WARDOGS Vehicles Database
Answer
WARDOGS vehicles are bought with in-match cash, not spawned on a timer. Confirmed classes are main battle tanks, armoured personnel carriers, transport and light attack helicopters, armed civilian vehicles, and crewed artillery vehicles. Fighter jets are planned to arrive during Early Access rather than at the 10 September 2026 launch. Because you paid for it, losing a vehicle is a personal financial hit rather than a shared team resource going away.
Every confirmed vehicle class
| Class | Role | Notes |
|---|---|---|
| Main battle tank | Heavy direct fire, mobile cover, wall breaching | Can blow holes through buildings. Among the most expensive purchases available, and the biggest single loss when destroyed. How to kill one |
| Artillery vehicle | Crewed indirect fire onto the Control Zone | Purpose-built to level player-built fortifications and punish clustered defenders. Operates from outside the zone |
| Armoured personnel carrier | Protected squad transport with mounted weapons | Solves the travel problem for a whole squad at once rather than one player. Cheaper than a tank |
| Transport helicopter | Squad insertion, supply runs, extraction | Described by BULKHEAD as the lifeline of the battlefield. Transport work is paid. Helicopter guide |
| Light attack helicopter | Armed air support with door gunners | Seen in official screenshots with side-mounted guns. Vulnerable to built anti-air emplacements |
| Light / armed civilian vehicles | Fast ground transport and logistics | The cheap end of the vehicle list. The realistic first vehicle purchase for most players |
| Fighter jets | Fixed-wing air power | Planned during Early Access — not in the launch build |
Bought, not spawned — and why that changes everything
In most large-scale shooters, vehicles appear at a base on a respawn timer and belong to whoever reaches them first. They are a shared team resource, and losing one costs the team a timer.
WARDOGS makes vehicles a personal purchase. The consequences run deeper than they first appear:
- Vehicle count is limited by wealth, not by timers. If your team is earning well, it can field more armour. If it is losing badly and dying constantly, it cannot — which is a natural comeback-suppressing dynamic worth being aware of.
- Destroying a vehicle is an economic attack. You have not taken a shared asset off the board for ninety seconds; you have deleted a specific player's savings. That player now needs several productive lives to field armour again.
- Nobody steals your tank. You bought it, so you get it — the “someone took the vehicle I was running to” problem does not exist.
- Fielding armour is a risk decision. Buying a tank into a zone where three enemy players are running cheap launchers can be strictly worse than buying two good infantry lives.




Official WARDOGS screenshots © BULKHEAD / Team17, via the Steam store page.
When to buy a vehicle
The heuristic from our economy guide applies most sharply here: do not buy a vehicle you cannot rebuild in roughly two productive lives.
| Match phase | Realistic vehicle | Why |
|---|---|---|
| Opening | None | Everyone has $10,000. Spending it on armour that dies leaves you broke while the match is still being shaped |
| Early middle | Light vehicle or armed civilian vehicle | Cheap, and transporting team-mates pays. This is how a low balance becomes a high one |
| Middle | APC or transport helicopter | Moves whole squads. High scoreboard impact because it directly increases zone headcount |
| Late | Main battle tank or artillery | Only once your balance survives losing it, and ideally with infantry screening you from launchers |
Countering vehicles
The design counterweight to armour is price asymmetry: an anti-armour launcher costs a fraction of what a tank costs. Confirmed counters:
- Anti-armour weapons — rocket launchers and explosives bought as infantry equipment. Covered in detail on the anti-tank guide.
- Anti-air emplacements — a buildable structure, so air denial is something a team constructs rather than something it must buy per-player.
- Artillery — indirect fire onto the zone reaches vehicles that are hard to approach on foot.
- Other vehicles — tank versus tank, with the loser out a very large sum.
What is not yet confirmed
Not published by BULKHEAD or Team17: individual vehicle names, purchase prices, crew sizes, health or armour values, how many seats each carries, respawn or cooldown rules, whether vehicles can be repaired or resupplied, and whether faction-specific vehicle variants exist. A full per-vehicle database with real numbers publishes here once the Early Access build is live from 10 September 2026.
Vehicles FAQ
What vehicles are in WARDOGS?
Main battle tanks, artillery vehicles, armoured personnel carriers, transport and light attack helicopters, and armed civilian vehicles. Fighter jets are planned during Early Access.
How do you get a vehicle in WARDOGS?
You buy it at the buy screen with in-match cash, like any other item. There are no vehicle spawn timers to race for.
Are there jets in WARDOGS?
Not at Early Access launch. Fighter jets are planned to arrive during the Early Access period.
Can you destroy vehicles in WARDOGS?
Yes — anti-armour weapons, explosives, artillery and other vehicles. A destroyed vehicle is a permanent cash loss for the player who bought it.
How much do vehicles cost in WARDOGS?
Prices have not been published. They sit at the expensive end of the buy screen, well above the $10,000 opening balance for the heavier classes.
Can you crew a vehicle with team-mates?
Artillery is described as a crewed heavy weapon, and helicopters are shown with door gunners in official screenshots. Exact crew mechanics have not been documented.
Sources: the official Steam store page (vehicle purchasing, tanks, helicopters, artillery, planned jets), BULKHEAD's game page, and official screenshots showing door-gunner helicopters and armour. Purchase-timing advice is this wiki's own analysis. Back to the WARDOGS wiki.