Patch notesSeason 2 patch notes: TCX-SPR, M14, T-72B3 and Gepard
Full WARDOGS Season 2 patch notes: four new weapons, four new vehicles, the Molotov, rain, high-calibre damage cuts, build cost and price changes, faster role tracks and a Lonestar bonus. Live on 15 October 2026 after maintenance from 08:00 to 09:30 UTC.

On this page
- Season 2 trailer
- Key changes at a glance
- New content
- Four New Weapons Added
- New Molotov, and Range Finder & Helmet Updates
- Four New Vehicles Added
- Three New Buildables Added
- New Rain Weather Preset
- Season 2 Gold Market Camos
- New Wager Vendor (Opening Later in Season 2)
- Team Switching Restrictions Added
- Team-Kill Punish & Forgive System
- Squad Intent UI
- Rebuy Last Loadout UX Improvement
- Server Seeding & Pre-Match Entertainment
- Region-Based Server Ping Limits
- Bakurani Spawns Moved
- Faction Balance Experiment
- Combat Balance
- Damage Update
- Suppression Improvements
- Compound Bow
- Parachutes
- Medical Bag
- Weapon Recoil & Balance Adjustments
- Building Balance
- Buildable Weapons Balance
- Misc Building Changes
- Vehicle Updates
- Vehicle Changes
- Vehicle Bug Fixes
- Controller Improvements and Fixes
- Aim Assist
- Feel & Responsiveness
- Controller Bind Changes
- Controller Specific Bug Fixes
- Progression Changes
- Role Track XP
- Role Track Unlocks
- WARDOG Progression Track
- Assault Progression Track
- Medic Progression Track
- Recon Progression Track
- Support Progression Track
- Pilot Progression Track
- Driver Progression Track
- Cash & XP Reward Changes
- Exploit Fixes
- Vendor Price Changes
- Misc Changes
- Source
BULKHEAD published the full Season 2 patch notes on Steam on 14 October 2026. Below is the complete list of changes, grouped by topic, with tables for the numbers. Every item in our database, the new Season 2 weapons, vehicles, attachments and buildables included, links to its page. Old and new values from the game files are on What changed in Season 2.
When: Season 2 goes live on 15 October 2026. Official servers are down for maintenance from 08:00 to 09:30 UTC (about 90 minutes), followed by a Steam update.
From the game files: every price, unlock, weapon damage, armor and build cost that changed since Season 1 is listed, with the old and the new value, on What changed in Season 2.
Season 2 trailer#
Key changes at a glance#
- Four new weapons:
TCX-SPR,
PP-19 Bizon,
Evo-3 Ultra and
M14, plus new optics, muzzles, magazines and bipods. - Four new vehicles:
Wolf-110,
Wolf-110 [M2 Browning],
T-72B3 and
Flakpanzer Gepard. - New
Molotov Cocktail, new buildables (
MG Nest,
Large Shelter,
Wooden Step) and a rain weather preset with thunder. - High-calibre damage cut: .308 Win -25%, 7.62x54mmR -20%, 7.62x39mm -19%, .50 Cal -16%. Level 3 and
Level 4 armor block less damage. - Build costs, drill rigs,
Talon and
mortar rebalanced; many vehicle and gear prices changed. - Role tracks reach level 20 in less than half the Season 1 playtime, and many unlocks moved between tracks.
- Lonestar gets a Season 2 cash and XP bonus, and all faction spawns on Bakurani were moved. The Lonestar bonus was removed on 15 October.
- Team-kill punish/forgive vote, team switching restrictions, region-based ping limits and a Wager vendor that opens later in the season.
New content#
Four New Weapons Added#
| Weapon | Calibre | Class |
|---|---|---|
| 7.62x39mm | Assault rifle | |
| 9x19mm | SMG | |
| .308 Win | LMG | |
| .308 Win | Marksman rifle |
Alongside them, a new set of attachments: additional optics, muzzle devices, magazines, and bipods (listed lower in the patch notes).
New Molotov, and Range Finder & Helmet Updates#
- Molotov - A thrown incendiary that splashes fire on impact and burns anyone caught in it. Throw overarm or underarm. Deals impact damage and the flames will deal damage over time if you're standing in them. Molotovs can also burn destructible foliage and are affected by rain.
