Season 02 is live

New weapons, vehicles and a fresh wipe. Expect a long login queue in the first hours.

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WARDOGS Season 2 first week: what to level and where the money is

What to level first in WARDOGS Season 2, where the cash and XP are in week one, and which unlocks, rewards and ammo numbers changed. Every number is checked against verified Season 2 data.

7 min read
WARDOGS Season 2 first week: what to level and where the money is
On this page
  1. What the wipe kept
  2. Pick one track
  3. Unlocks that moved
  4. Where the money is in week one
  5. Spotting
  6. Logistics
  7. Selling from your crates
  8. FOB defence
  9. Ammo and armor
  10. Vehicles to plan for
  11. Team switching and the Lonestar bonus
  12. Wager vendor
  13. A first week by track

Season 2 wiped cash, levels and XP on 15 October, and half the unlock tree moved. This guide covers what to level first, where the money is in the first week, and which numbers from pre-launch videos and posts no longer match the game. Every number is checked against verified Season 2 data.

Short answer. Pick one role track and stay on it until level 20 (111,500 XP). Recon earns the most for the least risk if you spot over the Hot Zone. Supply runs still pay, but a single drop pays half of Season 1 and streaks make up the rest. Use AP rounds against armored players and keep HP rounds for targets without armor.

What the wipe kept#

Season 2
Cash, levels, XP Reset on 15 October
Gold Bars, cosmetics Kept. Leftover Season 1 cash could be exchanged for Gold Bars at a floating rate
Gold Market Unlocks at Career35 for $150k
Skills Not in Season 2. BULKHEAD is considering turning past seasons' XP into skill points later, without a promise
Season length BULKHEAD aims for about six weeks; there is no fixed end date

Pick one track#

Every role track needs the same XP: 25,000 for level 10, 54,750 for level 15 and 111,500 for level 20. If you split XP between three roles in week one, you reach the key unlocks days after the players who did not. Choose the track whose level 20 to 35 gear you want and log your levels in the progression tracker.

Track Early goals Later goals
Recon Range Finder Recon8, Mosin Nagant Recon10 BMR-308 Recon20, M14 Recon25, Ghillie Body Suit Recon26, Infrared Range Finder Recon32
Support RPG-7 Support6, Large Hammer Support8, PKM Support15 MAAWS Support18, M249 SAW Support20, Evo-3 Ultra Support30, MGL-40 Support35
Medic MP5 Medic4, Medical Bag Medic14, PP-19 Vityaz Medic15 AMP-9 Medic20, Defibrillator Medic22, Super-45 Medic35
Assault Remote Detonator with C4 Assault4, Galil Assault10, Molotov Cocktail Assault13 TCX-SPR Assault20, M4 Assault28, FAL Assault35
Driver URAL Driver3, Wolf-110 Driver8, Large Crate Driver17 T-72B3 Driver20, Flakpanzer Gepard Driver25, L2A6 Driver35
Pilot AH-6M [Miniguns] Pilot8, Z20 Lakota Pilot10, Large Armored Crate Pilot15 AH-6R [Rockets] Pilot20, Havoc Pilot35

Unlock prices and the full list for every level are in the progression tables.

Driver: on 15 October BULKHEAD slowed Driver XP back to the Season 1 pace with a server-side fix (details). The unlock levels did not change, but the tanks take longer to reach.

Unlocks that moved#

Several early unlocks changed place in Season 2. Pre-launch guides often list them in the wrong spot.

Item Season 2
AK74 Free from the start, $800 to buy (was $1,600)
PP-19 Bizon Free from the start; the Medic's first SMG
AMP-9 Still in the game, now Medic20 for $75k
Medical Bag Earlier: Medic24 → 14
Defibrillator Later: Medic11 → 22, $110k
PKM Earlier: Support30 → 15
Evo-3 Ultra Support30, fires .308 Win
TCX-SPR Assault20, fires 7.62x39mm, not .308
M4 Later: Assault20 → 28
Mosin Nagant Takes only the PU 91/30 Scope (3.5x), Recon10

Where the money is in week one#

Spotting#

Recon gets paid when other players kill what you marked. Base amounts:

Action Cash XP
Spot an enemy soldier $100 25
Spotted soldier killed $400 150
Spotted T-72B3 destroyed $2,400 200
Spotted L2A6 destroyed $3,300 200
Spotted Havoc destroyed $4,200 150
Spotted FOB destroyed $2,000 250

The kill reward doubles when the target dies in a control zone and quadruples in the Hot Zone: a spotted soldier killed in the Hot Zone pays you $1,600. If the third team gets the kill, you get a quarter. Spotting the same soldier a second time pays half, and a third time pays nothing. Find a spot that overlooks the Hot Zone and keep quiet. One shot from you reveals a position worth more than the kill.

