Vehicle Classes
Overview
Players can compare individual vehicle entries side by side to help choose and operate their transport. Each statistic is drawn from connected entries on vehicles, damage, fueling, repairs, and seating where comprehensive mechanics are documented. All vehicles available for purchase are organized within the table according to their role. Both the airplane, which lacks a shop listing, and the M113 APC SV, which has no price as a spawn vehicle, are omitted. Each armed or armored platform is cataloged under the specific armament or plating designated in its vehicle entry. The rifle damage taken metric indicates the proportion of full-power 5.56 mm rifle damage transmitted to the hull. Velocity values are displayed exactly as stored since no unit is indicated by the game.
Light Transports
Available for 500 cash, the Bobcat accommodates 2 occupants, features 200 HP, and receives 7.5% rifle damage. Priced at 1,500 cash, the Dune Buggy carries 3 occupants, has 400 HP, and sustains 10% rifle damage. At a cost of 2,200 cash, the Wolf-110 provides 4 seats, has 500 HP, and takes 5% rifle damage. The Kodiak sells for 2,500 cash, seats 4 personnel, possesses 400 HP, and absorbs 5% rifle damage. For 3,000 cash, the Kodiak [Pickup] offers 6 seats, maintains 400 HP, and incurs 5% rifle damage. The standard Humvee requires 3,000 cash, has 4 seats, supplies 500 HP, and endures 5% rifle damage. The Ural transport truck is priced at 5,000 cash with 3 seats, 700 HP, and 5% rifle damage taken. Purchasing the Ural Defender costs 7,200 cash for 3 seats, 700 HP, and a 5% rifle damage intake. While offering a lower expense per seat, the Bobcat and Kodiak [Pickup] are both ground vehicles. On its specification sheet the Kodiak [Pickup] records 6 seats, whereas baseline seating parameters designate 4.
| Vehicle | Role | Price (Cash) | Seats | Health (HP) | Rifle Damage Taken | Stored Speed |
|---|---|---|---|---|---|---|
| Bobcat | Transport | 500 | 2 | 200 | 7.5% | 75 |
| Dune Buggy | Transport | 1,500 | 3 | 400 | 10% | 130 |
| Wolf-110 | Transport | 2,200 | 4 | 500 | 5% | 129 |
| Kodiak | Transport | 2,500 | 4 | 400 | 5% | 154 |
| Kodiak [Pickup] | Transport | 3,000 | 6 | 400 | 5% | 154 |
| Humvee | Transport | 3,000 | 4 | 500 | 5% | 113.2 |
| Ural | Transport | 5,000 | 3 | 700 | 5% | 79 |
| Ural Defender | Transport | 7,200 | 3 | 700 | 5% | 79 |
Armed Vehicles
Carrying a price tag of 6,750 cash, the Kodiak [M249] seats 5, has 400 HP, and incurs 5% rifle damage. The Wolf-110 [M2 Browning] requires 7,800 cash, fits 5 occupants, delivers 500 HP, and takes 4.5% rifle damage. Selling for 8,500 cash, the Humvee [M249] provides 5 seats alongside 500 HP while receiving 4% rifle damage. For 9,500 cash, the Ural Defender [M249] supports 3 seats, possesses 700 HP, and takes 5% rifle damage. The Humvee [Minigun] is priced at 10,000 cash with 5 seats, 500 HP, and a reduced 2.5% rifle damage intake. Store listings for the Humvee [Minigun] show 5 seats, though a separate stat sheet indicates 4.