Infrared Range Finder Update - Now runs on batteries. A battery lasts around 80s of active use. Drains faster if quickly toggled on and off.- Helmets Update -
Level 4 Helmet now has muffled audio, a restricted field of view, and will fog over when you're sprinting. Level 3 and Level 4 helmets also now have increased suppression resistance in line with the new suppression updates, to better fulfill the protective role of these items in more ways than just damage reduction.
Four New Vehicles Added#
| Vehicle | Type |
|---|---|
| Fast, light wheeled transport | |
| Main battle tank: slower than the |
|
| Anti-air vehicle |

Flakpanzer Gepard
Heavy Armored VehicleLevel 25
$14,000
Three New Buildables Added#
MG Nest - A manned M2 Browning emplacement.
Large Shelter - A large metal shelter for covering key assets or keeping the rain off.
Wooden Step - A step. Made of wood.
New Rain Weather Preset#
New rain weather preset.
-
Surfaces, vehicles and characters visibly wet as rain falls.
-
Rain sounds different depending on what it is falling on and where you are standing - under cover, indoors, inside a vehicle, or out in the open.
-
Destroy a roof and the rain starts visually coming through it.
-
Thunder rolls in during heavier rain, and every player on the server hears the same strike at the same moment from the same direction. It is loud enough to mask footsteps, so use it strategically.
-
Spotting range is affected by rain.
-
Molotov fire is reduced by rain.
Season 2 Gold Market Camos#
Eight new weapon and vehicle skins join the Gold Market, spanning four camo families:
- Black & Gold - Little Bird. Season 2 Exclusive Gold Market Camo.
- Chocolate Chip -
Evo-3 Ultra,
M14,
TCX-SPR. - Two-Tone Desert -
Galil,
Mosin,
Havoc. - Digital Wood -
M500.
The Black & Gold AK Camo has been removed from the Gold Market.
New Wager Vendor (Opening Later in Season 2)#
Not at launch: the Wager vendor is not available when Season 2 starts. It opens later in Season 2.
- A new Wager vendor lets you bet your own cash on your own performance.
- Set your own stakes, bet on yourself. Win big or lose it all.
- A live wager tracker sits above the minimap showing your stake and progress.
- The wager vendor is not a permanent addition and is intended to come and go throughout a season.
Team Switching Restrictions Added#
To stop late switching from deciding matches, once a team is more than 10 points ahead:
- You cannot switch teams again for 15 minutes after joining one.
- If you switch teams or join a match in progress, your map stays obscured until you reach the control zone for the first time.
- You cannot use the
spawn vehicle until you reach the control zone for the first time.
These changes are intended to increase friction for team switch abusers, whilst still allowing you to join the team of your friends if needed.
Team-Kill Punish & Forgive System#
Team killing is now handled by a victim-driven vote, to allow for forgiveness but also punish purposeful teamkills.
- When a teammate kills you, you are asked to Forgive or Punish.
- Punish results accumulate against a teamkiller, leading to kicks and escalating bans for repeat offenders.
- Forgive removes a potential mark against the player who teamkilled you.
Note: Respawning and then leaving the safe zone without voting, forgives automatically.
Squad Intent UI#
- Squad leaders can now set a team visible squad intent from a pre-defined list of entries, which every player can see on their squad list before choosing to join a squad.
- Squad invites and other timed prompts now queue.
Rebuy Last Loadout UX Improvement#
- Old placeholder rebuy UI has been removed
- When clicking on the 'Rebuy Last Loadout' button, your equipment vendor UI will be populated visually with your last loadout, which you can then add to or remove items from before purchase.
Server Seeding & Pre-Match Entertainment#
- Players who join and populate empty servers earn rewards and a vendor discount once the match begins.
- Pre-match entertainment now available before the match starts.
- Guns lying around with targets, football and a hidden radio in each spawn.
Region-Based Server Ping Limits#
We've introduced region-based ping limits to improve network reliability and ensure a fairer experience for everyone. Note: These initial values will be quite lenient as we hone in on appropriate values.
- Official Servers will now enforce different maximum ping limits depending on their region.
- High Ping Kicks: Players who consistently exceed a server's ping limit over a sustained period will be automatically kicked (this helps protect against temporary spikes)
- Server-side lag spikes are also excluded from ping measurements to prevent unfair kicks.
- Temporary Rejoin Restriction: Players kicked for high ping will be unable to rejoin the same server until the next map transition.
- Server Browser Improvements: Added maximum ping tags and filters to the server browser, making it easier to find servers with suitable connections.
- Community Server admins will be able to configure their own ping limits, allowing for cross regional play (or more stringent rules) if desired.
