- MG Nest needs the large hammer
- Mortar now 600 supplies
- PKM at Support 15
- Repair XP moved to Driver / Pilot
Build the base. Keep it supplied.
Season 2 handed repairs, artillery and demolition XP to other roles. What's left is the core of Support: building, resupplying and holding the line with an LMG.
Supply costs and hammer tiers: BULKHEAD's Season 02 patch notes (14 Oct 2026). "All of it" is our sum for the plan as drawn (12 wall sections, door, gate and one of each build), rounded. The layout is our illustration.
Support is the builder and the quartermaster of WARDOGS. You raise forward bases (FOBs), walls and emplacements, you keep the squad in ammunition and supplies, and you carry the LMGs and rocket launchers that stop a push. It used to be the role that also repaired vehicles, fired artillery and earned for knocking down enemy buildings. Season 2 moved all three of those away, which makes Support simpler: it now levels on building and supplying. This guide goes deeper than our overview of all six classes: what still pays, the three hammers, every build cost in supplies, how to lay out and defend a FOB, resupply and the weapon ladder.
- Support is a builder's track now: repairs, artillery and demolition XP went to other roles in Season 2.
- Hammer tier gates the build: the new MG Nest needs the large hammer; the medium hammer builds less per swing than before.
- Defence got dearer, anti-air cheaper: the Mortar went from 150 to 600 supplies, the Talon from 1,000 to 650.
- A stocked FOB is a prize: the enemy's destroy bonus scales with the supplies inside, up to $7,500.
- Everything here is Season 2: Season 3 starts 12 November 2026 with a reset and new notes.
What Support does after Season 2
BULKHEAD's Steam page sells WARDOGS on "destruction and building", with players fortifying positions using forward operating bases. Support is the role that does it. In a match the job splits three ways:
- Build — FOBs near the zone, walls and cover inside it, emplacements that deny the enemy's approach and air defence that keeps helicopters away.
- Supply — keep the FOB stocked so the squad can rearm and you can keep building, and drop ammunition where the fight is.
- Hold — an LMG on a wall or a launcher on a road is how a FOB survives the first push.
Season 2's reward changes are the part most Support players missed. BULKHEAD's notes move destroyed-buildable XP and IED / C4 XP to Assault, artillery XP to Driver, and repair XP to Driver or Pilot depending on the vehicle. Community testing by Slyther Games adds that repairing FOB buildings pays no XP. If you used to level Support by fixing tanks, that's gone — the Driver guide covers where it went.
What pays Support XP
BULKHEAD doesn't publish per-action XP for Support. Slyther Games' community tables (updated 21 October 2026) give these ranges:
The pattern: one big structure pays far more than many small ones, and supplies deposited plus FOB-supply assists add up over a long match. Support earns most when it builds something the team actually uses and then keeps it stocked.
The three hammers
Your hammer decides what you can build and how fast. Season 2 added three buildables, each tied to a hammer tier, and slowed the medium hammer:
Small hammer
Walls, doors, the new Wooden Step.
$100 a spawn (Season 1 price)Medium hammer
Adds the new Large Shelter.
builds less per swing; smaller critical-spot bonusLarge hammer
Adds the new MG Nest.
build rate unchanged · Support 8 unlock, $2,400 a spawn (Season 1 figures)BULKHEAD's notes say the medium hammer now "contributes less per swing", the critical-spot bonus is smaller and the large hammer's rate is unchanged. If you build a lot, the Large Hammer (a Support 8 unlock in Season 1 figures) is the upgrade that matters most. The Season 2 notes don't restate where the medium hammer unlocks; check your vendor.
Build costs in Season 2
Every buildable costs supplies. Season 2 made walls and fire support more expensive and air defence cheaper:
Supplies now, then Season 1. The Wooden Step's cost isn't in the notes. A destroyed buildable pays the enemy its build cost in cash (and about a quarter of that as Assault XP) — a 2,750-supply Magnet is worth $2,750 to whoever blows it up.
Laying out and defending a FOB
A FOB is the Support player's monument and the Assault player's target. Season 2 pays the enemy well for breaking one: $2,500 and 250 XP to the hacker, $1,000 and 250 XP to every teammate in the radius, and up to $7,500 for destroying it, scaled by the supplies stored inside. BoostPirate's build order for a FOB that survives:
- Place it near the zone, not in it. Close enough to resupply the fight, far enough that it isn't the fight. Per the community wiki, a FOB doesn't spawn players, so its value is logistics and defence.
- Walls first. Bremmer walls (32 each) with a single door (80). Barbed wire and sandbags can now sit on top of Bremmer walls. Close the door behind you: a friendly FOB door closed pays $75.
- One gun facing the road. The MG Nest (650, large hammer) is a manned M2 Browning; put it where vehicles and infantry arrive.
- Air defence next. The Talon (650) and the CIWS (1,200). BULKHEAD's 2 October hotfix made the CIWS destroy a HAVOC in about 6 seconds instead of 12; Season 2 made it weaker against heavy fortifications.
- Finish what you start. Season 2 makes unfinished buildables collapse when they lose support — a half-built tower is wasted supplies.
- Stock it, then guard it. A FOB full of supplies keeps your squad fighting and is a bigger prize for the enemy. Keep someone on the walls.
Air defence, the mortar and the drill rig
Three Season 2 balance lines change how you use the expensive builds:
Talon 9K-SAM
650 supplies (was 1,000). Reload went from 2 to 5 seconds and its munition restock from 50 to 200 — cheaper to build, slower to fire, costlier to keep firing.