| Vehicle | Role | Price (Cash) | Seats | Health (HP) | Rifle Damage Taken | Stored Speed |
|---|---|---|---|---|---|---|
| Kodiak [M249] | Armed | 6,750 | 5 | 400 | 5% | 154 |
| Wolf-110 [M2 Browning] | Armed | 7,800 | 5 | 500 | 4.5% | 129 |
| Humvee [M249] | Armed | 8,500 | 5 | 500 | 4% | 113.2 |
| Ural Defender [M249] | Armed | 9,500 | 3 | 700 | 5% | 79 |
| Humvee [Minigun] | Armed | 10,000 | 5 | 500 | 2.5% | 113.2 |
Tanks
Rifle fire inflicts zero damage against tanks. Inflicting 0% damage, rifle rounds cannot destroy the SPH-2, Flakpanzer Gepard, T-72B3, or L2A6. With an 8,000 cash price and 650 HP, the SPH-2 represents the lowest-cost option among them. The SPH-2 seats 3 crew, costs 8,000 cash, supplies 650 HP, and absorbs 0% rifle damage. Priced at 14,000 cash, the Flakpanzer Gepard holds 2 crew, maintains 800 HP, and registers 0% rifle damage. Procuring the T-72B3 requires 16,000 cash, offering 3 seats alongside 750 HP and 0% rifle damage taken. The L2A6 demands 22,000 cash for 3 seats, 800 HP, and 0% rifle damage taken. Since tanks take no damage from rifle fire, combatants must rely on cannon or explosives against them. Destroying the L2A6 requires either 47 impacts from a 30 mm cannon or 312 strikes from a 20×102 mm cannon. Eliminating tanks is accomplished through mines, C4, grenades, and rockets. Smoke equipment is carried by the L2A6. With the L2A6 smoke screen active for 16 seconds and requiring a 90-second cooldown after firing, players receive brief concealment followed by an extended delay.
| Vehicle | Role | Price (Cash) | Seats | Health (HP) | Rifle Damage Taken | Stored Speed |
|---|---|---|---|---|---|---|
| SPH-2 | Armored | 8,000 | 3 | 650 | 0% | 65 |
| Flakpanzer Gepard | Armored | 14,000 | 2 | 800 | 0% | 65 |
| T-72B3 | Armored | 16,000 | 3 | 750 | 0% | 60 |
| L2A6 | Armored | 22,000 | 3 | 800 | 0% | 65 |
Helicopters
Purchasable for 6,250 cash, the MH-6 features 6 seats, holds 400 HP, and takes 7.5% rifle damage. Costing 7,400 cash, the Z20 Lakota accommodates 13 personnel, carries 600 HP, and incurs 5% rifle damage. The AH-6M [Miniguns] sells for 12,000 cash with 2 seats, 400 HP, and a 7.5% rifle damage rating. At 15,000 cash, the Z20 Lakota [Miniguns] provides 13 seats alongside 600 HP and receives 5% rifle damage. The AH-6R [Rockets] is priced at 18,800 cash, featuring 2 seats, 400 HP, and 7.5% rifle damage taken. Securing the Havoc requires 28,000 cash for 2 seats, 800 HP, and 5% rifle damage taken. Across all rotary aircraft, the Little Bird family sustains the greatest proportion of rifle damage. While the Z20 Lakota and Havoc absorb 5%, the AH-6M, AH-6R, and MH-6 incur 7.5%. Although the Havoc boasts the highest main health among helicopters at 800 HP, its 28,000 cash price tag represents the most expensive offering at the vehicle vendor. In terms of seat capacity relative to cost, the Z20 Lakota leads all helicopters. Offering 13 seats at 7,400 cash, its cost works out to approximately 570 cash per seat (derived). By comparison, providing 6 seats for 6,250 cash places the MH-6 at about 1,040 per seat (derived).