Bakurani Spawns Moved#
New spawns and routes on Bakurani.
- All three team spawns have been moved and rebuilt, each with purpose-built routes to the zone, which should provide a more balanced match across each team.
Faction Balance Experiment#
WARDOGS is a game that isn't supposed to be always perfectly balanced. However – one team had a notoriously lower win rate than the other two teams. There are valid complaints around Lonestar's uniform visibility and certain spawn positions which we have been watching and addressing. However – sentiment around the blue team is the largest driving factor for players not wanting to play on that team.
We are performing a social experiment with Season 2 to see how and if this affects win rate data and perception of the faction. Lonestar is an established PMC backed by one of the world's leading economies. Lonestar has cash... and Lonestar needs you.
Season 2 only: the Lonestar bonuses below are an experiment and apply only during Season 2.
Update 15 Oct: BULKHEAD removed the Lonestar cash and XP bonus in a backend update the same evening. What changed.
- Lonestar cash & XP win bonus, Season 2 only.
- Lonestar teamplay action cash & XP multipliers, Season 2 only.
- All faction spawns have moved on Bakurani.
- New vendor discount for the losing team: 20% off if they're at least 40 points behind second place. Relevant to all teams, not just Lonestar.
- Community server hosts being seen to exploit the faction bonus will be punished.
Combat Balance#
Damage Update#
High-calibre rounds like .308 and 7.62x54mmR were built for sniper rifles, where a slow fire rate and small magazines balance out their big damage per shot. In assault rifles, DMRs and LMGs, those same rounds were doing close to sniper damage at a much faster fire rate. That made these weapons far stronger than the others in their archetype, and picking anything else felt like a disadvantage.
This update doesn't make high-calibre weapons 'bad'. It brings them closer to the other weapons in their archetype. The
FAL still has the highest damage-per-shot within the assault rifle category, but now sits closer to the
TCX-SPR and
M4. Sniper rifles remain the category for big single-shot damage, and we've increased their hit-location damage to counter the base damage reduction to keep that sniper fantasy.
Calibre Base Damage Reductions#
These changes affect every weapon that uses these rounds, including infantry & vehicle weapons.
| Calibre | Base damage |
|---|---|
| .308 Winchester | -25% |
| 7.62x54mmR | -20% |
| 7.62x39mm | -19% |
| .50 Cal | -16% |
DMRs#
Hit-location damage has been adjusted for the new calibre base damage values. Headshots and upper-body hits are slightly weaker, so DMRs sit between assault rifles and snipers. They should be more punishing than an assault rifle, but not a faster-firing sniper rifle.
Assault Rifles & LMGs#
- Damage to the upper, middle and lower torso was too inconsistent before. It's now more even, so body-shot damage is more predictable.
- Assault rifle body shots do slightly less damage.
- LMG body damage now matches assault rifles. LMGs win fights through sustained fire and magazine size, not by out-damaging assault rifles on every shot.
Scout Rifle#
Scout Rifle headshots now one-shot targets with no helmet.- A
Level 1 helmet takes two headshots to kill.
Level 3 and Level 4 Armor & Helmets#
Level 4 Helmet now has muffled audio, muffled proximity chat, a restricted field of view, and will fog over when you're sprinting.- Level 3 and Level 4 helmets also now have increased suppression resistance.
12 Gauge Slugs#
Slug damage against armor now scales with armor tier instead of one flat reduction.
Weapon Inspects Note#
- Some weapon inspects are silent and this is known.
Vehicle Weapons & Turrets#
The calibre reductions above also apply to vehicle weapons that fire those rounds, such as the Little Bird AH-6M Minigun,
Z20 Lakota Minigun and
Humvee Minigun.
We've also reduced how much damage turrets do to infantry depending on where the shot lands. Heavy and Artillery top machine turrets were using the same hit-location values as the helicopter cannon. Heavy and Artillery turrets now use the same hit-location values as assault rifles and LMGs.
Suppression Improvements#
Suppression was inconsistent and often unnoticeable. It has been rebuilt around shared falloff curves per weapon, so being shot at feels consistent regardless of what is shooting at you.
- Near-miss suppression from small and medium calibres is considerably stronger.
- Rate of fire is now accounted for, so fast-firing small and medium weapons (such as SMGs and pistols) don't suppress disproportionately.
- Suppression screen shake has been reduced to account for the increase in suppression effects - it should read clearly without fighting you for control.
Level 3 helmets reduce suppression by 68%.
