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WARDOGS · Class guide · Support

WARDOGS Support Guide (2026): FOB Building, Hammers and Resupply

How to play Support in WARDOGS: what still pays Support XP after Season 2, the three hammers, every build cost in supplies, how to lay out and defend a FOB, resupply, anti-vehicle launchers and the LMG ladder.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • MG Nest needs the large hammer
  • Mortar now 600 supplies
  • PKM at Support 15
  • Repair XP moved to Driver / Pilot
Class guide · Support

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.

FOB · PLAN A · SUPPLY COSTS (S2) door 80 gate 200 Bremmer wall · 32 each MGMG Nest 650 CIWSCIWS 1,200 Talon 650 Mortar 600 SHELTERLarge Shelter 250 MAGNETHot Zone Magnet 2,750 road ALL OF IT≈6,760
Hammer rackwhat each builds
Small hammerWalls, doors, the new Wooden Step$100 a spawn (Season 1 price)
Medium hammerAdds the new Large Shelterbuilds less per swing; smaller critical-spot bonus
Large hammerAdds the new MG Nestbuild rate unchanged · Support 8 unlock, $2,400 a spawn (Season 1 figures)

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.

Short answer: Support earns XP by building (each swing and each finished structure) and by resupplying (supplies deposited and FOB-supply assists). Season 2 moved repair XP to Driver and Pilot, artillery XP to Driver and destroyed-buildable and IED / C4 XP to Assault. Builds cost supplies — a Bremmer wall 32, the MG Nest 650 (large hammer only), the CIWS 1,200 and the Hot Zone Magnet 2,750. On the gun side, the PKM opens at Support 15, the MAAWS at 18, the M249 at 20 and the new Evo-3 Ultra at 30.
Key takeaways
  • 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:

Building complete (by size)≈1–450 XP
Building, per swing≈1–10 XP
Supplies deposited≈5–180 XP
FOB supplied assist≈50 XP
Destroyed supply crate≈150–250 XP
Radar destroyed≈250 XP

Ranges to scale, 450 XP full width. Per-swing XP is higher when you hit the yellow X marks on a build — Season 2 shrank that critical-spot bonus.

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:

1

Small hammer

Walls, doors, the new Wooden Step.

$100 a spawn (Season 1 price)
2

Medium hammer

Adds the new Large Shelter.

builds less per swing; smaller critical-spot bonus
3

Large 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:

Wood Base15
Bremmer wall3215barbed wire and sandbags can sit on top
Door8022can't be hammered · Halligan breaches it
Gate20085
Wooden Step—newsmall hammer or better
Large Shelter250newmedium hammer or better
Air raid shelter / bunker / crow's nest200100
L81 Mortar600150restock 75 → 150 · slower to fire
Stingray650150
MG Nest650newlarge hammer · a manned M2 Browning
Talon 9K-SAM6501,000reload 2 s → 5 s · restock 50 → 200
Vanguard CIWS1,2001,500weaker against heavy fortifications
Hot Zone Magnet2,7502,250the priciest build

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.

WARDOGS Season 2 FOB build sheet in supplies, compared with Season 1: Bremmer wall 32 (was 15), door 80 (22), gate 200 (85), bunker or shelter 200 (100), Large Shelter 250 (new), L81 Mortar 600 (150), Stingray 650 (150), MG Nest 650 (new), Talon 650 (1,000), Vanguard CIWS 1,200 (1,500), Hot Zone Magnet 2,750 (2,250). Small hammer builds walls, doors and the Wooden Step; medium adds the Large Shelter; large adds the MG Nest. Repair, artillery and demolition XP moved away from Support
The FOB build sheet. Every cost from BULKHEAD's Season 2 notes, with Season 1 in outline.Graphic: BoostPirate

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:

  1. 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.
  2. 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.
  3. One gun facing the road. The MG Nest (650, large hammer) is a manned M2 Browning; put it where vehicles and infantry arrive.
  4. 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.
  5. Finish what you start. Season 2 makes unfinished buildables collapse when they lose support — a half-built tower is wasted supplies.
  6. 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.
A WARDOGS soldier aiming a rocket launcher down a street towards an armoured vehicle in a burst of fire and dust, a teammate beside him
Support holds the road. The RPG-7 ($1,800 a spawn in Season 2) and the MAAWS (Support 18) are the role's answer to vehicles — and since Season 2 the XP for knocking down buildables with them goes to Assault, not Support.Screenshot: BULKHEAD / Team17 via Steam

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.

The Flakpanzer Gepard anti-air tank with twin cannons parked in the rain beside a fence, from BULKHEAD's Season 02 patch notes
Anti-air on tracks. Season 2's Flakpanzer Gepard is the Driver's mobile air defence; your Talon and CIWS are the static version, and both now cost less to build than in Season 1.Image: BULKHEAD / Team17 (Season 02 patch notes, Steam)

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):

5RPG-7$30,000 · $1,800 a spawn · Season 1 gate
8Large Hammer$75,000 · Season 1 gate and fee
149K333 Verbawas level 16
15PKM$100,000 · $4,100 a spawn · was level 30
17PKM bipod$25,000 · was level 33
18MAAWS$100,000 · $2,400 a spawn · was level 20
20M249$150,000 · was level 15 and $100,000
214x Combat Prism + Reflexmoved in from Assault
30Evo-3 Ultra + Evolys 50 RND$200,000 · new · $7,250 a spawn · .308

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

Do
  • 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.
Don't
  • 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.

Sources
Free: WARDOGS XP Calculator Pick a role and two levels — the Season 2 XP between them, the hours at your pace, and the booster timeline. Plus the loadout planner, Gold Exchange converter and season calendar.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

What does the Support class do in WARDOGS?
Support builds and resupplies: forward bases (FOBs), walls, emplacements and defences, plus ammunition for the squad, and it carries the LMGs and anti-vehicle launchers. Season 2 moved repair XP to Driver and Pilot, artillery XP to Driver and destroyed-buildable XP to Assault, so Support now earns mainly by building and supplying.
How much do buildables cost in WARDOGS Season 2?
In supplies, per BULKHEAD's notes: a Bremmer wall 32, a door 80, a gate 200, a Large Shelter 250, the L81 Mortar 600, the Stingray and the MG Nest 650 each, the Talon 650, the Vanguard CIWS 1,200 and the Hot Zone Magnet 2,750.
Which hammer do you need for the MG Nest?
The large hammer. Season 2 added three buildables by hammer tier: the Wooden Step needs a small hammer or better, the Large Shelter a medium hammer or better and the MG Nest the large hammer. The medium hammer also builds less per swing than in Season 1.
Does repairing FOB buildings give Support XP?
Community testing by Slyther Games found no XP for repairing FOB buildings, and BULKHEAD moved vehicle repair XP to Driver or Pilot in Season 2. Build, deposit supplies and keep the FOB stocked instead.
When does Support unlock the PKM in Season 2?
At Support 15 for $100,000, down from level 30 and $150,000. The M249 moved up to Support 20 ($150,000), the MAAWS launcher sits at 18 and the new Evo-3 Ultra LMG at 30.

Ready to level up?

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