- Armed vehicle kill ≈ half its spawn price
- CIWS kills a Havoc in ~6 s
- C4 moved to Assault 4
- MAAWS now Support 18
Every armed vehicle carries half its price on its back.
What a kill pays, set against what the owner paid to spawn it — and the tool the Season 2 notes give you for each.
Spawn prices and destroyed rewards from BULKHEAD's Season 02 patch notes (14 Oct 2026). Season 3 starts 12 November 2026 and may reprice them.
Vehicles decide a lot of WARDOGS matches. They carry squads and supply pallets into the Control Zone, they hold streets with miniguns and cannons, and the most expensive of them cost their owner more than most players' whole loadout. That is exactly why they are worth killing: Season 2 pays a bounty on every one, and an armed vehicle you destroy pays you half of what its owner just spent. This guide covers the tools BULKHEAD gives each role, how to use them against tanks, light vehicles and helicopters, the buildables that shoot back, and how a squad turns anti-vehicle work into steady cash and XP.
- Half of the owner's spend: every armed vehicle BULKHEAD priced pays about 50% of its spawn price when you kill it (our arithmetic on the Season 2 notes).
- Support carries the rockets, and the MAAWS got cheaper and earlier: Support 18 for $100,000 instead of 20 for $125,000.
- C4 and IEDs are Assault tools now — the kills, and destroyed buildables, pay Assault XP since Season 2.
- Helicopters have counters: the CIWS (about 6 seconds on a HAVOC since the 2 October hotfix) and the new Flakpanzer Gepard.
- Mark first, shoot second. Spotting pays more for valuable targets, but only 25% if another faction finishes your mark.
- Season 2 numbers. Season 3 starts on 12 November 2026; its Limited Mode servers will have no vehicles at all.
Why vehicles are worth hunting
Every vehicle in WARDOGS is bought from its owner's cash bank, and every one has a "destroyed" reward the killer collects. The Season 02 patch notes list both numbers for each variant, and put side by side they show a clear rule: the armed variants pay almost exactly half of their spawn price, the unarmed transports about a fifth. Those shares are our arithmetic; the rows are BULKHEAD's.
* Spawn price is a Season 1 community-tracked figure the Season 2 notes did not change. Armed variants also pay 1.5× the XP of the base vehicle, per the notes.
What that means for you, as BoostPirate's advice: one HAVOC kill pays for seven RPG-7 spawns, and one T-72B3 pays for three MAAWS spawns. Transports pay little, but killing a Wolf-110 or a Lakota full of players stops a delivery streak and a squad reaching the zone, which is often worth more to your team than the bounty. The cash farming guide puts these payouts next to every other way to earn.
The anti-vehicle toolkit, role by role
Most of the tools sit on the Support track; Assault got the explosives in Season 2 and Recon has the heaviest rifle. These are the Season 2 gates and spawn prices — where a figure is older, the card says so:
Spawn price cut from $2,000. Level and $30,000 unlock fee are Season 1 figures the notes left alone.
Unlock moved from level 20 to 18 and from $125,000 to $100,000; spawn price was $2,600.
Moved from level 16 to 14. The notes list no price or damage.
The Remote Detonator's spawn price (was $550). Moved from Support 2 to Assault 4; C4 and IED kills now pay Assault XP.
Muzzle velocity −25%, weaker outer blast, sway and slower aim from the Little Bird bench; unlock fee $250,000.
Spawn price up from $8,800; the .50 Cal lost 16% base damage.
BULKHEAD publishes no damage figures for any of them, so nobody can tell you from official data how many rockets a T-72B3 takes. Our advice is to treat the first fight against each vehicle as a test, count your hits, and share the number with your squad. The Support guide covers the rest of that kit and the Assault guide the explosives.
Rockets: the RPG-7 and the MAAWS
The two launchers are the everyday answer to armour. The RPG-7 got a little cheaper in Season 2 ($2,000 → $1,800 a spawn) and still sits at Support level 5 by its Season 1 gate. The MAAWS moved down from level 20 to 18, its unlock fell from $125,000 to $100,000 and its spawn price from $2,600 to $2,400. WARDOGS' own pitch is that you can "destroy apartment blocks with rocket launchers", so rockets also open walls and the buildings a tank hides behind.
- Shoot from where the gun isn't looking. A tank turret has to turn to answer you; a rocket from the side or behind buys the second shot. (BoostPirate's advice — BULKHEAD publishes no armour zones.)
- Two launchers beat one. Two Support players firing together give the crew no time to back out or repair.
- Fire, then move. The backblast and smoke give your position away; reload behind something solid.
- Don't waste rockets on a full-health tank from the front if a teammate can reach its rear in ten seconds.
C4, IEDs and close work
Season 2 moved the Remote Detonator and C4 Charge to the Assault track at level 4 (they were Support level 2) and made IED and C4 kills pay Assault XP instead of Support XP. Destroying buildables now pays Assault XP too. The Remote Detonator costs $650 a spawn (was $550). Explosives are the lowest-cost way to kill a vehicle that comes to you: a road into the zone, a supply drop point, or a tank parked in a street.
How we would use them: place charges where vehicles must slow down — a bridge, a gate, a narrow street on the way to the zone — and wait out of sight. Against a parked tank, the explosives reach places a rocket can't, but the tank's crew and any infantry around it see you coming, so let a teammate's rocket or smoke pull the turret's attention first. Note that Season 2 also limited tank traps to a defined set of surfaces, so you can't block every road with them.