Level 4 helmets reduce suppression by 80%.
Compound Bow#
- Arrow trajectory has been updated to have a shorter drop-off.
- Slightly more effective vs lower tier armor than season 1.
Bow damage against armor now scales with armor tier instead of one flat reduction.
Parachutes#
- Parachutes now take longer to fully open, and won't open at all below about 10m.
- Pulling at the last second is now a real risk. If you're falling fast and open below roughly 50m, you won't slow down in time and will take fall damage.
Basic Parachute price increased $100 → $500.
Sport Parachute price reduced $1,000 → $700.
Make sure you trust a pilot before getting into their aircraft. Alternatively, drive to the control zone or fly yourself.
Medical Bag#
- Durability increased 100 → 150, so a single bag goes further before it needs replacing.
Weapon Recoil & Balance Adjustments#
MP5#
- Recoil pattern updated to have more of a horizontal pattern, as it was too easy to use.
Super-45#
- Damage fall-off increased beyond 50m, its effective range, pushing it firmly into a close-quarters role.
DMRs#
- New recoil pass across all DMRs to bring them more in line with their power curve.
MGL-40#
- Muzzle velocity reduced -25%.
40mm outer radius now has a stronger damage fall-off.- Experiences much more inaccuracy and sway, slower ADS speed, and a reload penalty when sitting on the Little Bird bench, to reduce reliability.
Mosin#
- New
PU 91/30 (3.5x) Scope for the
Mosin.
Mosin no longer has access to other optic sights, as these sights were not intended to be compatible until future planned customisation features become available.
Building Balance#
A full pass on build costs, build speed and durability, aimed at making structures a considered investment rather than something you spam. The
Talon,
Mortar and Drill Rig have had their resources and ammo rebalanced to make them slower to build and more expensive to keep active, without removing creative strategies or putting hard limits on player freedom.
New Buildables (and which items can build them)#
Wooden Step added to the
small hammer and above.
Large Shelter added to the
medium hammer and above.
MG Nest added to the
large hammer.
Cost Changes and New Buildable Costs#
The following costs all refer to build supply costs:
| Buildable | Before | After |
|---|---|---|
| Wood Base | — | 15 |
| 15 | 32 | |
| 22 | 80 | |
| 85 | 200 | |
| — | 250 | |
| Air raid shelter, |
100 | 200 |
| 150 | 600 | |
| 150 | 650 | |
| — | 650 | |
| 1,000 | 650 | |
| 1,500 | 1,200 | |
| Hot Zone Magnet | 2,250 | 2,750 |
Build Speed#
Medium hammer now contributes less per swing.- Critical spots give a smaller bonus than before.
Large hammer build rate per swing is unchanged.
Drill Rig Balance#
These changes severely reduce how long drill rigs can be active for, along with the fuel required to start and keep them active. The intention is to reduce the prevalence of multi drill rig builds becoming a dominant strategy, without removing the possibility of it ever occurring. We will continue to observe the effects these changes have.
| Drill rig | Before | After |
|---|---|---|
| Minimum fuel to activate | 1,500 | 2,000 |
| Duration per fuel | 0.05 | 0.03 (matches capturable towers) |
| Max uptime | 375s | 300s |
| Max fuel (encourages logistics play) | 7,500 | 10,000 |
- Post-spawn cooldown substantially increased, so a destroyed rig cannot immediately be replaced.
Buildable Weapons Balance#
Talon#
- Reload 2s → 5s
- Restock from munition supplies 50 → 200
Mortar#
- Restock from munition supplies 75 → 150 to reduce the amount of shots that can be fired per pallet drop-off.
- New firing animation - The player now drops the shell into the end of the
mortar as it fires, to reduce the fire rate of the mortar.
Misc Building Changes#
Barbed wire and
sandbags can now be placed on top of
Bremmer walls.
Barbed Wire no longer contributes Cash or XP on kills.- Foundations fit properly against slopes, stairs and walls.
- Unfinished buildables now collapse as soon as they lose a support, instead of floating.
Tank traps can only be placed on a defined set of surfaces.
Doors and
gates can no longer be breached with a hammer.- The
Halligan bar can now breach both doors and gates.
CIWS cannon damage against structures has been properly tuned - it now shreds light cover and struggles against heavy fortifications, rather than treating everything the same.
Vehicle Updates#
Vehicle Changes#
- Vehicle inventories of purchased vehicles are now private to the driver and their squad by default. A new setting lets you open yours up to everyone once the vehicle is fully unlocked.
