than Career 90.

Medic — the PP-19 50-round drum magazine unlocks at Medic 29 (down from 33). And a first-party but beta-era note worth knowing: the defibrillator unlocks at Medic 11 (PC Gamer, 9 September 2026) — one battery is five revives, and each defib kit was $1,600 plus $150 batteries in the beta. Treat the price as a beta figure; the Medic 11 gate is what BULKHEAD's team stated.

Support — the Large Hammer moved to Support 8 (up from 7). The Support track is the building/FOB track, which matters more than it sounds: completing a build paid more than a kill in the beta economy.

Pilot — the aircraft and supply-drop track. BULKHEAD re-priced several Pilot items in Season 1 (the Little Bird with miniguns to $50,000, the Z20 Lakota down to $35,000, the small armoured supply crate up to $10,000), but did not publish new Pilot level gates in the changelog — so this guide won't invent them. Recon's scope items were re-priced too (6-10x MRAD scope to $40,000, 6-10x MOA to $45,000) without a published new level gate.

Season 1 vendor prices for the big unlocks

The level gets you access; this is the Cash you pay each life. These are the confirmed Season 1 vendor prices from the changelog:

ItemTrackBeta priceSeason 1 price
Artillery TankCareer$400,000$500,000
Little Bird with minigunsPilot$25,000$50,000
6-10x MOA scopeRecon$30,000$45,000
6-10x MRAD scopeRecon$25,000$40,000
Large Hammer (Support)Support$25,000$75,000
Kodiak FlatbedDriver$15,000$35,000
Z20 LakotaPilot$50,000$35,000
URALDriver$50,000$35,000
Dune BuggyDriver$35,000$25,000
Forward Operating BaseVendor$2,500$7,500

Notice the direction: the big-ticket items got more expensive (Artillery Tank, Little Bird, scopes, FOB) while a few utility vehicles (URAL, Dune Buggy, Z20 Lakota) got cheaper. BULKHEAD also "rescaled the supply crate purchase curve from 25 to 250 down to 1 to 200, so low value items are priced sensibly and cannot be abused."

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What is NOT a real unlock gate (the traps)

The WARDOGS SERP is dominated by AI-written affiliate wikis that fabricate the exact specifics real players search for. Here's what to ignore:

  • Any level cap. No level cap is published anywhere — not on the store page, not in the API, not in an announcement. The published XP table ends at level 50 (1,000,000 XP) for role tracks, but Career demonstrably runs to 90+. So "class cap 50," "class cap 100" and "career cap 150" are all unsourced. If a site states a cap as fact, it made it up.
  • A clean six-class table with an "Assault" class. Assault is not a confirmed track (see above).
  • Weapon and vehicle names BULKHEAD has never used. Competitor unlock ladders list guns and vehicles like "UH-1Y," "Havoc," "L2A6," "Flakpanzer Gepard" and "SPH-2." None of those appear in any first-party WARDOGS source. The official vehicle names are Z20 Lakota, Little Bird, URAL / URAL Covered / URAL Attack, Kodiak Assault / Kodiak Flatbed, Dune Buggy, Humvee with minigun, Heavy Tank and Artillery Tank.
  • Map-locked unlocks. BULKHEAD has published no map names at all (three maps, three variations each, all in the Kolchia region). Anything tying an unlock to "Bakurani" or "Ozeti" is fiction.

When do you actually get a tank in WARDOGS?

The recurring launch-week question. Two answers, because there are two tanks:

  • Heavy Tank — Driver 35. Reachable, if you commit to the Driver track. This is your realistic first tank.
  • Artillery Tank — Career 90, then $500,000 per life. This is a top-5% grind by design. BULKHEAD's framing at launch: "during actual launch, players will not see a tank for weeks."

If a specific gate — Career 90 for the Artillery Tank, Driver 35 for the Heavy Tank, or a full class track — is what's standing between you and the loadout you want, and you'd rather not spend the weeks, our WARDOGS Career Leveling and WARDOGS Class Leveling services push a specific track to a target level for you. A quick, honest note: WARDOGS' EULA (10 September 2026) restricts account sharing and paying for progression, and the game runs kernel-level anti-cheat, so we won't promise it's risk-free or "allowed by BULKHEAD" — we handle it carefully and we're straight about what it is. If you'd rather play it yourself but win more rounds, WARDOGS Rent a Pro parties a specialist up with you on your own account.

Behind on the Season 1 grind? Skip the wall on a specific unlock:

  • WARDOGS Career Leveling — push Career toward the big-ticket gates (Artillery Tank 90, Deagle 85, AP ammo 82/83).
  • WARDOGS Class Leveling — target a role track (Heavy Tank at Driver 35, the defib at Medic 11, the PP-19 drum at Medic 29).
  • WARDOGS Cash — the second gate on every unlock; farmed Cash so you can afford the item once it's available.
  • All WARDOGS services — the full lineup.

Related WARDOGS guides

FAQ

How do unlocks work in WARDOGS? Every item has two gates. First, a level on one of the six progression tracks (Career, Medic, Support, Driver, Pilot, Recon) makes the item available to buy. Second, you pay for it in Cash at the in-match vendor — and because you lose your loadout when you die, you re-buy it every life. Hitting the level is permanent; paying the Cash is per-deployment.

What level is the tank in WARDOGS? There are two tanks in Season 1. The Heavy Tank unlocks at Driver level 35. The Artillery Tank unlocks at Career level 90 and then costs $500,000 in Cash each time you deploy it. BULKHEAD said at launch that most players "will not see a tank for weeks."

What are the six WARDOGS classes? The six progression tracks named in BULKHEAD's Season 1 patch notes are Career, Medic, Support, Driver, Pilot and Recon. There is no confirmed "Assault" track — infantry-style unlocks sit on Career. BULKHEAD has never published a formal labelled list of all six, so any site showing a clean class table is partly guessing.

Is there a level cap in WARDOGS? No level cap has been published anywhere. The XP table ends at level 50 (1,000,000 XP) for role tracks, but Career clearly runs past 90, since the Artillery Tank unlocks at Career 90. Ignore any "cap 50" or "cap 100" claim — none is sourced.

Do WARDOGS unlocks reset each season? Your levels and banked Cash reset at the end of each season, and your Cash auto-converts into Gold Bars. Your Gold Bars and cosmetics stay permanently. Every unlock level in this guide is a Season 1 gate; BULKHEAD has said each season will have a different XP curve and different item order.

How much Cash does the Artillery Tank cost in WARDOGS? In Season 1 the Artillery Tank costs $500,000 in Cash per deployment (up from $400,000 in the beta), on top of the Career level 90 requirement to unlock it. You pay that Cash every life you want to field it.

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