Killing helicopters: CIWS, Gepard and Verba
Helicopters are the hardest target for infantry, and BULKHEAD has tuned the counters twice. On 2 October 2026 a hotfix set the CIWS to destroy the HAVOC "in around 6 seconds as opposed to 12" — BULKHEAD said it had "overcorrected" in the previous patch. Season 2 then made the CIWS cheaper to build (1,500 → 1,200 supply), tuned its cannon to shred light cover but struggle against heavy fortifications, and reduced its damage to the spawn vehicle so that takes 2.25× longer to kill.
The Flakpanzer Gepard is the mobile answer: the anti-air vehicle Season 2 added at Driver level 25. On foot, the Support track carries the 9K333 Verba, which Season 2 moved from level 16 to 14; the notes list no other details, so test it before you rely on it. Two more Season 2 lines help against helicopters: the .50 Cal's 16% damage cut also hit the miniguns on the Little Bird, Lakota and Humvee, and helicopter cockpit glass now damages the helicopter when it's shot from inside, the same as incoming fire. Vehicles carry smoke screens and flares — Season 2 fixed them not showing for players who joined late — so expect them to be used against you.
Buildables that shoot back — and pay when they fall
Teams fortify the zone and their FOBs, and since Season 2 destroying any buildable pays Assault XP and a cash reward close to its build cost. These are the combat buildables the notes changed:
The MG Nest is a manned M2 Browning — a .50 Cal, so the Season 2 cut applies to it. A CIWS near a FOB is the first thing to destroy before your helicopter comes in, and a cheap one: $1,200 to you when it falls. The team roles guide covers who builds them on your side.
Spot it before you shoot it
Recon players earn when a teammate kills what they marked, and Season 2 changed the maths: spotting rewards are about 30% lower than in Season 1 but now scale with the value of the target, and if another faction destroys your spotted target you get 25% of the reward instead of 50%. In practice a marked HAVOC or tank is the best spot in the game and a marked runner the worst. Rain reduces spotting range, so expect to see vehicles later in wet matches. The Recon guide covers the binoculars, range finders and marks.
A squad plan for hunting armour
- Mark it. A Recon or anyone with binoculars spots the vehicle so the squad sees where it is and what it is.
- Pick the angle. Two Support players with launchers move to the flank or rear; the rest stay out of the gun's view.
- Pull its attention. Rifle fire or smoke from the front makes the crew look the wrong way.
- Fire together. Both rockets in the same second, then reload behind cover. Assault closes with C4 if the vehicle stops.
- Clear the area. A destroyed vehicle doesn't mean a dead crew or escort; watch the wreck for a few seconds before you move on.
This is BoostPirate's drill, not an official tactic. It turns a scary tank into the best-paying target on the map — and the Driver on the other side just lost a vehicle that cost more than most players' whole loadout. If you are that Driver, read the tanks guide and the vehicles and unlock levels guide for the other side of this fight.
Anti-vehicle mistakes
- Destroy the CIWS before your own helicopters fly in.
- Hunt armoured and attack vehicles first — they pay half their price.
- Kill transports when they carry a squad or a pallet into the zone.
- Fire rockets in pairs and from the side.
- Mark high-value vehicles for your team before engaging.
- Spend a MAAWS on an empty Wolf-110.
- Stand where you fired from after a rocket.
- Expect a Season 1 count of hits — the .50 Cal and big calibres lost damage.
- Fire through your own helicopter's cockpit glass — it damages your bird.
- Assume a vehicle is dead because it stopped moving.
The launchers live on the Support track and the MAAWS waits until level 18. Our Support leveling gets you there, and cash farming builds the bank for rockets every life. Both reset with the season, so order early in one.
- BULKHEAD — WARDOGS | Season 02 Patch Notes (Steam, 14 Oct 2026: spawn prices and destroyed rewards per variant, armed-variant XP, RPG-7, MAAWS, Verba, C4 and IED changes, CIWS, Talon, Stingray, MG Nest, mortar, Gepard, T-72B3, .50 Cal cut, cockpit glass, smoke and flares fix, tank traps, spotting), read in full on the WARDOGS Steam news hub (8 Nov 2026)
- BULKHEAD — "IR Goggles & CIWS Balance Hotfix" (Steam news hub, 2 Oct 2026: CIWS destroys the HAVOC in about 6 s instead of 12) · "Update 0.1.2" (29 Sep 2026: Infantry Mode servers) · "Road to Season 3" (6 Nov 2026: Season 3 on 12 November)
- BULKHEAD CEO Joe Brammer — developer response on Steam (23 Oct 2026: Limited Mode servers with no power weapons and no vehicles)
- BULKHEAD — wardogs.com (rocket launchers and destruction, read 8 Nov 2026) · RPG-7 gate and fee, MH-6 and Z20 Lakota spawn prices: Season 1 figures kept in our WARDOGS data because the Season 2 notes did not change them
- Checked 8 November 2026. Shares of spawn price are our arithmetic. Season 3 starts 12 November 2026.
All free tools: calculators, percentiles & season countdowns →
Common questions
What is the best anti-tank weapon in WARDOGS?
How much do you get for destroying a vehicle in WARDOGS?
How do you shoot down helicopters in WARDOGS?
Who gets XP for C4 and IED kills in WARDOGS?
Are there servers without vehicles in WARDOGS?
Ready to level up?
Support Leveling
Rockets, the MG Nest and the build tools — the Support track, levelled for you.
Assault Leveling
The kills-and-demolitions track, levelled by players who win their gunfights.
Cash Farming
A bank deep enough for armour, rockets and vehicles every life.