- Inventories of vehicles that spawn for free for each team stay open to everyone, regardless of the above setting. Use at your own risk.
- Tracked vehicles now feel weightier - less floaty when in the air, less bouncy on landing.
Humvee handling reworked: less stiff over terrain, slower build to top speed, more effective than previously at climbing terrain.
Dune Buggy brakes less effective, slightly increasing skid and drift capability.- Explosives and placeables can no longer be used from enclosed vehicle seats.
Vehicle Bug Fixes#
- Fixed the
Humvee gunner facing the wrong direction after entering. - Fixed gunner fire desync and inconsistent firing audio.
- Helicopter cockpit glass now works both ways - shooting out through it damages the vehicle the same as incoming fire.
- Tanks no longer launch themselves into the air from their own turret collision.
- Vehicles no longer sink into the ground when ramming each other at speed.
- Wheeled vehicles no longer get stuck when driving forward out of a backward roll.
- Fixed the vehicle spinning on gamepad after closing the tac map.
- Fixed inconsistent ADS on vehicle weapons when using a controller.
- Fixed crouching and seat swapping on gamepad in mounted turrets.
- Fixed a vehicle's smoke screen and
flares not appearing for players who joined late. - Exiting a vehicle now places you on the ground rather than pushing you through it.
- Reduced
Vanguard CIWS damage to the
Spawn Vehicle, now takes 2.25x longer to kill the SV.
Controller Improvements and Fixes#
Aim Assist#
- Added Aim Assist strength slider in Settings > Controller > Advanced. Default is 1; 0 turns Aim Assist off.
- Aim Assist now works on the Target Dummies in the Firing Range.
- General Aim Assist improvements
Feel & Responsiveness#
- Adjusted values for Horizontal & Vertical sensitivity.
- Adjusted values for Aim Acceleration.
- Aim Acceleration now kicks in sooner.
- Look direction returns faster after closing radial wheels.
- Scrolling lists is now faster.
- Vendor: reduced the hold time when selecting 'Purchase Loadout'.
- Settings: reduced the hold time when selecting 'Apply Changes'.
Controller Bind Changes#
- Added 'Cycle Minimap Zoom' to View (Press).
- Added 'Reject Tip' to View (Press).
- Added 'Deploy Crate' to D-Pad Up (Hold).
- Moved 'Open Inventory' from View to Menu (Press).
- Moved 'Toggle Weight' from Y to View (Press).
- Moved 'Remove From Loadout' from R3 to Y (Hold).
- Moved 'Bribe' from Menu to X.
- Moved 'Accept/Reject Squad Invite' from LB/RB to View/Menu.
- Moved Scoreboard 'Sort' from LB/RB to LT/RT.
- Changed 'Drop' from Y to Y (Hold).
- LB/RB now switch primary tabs and LT/RT switch secondary tabs.
Controller Specific Bug Fixes#
- Fixed not being able to cook grenades by pressing X.
- Fixed releasing LT on controller not cancelling a
bandage self-heal.
Progression Changes#
Role Track XP#
Levels 10 to 20 were a slow grind, and many players stalled out before unlocking the gear that defines each role. Reaching level 20 now takes less than half the playtime it did in Season 1.
Total XP Required#
| Level | Season 1 | Season 2 | Faster by |
|---|---|---|---|
| 10 | 35,000 | 25,000 | 29% |
| 15 | 110,000 | 54,750 | 50% |
| 20 | 250,000 | 111,500 | 55% |
| 25 | 365,000 | 206,600 | 43% |
| 30 | 500,000 | 318,200 | 36% |
| 35 | 750,000 | 525,000 | 30% |
| 40 | 975,000 | 712,500 | 27% |
| 45 | 1,225,000 | 920,850 | 25% |
| 50 | 1,500,000 | 1,150,000 | 23% |
Role Track Unlocks#
Most attachments have moved to earlier levels or new tracks, giving players who couldn't reach them before a chance to try them.
WARDOG Progression Track#
Additional Unlocks#
| Item | Unlock |
|---|---|
| New Music Tape "Blue (Da Ba Dee) - Eiffel 65", Lonestar only | |
| Gold Market |
Moved into WARDOG Track#
| Item | Unlock |
|---|---|
WARDOG Track Changes#
| Item | Level | Unlock cost |
|---|---|---|
| $15k → $5k | ||
| $5k → $15k | ||
| — | ||
| $50k → $125k | ||
| — | ||
| — | ||
| — | ||
| — | ||
| — | ||
| — | ||
| — | ||
| — | ||
| — | ||
| — | ||
| — | ||
| — |
Mechanical Supply Pallet (
5, $10k, previously unlocked by default)
Ammo Supply Pallet (
9, $25k, previously unlocked by default)
Fuel Supply Pallet (
16, $50k, previously unlocked by default)
Assault Progression Track#
Assault is now the role for attacking enemy bases.
