WARDOGS Progression: All Six Class Tracks and XP
Classes Are Not Locked
WARDOGS does not work like Battlefield or Squad. You never select a class and get locked into its kit. Instead, every item belongs to a track, and using that item levels that track. You can run a sniper rifle with defibrillators, or an LMG with a rocket launcher, and switch entirely on your next trip to the vendor.
If you are unsure which track an item feeds, the icon on the item shows its class, and hovering it tells you which XP it awards.
The Seven Tracks
| Track | Levelled by | Unlocks |
|---|---|---|
| War Dog level | Everything you do in a match | Pistols, ammo types, some vehicles and general items |
| Assault | Kills with assault rifles, pistols and grenades | More assault rifles, weapon attachments (close/mid sights, grips, muzzle devices) |
| Support | Kills with shotguns, LMGs and rocket launchers; repairing vehicles; building emplacements; destroying enemy emplacements and vehicles with explosives | LMGs, shotguns, landmines, rocket launchers, grenade launchers, better repair tools, better hammers |
| Medic | Healing yourself and teammates, reviving players, kills with SMGs | Healing items, faster-revive equipment, smoke grenades, SMGs |
| Recon | Kills with sniper rifles and DMRs, spotting enemies with scopes | Snipers, DMRs, better spotting gear, claymores, a ghillie suit, a bow, long-range optics |
| Driver | Operating ground vehicles to move players and supplies, vehicle kills | More vehicles, radio cassettes, larger supply cases |
| Pilot | Flying helicopters to deliver supplies and friendlies, helicopter kills | More helicopters, cassettes, larger cases |
The War Dog track is the one that moves no matter what you do, which is why transport pilots level it quickly — they are constantly earning across several categories at once.
How Unlocking Actually Works
Reaching the required level does not hand you the item. It makes the item purchasable, and the first purchase is a large one-off unlock fee. After that the item is cheap to re-buy each life.
Beta players consistently recommended spending those first unlock fees on:
- Level 1 body armour and helmet — armour-piercing ammo is not widely unlocked early in a season, so plain armour is disproportionately strong
- An early assault rifle (the AK was the common pick)
- The first backpack upgrade — more ammo and medkits per trip means longer, more profitable lives
What Changes at Early Access
This is the part most beta guides get wrong, and BULKHEAD said so directly. Developer Joe Brammer confirmed in an August video that the Alpha and Beta progression was deliberately condensed so testers could reach the whole sandbox inside a weekend. Three specific points from that video and his replies:
- Tanks move tracks. In the beta they sat on the main War Dog track. At Early Access they move to the Driver role — you will have to drive to earn a tank.
- The first ~20 levels are roughly accurate, but progression is expected to change every season to keep it fresh.
- Beta progress does not carry over. Asked directly whether progression would carry from an open beta into Early Access, his answer was a flat no.
Creators covering the game — including StratzFPS, whose War College series is built on beta footage — paused their progression guides after that announcement. Treat any unlock order written before September 10, 2026 as provisional, including the recommendations above.
Seasons and Resets
The same video framed progression as seasonal: when a season ends, everyone returns to the same starting position and grinds levels and gear again. One practical consequence beta players already act on: gold bars are cheapest to convert early and mid-season and get expensive near the end, when everyone is cashing out.
Sources: BULKHEAD’s “TOP QUESTIONS” post (Feb 18, 2026); Joe Brammer’s progression video as reported by StratzFPS (Aug 30, 2026); TacticalNed’s class breakdown and DemoMan0351’s beta tips (Aug 2026).
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