A monitor shows Infrared Range Finder / Charge next to battery icons
The Infrared Range Finder now shows a battery charge. © BULKHEAD

The Infrared Range Finder (Recon32, $3,200) now runs on batteries. One lasts about 80 seconds of use, according to the patch notes. It takes the regular Battery ($150) and the High Capacity Battery (Career46). Rain shortens spotting range.

Logistics#

A supply drop pays half of what it paid in Season 1, plus a bonus for each drop in a row. Our logistics and building guide has the full numbers. Two details matter for leveling:

  • A large crate gives 400 XP when it counts toward Driver (dropped from a ground vehicle) and 300 XP from an aircraft, where it counts toward Pilot. Two large crates from a Z20 Lakota make 600 XP, not 800.
  • The game scales crate XP by the value of what is inside, and the lowest step of that curve is zero. A crate with one cheap item in it earns next to nothing, so fill your crates. We have not tested this in a match.

Selling from your crates#

Teammates can still buy gear from your crates, but your markup shrinks with each sale to the same buyer. After ten sales to one player you only get back what the item cost. Sales to the enemy team pay nothing, and the XP for a sale drops by 10% with each repeat. A crate of good gear at the main base still earns if many different players buy from it.

FOB defence#

Mortars and anti-air cost more to keep firing. The Talon 9K-SAM reloads in 5 seconds instead of 2 and takes 200 ammo supplies per restock. The L81 Mortar takes 150 instead of 75. Plan the ammo in the FOB calculator before you build. The economy page lists every reward.

Ammo and armor#

HP rounds double damage on bare body parts and lose almost everything against plates. AP rounds lose a fifth on bare targets and keep half their damage through armor. A 5.56 round against Level 4 Armor (60% reduction):

Round Bare vs Level 4
Standard (FMJ) ×1 ×0.40
Flesh Damage (HP) ×2 ×0.05
Armor Piercing (AP) ×0.8 ×0.51

Level 4 armor covers the torso, pelvis and upper arms, and the Level 4 Helmet covers head and neck. Against a full Level 4 set, HP rounds only work on legs and forearms. HP unlocks early on the WARDOG track (5.45mm HP at Career6). AP comes late: 7.62x39mm AP at Career60, 5.56mm AP at Career84. Until then, FMJ does more than HP against heavy armor. The ballistics calculator shows shots to kill for every hit zone.

The Level 4 helmet muffles sound, narrows your view and fogs up when you sprint. Level 4 armor blocks 60% of damage now, down from 65%.

A watchtower in heavy rain
Rain cuts spotting range. Thunder masks footsteps for every player on the server at the same moment. © BULKHEAD

Vehicles to plan for#

Vehicle Unlock Spawn price Note
Wolf-110 Driver8, $50k $2,200 500 health, same as the Humvee; a Bobcat has 200
Wolf-110 [M2 Browning] Driver16, $125k $7,800 Armed variant
T-72B3 Driver20, $250k $16,000 Top speed 60 km/h
Flakpanzer Gepard Driver25, $300k $14,000 Anti-air
L2A6 Driver35, $500k $22,000 (was $14,000) Top speed 65 km/h
Havoc Pilot35, $650k $28,000 (was $18,000) Attack helicopter
T-72B3

T-72B3

Heavy Armored VehicleLevel 20

$16,000

Put the tanks side by side in compare. The MGL-40 (Support35) is weaker than in Season 1: 25% lower muzzle velocity, more sway, and a reload penalty on the Little Bird bench.

Team switching and the Lonestar bonus#

BULKHEAD removed the Lonestar cash and XP bonus in the backend update of 15 October. Team switching has limits once a team leads by more than 10 points: after you join a team you cannot switch again for 15 minutes, and until you first reach the control zone your map stays hidden and the spawn vehicle is closed to you.

Wager vendor#

The Wager vendor stand with a Closed, back soon sign
The Wager vendor stays closed at launch. © BULKHEAD

The Wager vendor opens later in the season, and wagers are switched off for now. What we know so far: you stake your own cash on objectives, the vendor needs a minimum WARDOG level, payouts have a cap, a disconnect loses the stake, and a match ending refunds it. The objective list comes from BULKHEAD's servers, so nobody can list it yet.

A first week by track#

Track Earn with Aim for
Recon Spotting over the Hot Zone Range Finder, then BMR-308 at 20
Support Supply runs and a stocked FOB PKM at 15, then M249 SAW at 20
Pilot Transport, then full crate drops from the Z20 Lakota AH-6R [Rockets] at 20
Driver Supply runs in the URAL Large Crate at 17, T-72B3 at 20
Medic Revives and healing near the zone Medical Bag at 14
Assault Kills and breaching enemy FOBs TCX-SPR at 20

Build the kit you play with in the loadout builder, and check the maps for the new Bakurani spawns before you pick a route.

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