C4 moves into the Assault track and the new
Molotov Cocktail joins it, giving Assault players better tools against buildables.
Additional Unlocks#
| Item | Unlock |
|---|---|
Moved into Assault Track#
| Item | Unlock |
|---|---|
Assault Track Changes#
| Item | Level | Unlock cost |
|---|---|---|
| $10k → Free (now comes with the |
||
| $100k → $150k | ||
| — | $200k → $250k | |
| — | ||
| $15k → $5k | ||
| $5k → $12.5k | ||
| $20k → $7.5k | ||
| — | ||
| $25k → $10k | ||
| $12.5k → $15k | ||
| — | ||
| $7.5k → $20k | ||
| — | ||
| — | ||
| — | ||
| $20k → $22.5k |
AK74 + AK74 30 RND Magazine now unlocked by default (previously
3, $10k)
T-21 (
3, $10k, previously unlocked by default)
Medic Progression Track#
The
Medical Bag now unlocks at level
14 instead of
24, so medics can get value from it much earlier. Medics have also had the largest reshuffle of weapon and attachment unlocks of any track.
Additional Unlocks#
| Item | Unlock |
|---|---|
PP-19 Bizon +
PP-19 Bizon 53 RND Magazine now unlocked by default
Moved into Medic Track#
| Item | Unlock |
|---|---|
Medic Track Changes#
Recon Progression Track#
Recon gets the new
M14 and its attachments, and most scopes and attachments have swapped levels.
Additional Unlocks#
| Item | Unlock |
|---|---|
Recon Track Changes#
| Item | Level | Unlock cost |
|---|---|---|
| — | ||
| — | ||
| — | ||
| — | ||
| — | ||
| $75k → $150k | ||
| $50k → $90k | ||
| — | $15k → $25k | |
| — | ||
| — | ||
| — | ||
| — | ||
| — | $30k → $17.5k | |
| — | ||
| $25k → $50k | ||
| — | ||
| — | $27.5k → $25k | |
| — | ||
| — | ||
| $35k → $75k | ||
| — | ||
| — | ||
| — | ||
| — |
Support Progression Track#
Support gets the new
Evo-3 Ultra, the
PKM now unlocks at level
15 instead of
30, and the
M249 moves from
15 to
20.
Additional Unlocks#
| Item | Unlock |
|---|---|
Moved into Support Track#
| Item | Unlock |
|---|---|
Support Track Changes#
| Item | Level | Unlock cost |
|---|---|---|
| $150k → $100k | ||
| $100k → $150k | ||
| $125k → $100k | ||
| — | $200k → $250k | |
| — | $25k → $50k | |
| — | ||
| — | ||
| — | ||
| $35k → $25k | ||
| — | ||
| $15k → $50k | ||
| — | ||
| — | ||
| — |
Pilot Progression Track#
The
Little Bird AH-6M [Miniguns] was too strong for how early it unlocked, so it now unlocks later and costs more.
Pilot Track Changes#
| Item | Level | Unlock cost |
|---|---|---|
| $50k → $125k | ||
| — | $75k → $85k | |
| — | $500k → $650k |
- Music tapes reshuffled between the Driver and Pilot tracks
Driver Progression Track#
Update 15 Oct: BULKHEAD says Driver XP was set wrong and has slowed it back to the Season 1 pace with a temporary server-side fix. The unlock levels below come from the game client and did not change. Details. Drivers who prefer armed vehicles now have more ways to get kills before reaching the
L2A6. The new
Wolf-110 [M2 Browning] unlocks at level
16, followed by two new tanks: the
T-72B3 at level
20 and the
Flakpanzer Gepard at level
25. The
SPH-2 also moves into the Driver track at level
31, down from WARDOG level
90.
