Every other shooter of this size gives you an anti-tank weapon in a class menu. WARDOGS makes you earn it, on a track that also owns the shotguns, the machine guns and the hammers, and it is the track your squad cannot do without on day one, because nothing else answers a pickup with a gun on it.
This guide is the Support ladder as it stands at Season 1, the Early Access build, from our progression data, and the route through it that took players to Support 34 in a weekend. For how Support fits with the other five tracks, start with how to level up in WARDOGS.
Support levels when you build, break or repair
Four things pay Support XP. Kills with Support weapons: the gateless MP43 shotgun at 400 dollars, the M500, the M249 and PKM, and every launcher. Building at a Forward Operating Base, on every swing. Repairing vehicles with a drill, from the Light Drill at Support 1. And destroying vehicles, buildables and spawn vehicles with anything that pays Support.
The shotgun route is the slow one. WARDOGS' ranges make shotgun kills a niche, and everyone who levelled Support quickly in the beta did it with a hammer.
Build first: one match to the Large Hammer
The first-match kit that works is the free rifle, a bigger backpack and a Forward Operating Base at 7,500 dollars, then a vehicle from the vendor with a crate of build supplies, driven to a tower. Do not buy a hammer, because the FOB ships with one. Placing Hesco walls, gates and doors paid XP and cash on every swing and a larger sum on each completion, and one match of it ended nine points short of Support 7 with almost 100,000 dollars earned without firing a shot.

Support 8 matters because it is the Large Hammer, a 75,000 dollar unlock and 2,400 dollars at the vendor, and emplacements can only be built with it. Mortars, anti-air and the drone launcher pay in large chunks per action. A tier-three hammer is also what opens the SAM sites and the kamikaze drones.
Two multipliers from the beta are worth knowing. Placing a structure for a teammate to build pays you as they swing, so a pair placing for each other levels faster than either alone. And hammering the yellow marker during a build speeds it up several times over, which matters for emplacements.
The RPG at 5 is the reason the whole squad rushes Support
| Level | Unlock | Unlock cost | Price | Note |
|---|---|---|---|---|
| 1 | Light Drill | $10,000 | $600 | vehicle repairs pay Support |
| 2 | C4 Charge | level only | $250 | Remote Detonator is a separate $15,000 unlock |
| 3 | Medium Hammer | $25,000 | $800 | Hesco walls, gates, doors |
| 5 | RPG-7 | $30,000 | see catalogue | first handheld anti-vehicle |
| 8 | Large Hammer | $75,000 | $2,400 | emplacements |
| 10 | M500 | $50,000 | see catalogue | first shotgun with a gate |
| 15 | M249 SAW | $100,000 | see catalogue | 100-round belt, bipod at 18 |
| 20 | MAAWS | $125,000 | see catalogue | second launcher |
| 25 | AT Mine | $75,000 | $650 | persists after you die |
| 30 | PKM | $150,000 | see catalogue | heavier than the M249 |
| 35 | MGL-40 | $200,000 | see catalogue | six-shot grenade launcher |
The day-one plan is Support 5 for at least one player per squad. The RPG-7 handles packed infantry, light armour and every vehicle launch week will put in front of you, and each vehicle it kills pays Support back.

C4 at 2 needs no unlock cost, only the level, and it clears trenches and soft walls. Two IEDs killed an enemy spawn vehicle for 15,000 dollars in the beta, and one destroyed a FOB for 2,500 dollars and 500 Support XP. FOB hunting is a legitimate route from level 2.
Mines at 25 are the sleeper unlock
Anti-tank mines unlock at Support 25 for 75,000 dollars and cost 650 dollars each. They stay where you put them after you die, and no limit to how many you can lay has been found; players laid 40,000 dollars' worth in a match to test it. On choke points and vehicle lanes they pay Support XP and cash for every vehicle that finds one.
Between the RPG and the mines the track hands you the M249 at 15 and the MAAWS at 20. The M249 with its bipod at 18 is where machine gun kills start to be a real XP stream, and it is the gun most Support players run from then on.
After 35 the unlocks are attachments
The MGL-40 at 35 is the last weapon. What remains are muzzle brakes and grips up to Support 45, and then nothing. Community guides quote a cap of 100, but Bulkhead has not published one, and past the last attachment your Support XP is buying Wardog levels.
The Wardog level is where Support meets artillery: the SPH-2 sat at Wardog 55 in the beta, not on the Support track, and its shells pay Support XP on everything they destroy. How to use it once you have it is in how to use artillery in WARDOGS, and the anti-vehicle loadouts show what people are carrying it with. The towers guide explains what all that building is for.