| Vehicle | Role | Price (Cash) | Seats | Health (HP) | Rifle Damage Taken | Stored Speed |
|---|---|---|---|---|---|---|
| MH-6 | Air (transport) | 6,250 | 6 | 400 | 7.5% | 350 |
| Z20 Lakota | Air (transport) | 7,400 | 13 | 600 | 5% | 445 |
| AH-6M [Miniguns] | Air (armed) | 12,000 | 2 | 400 | 7.5% | 350 |
| Z20 Lakota [Miniguns] | Air (armed) | 15,000 | 13 | 600 | 5% | 445 |
| AH-6R [Rockets] | Air (armed) | 18,800 | 2 | 400 | 7.5% | 350 |
| Havoc | Air (armed) | 28,000 | 2 | 800 | 5% | 400 |
Survivability
When a vehicle’s main health drops to zero, it is destroyed. Separate health pools govern individual components such as wheels, rotors, fuel tanks, or engines, which can break without destroying it. Listed within the table are full metal jacket 5.56 mm rifle hits required to deplete main health at point blank, full power. Simulating underlying damage rules provides the basis for these derived totals. Targeting the component yielding the lowest strike total represents the faster route. Shooters should focus on the Humvee’s fuel tank because bullets deal an additional 400% damage against it. Directing fire there requires 129 rifle hits rather than 715 impacts to the body. Gunners should target the Z20 Lakota’s tail rotor because it acts as the aircraft’s critical weak point. Damaging the tail rotor demands 429 rifle rounds, which is half of the 858 hits needed against the body. Rockets are the better tool against a Little Bird’s tail because rocket hits to that section receive an extra 200%. Sustaining fire from its own 30 mm autocannon destroys the Havoc in 42 hits.
Countermeasures
Flares are carried by helicopters as well as the airplane. For all remaining vehicles, countermeasures are either unlisted or designated as “Not stated”. Pilots must structure flight routes with caution since every helicopter deploys with an initial allotment of just 2 flares. Activating the system expends a single flare and initiates a 5-second delay prior to subsequent release. Helicopters cap their vertical ascent at 36 km/h while automatically entering a stationary hover upon releasing the collective. Unique to the Havoc is an automatic stabilization system that levels roll and pitch during low-speed flight. Deploy countermeasures only as an incoming munition nears, since flares specifically divert missiles that are already airborne. While flares burn across 3.5 seconds, guided missiles tracking inside effective range limits (5 to 300 m for the Havoc) divert toward an offset point alongside the helicopter, abandoning tracking once within about 100 m of that location.
Logistics
Fuel replenishment is conducted using a portable Fuel Canister or by visiting an active Refuel Station situated within a Forward Operating Base. Operating the Refuel Station consumes Fuel Supplies and mandates that the installation be positioned within FOB boundaries. For adding minor fuel increments, selecting Fast provides an uncomplicated option that restores 5% capacity for 75 cash. Total exhaustion of fuel immediately stalls the engine. Crews can restore vehicle durability through handheld engineering tools or by docking at a Repair Station. Much like refueling operations, the Repair Station restores hit points across identical dual tiers and requires Mechanical Supplies. Base stations provide a quicker solution for heavy damage because manual tools like drills and wrenches output just 10 to 14.5 HP per action. Completely restoring a damaged Humvee’s 500 HP pool requires roughly 50 wrench cycles from zero (derived), translating to about 34 seconds of repair work. Personnel should equip a wrench on expeditions because hand tools function universally, whereas stations require proximity inside an FOB radius.
Seating Rules
Certain vehicular models offer built-in ballistic protection, reducing the bullet damage suffered by mounted occupants. Data metrics express incoming damage percentages for seated passengers, where a listed 10% corresponds to a 90% mitigation rate. The Havoc boasts the game’s highest passenger protection, as its cabin positions absorb merely 10% of small and medium arms fire. Occupants inside the Humvee receive 30% damage. Passengers riding aboard the Kodiak or Ural gain zero damage mitigation since neither vehicle features a designated seating row. Freshly acquired vehicles spawn locked by default, preventing friendly squad members from boarding until their buyer grants squad or universal access. Since transitioning between seating positions requires time, players should reposition themselves prior to skirmishes rather than mid-combat. Bailing out at excessive speed inflicts injury, so drivers and riders must decelerate prior to dismounting.
Sources
- Official WARDOGS Community Wiki: Vehicle Guide (CC BY-SA 4.0)