Additional Unlocks#
| Item | Unlock |
|---|---|
| New Music Tape "Dyshat' - Baryber" |
Moved into Driver Track#
| Item | Unlock |
|---|---|
SPH-2 $500k → $350k to unlock
Driver Track Changes#
| Item | Level | Unlock cost |
|---|---|---|
| — | ||
| $25k → $75k | ||
| — | ||
| — | ||
| $125k → $100k | ||
| — |
- Music tapes reshuffled between the Driver and Pilot tracks
Cash & XP Reward Changes#
New Action Cash/XP Rewards#
- New assault kill bonus: kills with an assault archetype weapon $1,500 → $2,000.
FOB hacking now also rewards teammates in the FOB radius: $1,000 / 250 XP (the hacker still gets $2,500 / 250 XP).- New
door breached reward (
Halligan Bar): $100, once per door. Halligan Bar uses raised 5 → 7. - New friendly FOB door closed reward: $75.
- Destroying a FOB now pays a bonus of up to +$7,500 / +250 XP based on the supplies it held (maxed at 25,000 supplies).
Altered Action Role Rewards#
- Destroying a buildable now gives assault XP instead of support.
- Artillery now gives driver XP instead of support.
IED/
C4 now give assault XP instead of support.- Repair XP now goes into the driver or pilot tracks depending on the vehicle being repaired, instead of a flat support amount.
Logistics#
Base logistics rewards are lower, but new delivery streaks add a bonus for every consecutive run, so logistics players are rewarded for making return trips instead of abandoning their vehicles.
New delivery streaks:
- Crates: +$50 / +25 XP per crate in a row, up to 10.
- Pallets: +$125 / +50 XP per pallet in a row, up to 10.
- Players: +$25 / +5 XP per player in a row, up to 25.
- Return trips: +$50 / +25 XP per trip in a row, up to 10.
Other Logistics Changes
- Player Delivered $150 → $100, XP 50 → 25.
- Player Delivered (ground vehicle) $500 → $350.
- Return Trip (ground vehicle) $250 → $150, XP 100 → 50.
- Deploy Supply Crate: small $500 → $250, large $1,000 → $500; XP small 250 → 200, large 500 → 400.
- Deploy Supply Crate (air vehicle) XP: small 200 → 150, large 400 → 300.
- Deploy Supply Pallet $2,500 → $1,250, XP 500 → 400 (750 → 500 from a ground vehicle).
Capture Drill Tower#
- Capturing a hostile drill tower $750 → $1500, XP 250 → 300.
Vehicle Destroyed#
Every vehicle variant now has its own reward, so armed variants are worth far more than unarmed ones. Armed variants give 1.5x the XP of the default variant. Attack Vehicle rewards also increase the more kills they get, so hunting down an artillery dominating your team will still feel rewarding.
Kodiak $1,250 → $500 (Default), $600 (Pickup), $3,400 (M249)
Wolf-110 $450,
Wolf-110 [M2 Browning] $3,900
Humvee $1,500 → $600 (Default), $4,250 (M249), $5,000 (Minigun)
Ural $2,500 → $1,000 (Default), $3,600 (Defender), $4,750 (Defender [M249])
Bobcat $250 → $100
Dune Buggy $750 → $300
MH-6 $3,125 → $1,250,
Little Bird AH-6M [Miniguns] $6,000,
Little Bird AH-6R [Rockets] $9,400
Z20 Lakota $3,700 → $1,500,
Z20 Lakota [Miniguns] $7,500
Havoc $18,000 → $14,000
L2A6 $14,000 → $11,000
SPH-2 $14,000 → $8,000
Flakpanzer Gepard $7,000,
T-72B3 $8,000
Buildable Destroyed#
- Cash now matches each buildable's build supply cost, and XP is roughly 25% of the cash reward
L81 Mortar $300 → $650,
Stingray $300 → $650- Hot Zone Magnet $4,500 → $2,750
Vanguard CIWS $3,000 → $1,200,
Talon 9K-SAM $2,000 → $650- Repair /
Refuel Station $400 → $200
Door $500 → $100,
Gate $170 → $200- New rewards for the
MG Nest $650,
Large Shelter $250, and Wood Base $15
Supply Crate Destroyed#
- Small $500 → $300, Large $1,000 → $600
- Small Armored $500 → $1,000, Large Armored $1,000 → $1,600
- Supply Pallets $1,000 → $800
Spotting#
Spotting rewards are now around 30% lower than Season 1 as it was the lowest-risk, highest-paying way to earn. They now also scale with the value of what you've found, so high-value targets pay more than low-value ones.
- Spotting rewards now scale with the value of each vehicle variant, buildable and crate.