L81 Mortar
600 supplies (was 150), restock 150 (was 75) and a new firing animation that slows its rate. BULKHEAD moved artillery XP to Driver and doesn't say whether the mortar counts — build it to deny ground, not to level.
Drill Rig
Harder to keep running: minimum activation fuel 1,500 → 2,000, maximum uptime 375 → 300 seconds, maximum fuel 7,500 → 10,000 and a longer cooldown after spawning. Fuel arrives on the Fuel Supply Pallet (Wardog 16).
The Hot Zone Magnet is the priciest build at 2,750 supplies. Per the community wiki, firing a magnet pulls the Hot Zone — where every player counts double — onto your ground for 180 seconds, with a 900-second recharge, and community testing paid 500 XP to players inside the FOB when it fires. It's a team play: tell your faction before you spend the supplies.
Resupply without the exploits
Supplies are the Support role's currency. They arrive by crate and pallet (the Driver guide covers the deliveries), you deposit them into the FOB, and you spend them on builds. Season 2 changed the edges of that loop:
- The supply pallets are Wardog unlocks now — Mechanical at Wardog 5, Ammo at 9 and Fuel at 16 — where Season 1 had them unlocked by default.
- Crate selling has diminishing returns per buyer, eventually breaking even with no profit or XP; selling to an enemy pays nothing.
- FOB-supplied assists are split between the players who supplied it, so two Supports feeding one FOB share the assist.
- Barbed-wire kills pay nothing any more — build wire to slow, not to farm.
BULKHEAD's enforcement policy covers economy abuse, and Update 0.1.2 (30 September 2026) targeted cash and XP exploits with zero tolerance. Play the loop as designed: build, deposit, rearm, repeat.
LMGs and launchers
Support's weapons are the heavy ones. The Season 2 ladder, from BULKHEAD's notes (the RPG-7 and Large Hammer gates are Season 1 figures the notes didn't restate):
Season 2 also made LMG body damage match assault rifles, cut .308 (the Evo-3 Ultra's round) by 25% and 7.62x54mmR (the PKM's) by 20%, and nerfed the MGL-40 grenade launcher hard: 25% lower muzzle velocity, stronger falloff at the edge of the blast, more inaccuracy, slower aiming and a reload penalty on the Little Bird bench. Its unlock rose to $250,000 and its spawn price to $7,500. BoostPirate's advice: the PKM at 15 is the best-value step on the track; the RPG-7 at $1,800 a spawn is the launcher to carry every life.
Support mistakes
- Build walls and one MG Nest before anything fancy.
- Finish every structure you start.
- Keep the FOB door closed and someone on the wall.
- Swing at the yellow X marks for more XP per swing.
- Tell your faction before you build a 2,750-supply Magnet.
- Repair tanks for Support XP — it goes to Driver now.
- Build a mortar to farm kills; its XP status is unclear.
- Farm barbed-wire kills — they pay nothing.
- Sell crates to the same buyer all match, or to enemies.
- Leave a stocked FOB unguarded — it's worth up to $7,500 to them.
Support in Season 3
BULKHEAD's "Road to Season 3" post (6 November 2026) dates Season 3 to 12 November 2026 with Sabatulo, an urban close-quarters map, longer seasons and a patch-notes preview the week before launch. Streets and buildings change what a FOB looks like — fewer open fields, more chokepoints for walls and an MG Nest. CEO Joe Brammer called Season 3 "a proper fresh start", so the Support track resets with it; re-check build costs and the hammer gates in the new notes.
Rather skip to the PKM or the large hammer? Our Support leveling builds and supplies the track to your target, piloted or with you in the squad. Then read the Medic guide, the Assault guide (who'll try to break your FOB) and the leveling guide for the Season 2 XP curve.
- BULKHEAD — "WARDOGS | Season 02 Patch Notes" (Steam, 14 Oct 2026: XP moves away from Support, build costs, new buildables and hammer tiers, medium-hammer and critical-spot changes, Talon, Mortar, Drill Rig, CIWS, wall and door rules, FOB hack and destroy rewards, crate-selling and barbed-wire changes, supply pallets on the Wardog track, Support unlocks, LMG and MGL-40 changes)
- BULKHEAD — IR Goggles & CIWS Balance Hotfix (Steam, 2 Oct 2026: CIWS kills a HAVOC in about 6 s) · "WARDOGS | Road to Season 3" (Steam, 6 Nov 2026) · CEO Joe Brammer, developer response on Steam (23 Oct 2026) · Update 0.1.2 (30 Sep 2026: economy exploits) · WARDOGS Enforcement Policy (7 Sep 2026) · WARDOGS on Steam (read 8 Nov 2026)
- Community — Slyther Games, "How to Level Up Every Class" (18 Sep 2026, updated 21 Oct 2026: Support XP per action, yellow X marks, no XP for FOB repairs, magnet XP) · wardogs.zone, The Control Zone (16 Oct 2026: FOBs don't spawn players, Hot Zone Magnet timing)
- Checked 8 November 2026. Season 3 starts 12 November 2026 — gates, fees and costs can change with its notes.
All free tools: calculators, percentiles & season countdowns →
Common questions
What does the Support class do in WARDOGS?
How much do buildables cost in WARDOGS Season 2?
Which hammer do you need for the MG Nest?
Does repairing FOB buildings give Support XP?
When does Support unlock the PKM in Season 2?
Ready to level up?
Support Leveling
Building and resupply all match long — the steadiest track, levelled for you.
Medic Leveling
Revives and heals in a full squad, from level 1 to the Medical Bag at 14 or the Defibrillator at 22.
Wardog Level Boost
The account-wide track behind the supply pallets, armour and the Gold Market.