- Spotted target destroyed by an enemy faction 50% → 25% of the reward.
Exploit Fixes#
- Spotting added and removed rewards now scale with build progress, to stop farming spots on unfinished buildables.
- Destroying a buildable now pays based on how built it is.
- Selling from a supply crate has diminishing returns per buyer: after enough sales, you break even, with no profit or XP.
- Selling an item from a supply crate to an enemy player (e.g. after they switch teams) no longer gives cash or XP.
- Destroying an empty enemy crate now rewards half cash and half XP.
- Supply crate rewards for deploying and destroying now scale with the value of the supplies inside.
FOB Supplied Assist is now split between the number of assisting players, so a whole team can no longer each receive the full kickback.
Vendor Price Changes#
New Weapons#
| Item | Price |
|---|---|
| $1,000 | |
| $3,200 | |
| $7,250 | |
| $7,400 |
New Attachments#
| Item | Price |
|---|---|
| $480 | |
| $780 | |
| $950 | |
| $1,450 | |
| $1,480 | |
| $780 | |
| $1,100 | |
| $1,350 | |
| $1,400 | |
| $950 | |
| $730 |
New Magazines#
| Item | Price |
|---|---|
| $200 | |
| $50 | |
| $110 | |
| $60 | |
| $110 | |
| $180 |
New Gear#
| Item | Price |
|---|---|
| $340 | |
| New Music Tape "Dyshat' - Baryber" | $100 |
| New Music Tape "Blue (Da Ba Dee) - Eiffel 65", Lonestar only | $100 |
New Vehicles#
| Item | Price |
|---|---|
| $2,200 | |
| $7,800 | |
| $14,000 | |
| $16,000 |
Price Increases#
| Item | Before | After |
|---|---|---|
| $600 | $1,200 | |
| $900 | $1,375 | |
| $1,500 | $1,800 | |
| $2,600 | $5,600 | |
| $1,100 | $1,200 | |
| $800 | $1,350 | |
| $800 | $1,000 | |
| $6,000 | $6,250 | |
| $6,000 | $7,500 | |
| $8,800 | $14,800 | |
| $2,000 | $2,500 | |
| $1,500 | $2,000 | |
| $4,000 | $5,000 | |
| $3,000 | $4,500 | |
| $75 | $180 | |
| $150 | $350 | |
| $400 | $1,450 | |
| $1,200 | $3,200 | |
| $100 | $500 | |
| $550 | $650 | |
| $150 | $180 | |
| $800 | $810 | |
| $3,750 | $6,750 | |
| $3,750 | $8,500 | |
| $4,500 | $10,000 | |
| $6,000 | $7,200 | |
| $6,750 | $9,500 | |
| $14,000 | $22,000 | |
| $7,000 | $12,000 | |
| $12,500 | $18,800 | |
| $8,000 | $15,000 | |
| $18,000 | $28,000 |
Price Decreases#
| Item | Before | After |
|---|---|---|
| $1,600 | $800 | |
| $900 | $750 | |
| $2,200 | $2,000 | |
| $2,000 | $1,800 | |
| $2,600 | $2,400 | |
| $4,500 | $4,100 | |
| $6,500 | $6,000 | |
| $2,400 | $1,600 | |
| $3,500 | $2,400 | |
| $5,000 | $4,000 | |
| $1,100 | $885 | |
| $2,000 | $1,800 | |
| $500 | $425 | |
| $1,000 | $700 |
Attachment Price Decreases#
Most muzzles, grips and foregrips dropped by up to a third. Biggest changes:
| Item | Before | After |
|---|---|---|
| $900 | $600 | |
| $1,280 | $930 | |
| $1,150 | $840 | |
| $1,800 | $1,450 | |
| $1,400 | $1,150 | |
| $1,550 | $1,310 | |
| $1,600 | $1,380 | |
| $1,225 | $1,170 |
Misc Changes#
- WARDOGS Steam Trading Cards and Point Shop Items are being added within Season 2, pending Valve's approval.
- 30mm cannon ammo now takes a 2x2 inventory slot instead of 1x1, and backpack stacks are capped at 50. Vehicle storage stacks are unchanged at 200.
- Assistance request ping timer increased 20s → 60s.
- Many QoL improvements, bug fixes, and performance and stability improvements.
- Server stability & security improvements.
Source#
- WARDOGS | Season 02 Patch Notes, BULKHEAD on Steam, 14 October 2026.
- WARDOGS Season 2 trailer on YouTube.
Level 25


