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WARDOGS / GUIDESeason 2

WARDOGS Season 2 Patch Notes

The full Season 2 notes: four weapons, four vehicle options, new attachments and buildables, faster progression, revised prices, combat balance and logistics rewards. Published 14 October; update 0.2.0 released 15 October.

After launch: faction bonus and progression corrections.

After the Season 2 launch, BULKHEAD announced a backend correction removing the Blue/Lonestar cash and XP bonuses, alongside Driver progression and exploit fixes. The original Season 2 notes below remain a launch record; their Lonestar bonus claim has been superseded. The announcement does not provide replacement XP checkpoints or a complete revised reward table.

Limited-mode servers without power weapons and vehicles were announced as a future option. Their release date, final rules and current availability are not verified here. Check the actual server browser before planning around them.

Release & maintenance.

BULKHEAD confirmed Season 2 and update 0.2.0 live on 15 October 2026, with servers back online. The original 08:00–09:30 UTC maintenance window was extended; it is now a historical launch record.

This briefing replaces the earlier preview. Catalogue prices and unlocks now reflect the published Season 2 figures; unreported stats are left unknown and unchanged performance records remain historical.

Four weapons & their ammunition.

The notes correct the earlier preview name to . The is available by default; the other three weapons require their role unlock. The supplied in-game panels record weights of 3.5 kg (), 2.1 kg (), 6.3 kg () and 4.2 kg (), with semi-auto and automatic fire. A 16 October community-data review adds fire rate, range, muzzle velocity, inventory size and reported weapon base damage to all four records. Weapon and ammunition base damage are distinct; final hits depend on hit location, range and protection. These records have not been independently tested in game.

Optics, muzzle devices, bipods & magazines.

Seventeen new attachment and magazine records have vendor prices in the notes. Weapon-specific fits are recorded only where explicitly named. Mosin optics are restricted to the new PU 91/30 3.5× scope.

Molotov, recon batteries & medical kit.

  • Molotovs cause impact damage and lingering fire, burn destructible foliage and support both throwing styles. Rain weakens their fire.
  • batteries provide about 80 seconds of active use. Rapid toggling drains them faster.
  • durability rises from 100 to 150.
  • The now breaches gates as well as doors, with seven uses instead of five. Hammers can no longer breach either.

New vehicles & motor-pool changes.

  • Purchased-vehicle inventories default to driver-and-squad access; owners can enable public access after fully unlocking the vehicle. Free team-spawn vehicles remain public.
  • Tracked vehicles are less floaty. Humvee handling and climbing are revised; Dune Buggy braking allows more sliding.
  • Enclosed seats block explosives and placeables. Helicopter glass also takes damage from outgoing shots.
  • Gunner orientation, firing synchronisation, turret collisions, ground sinking, controller seat/aim issues and late-join smoke or receive fixes.
  • CIWS takes 2.25 times longer to destroy the Spawn Vehicle.

New vehicles & motor-pool changes. · reference table

VehicleVendor priceDriver levelUnlock fee
Wolf-110$2,2008$50,000
Wolf-110 [M2 Browning]$7,80016$125,000
T-72B3$16,00020$250,000
Flakpanzer Gepard$14,00025$300,000

Damage, armour & suppression.

  • Changed hit-location multipliers prevent converting the calibre reductions into reliable final per-hit weapon damage. Sniper hit-location damage increases compensate for lower calibre base damage; DMR head and upper-body hits are weakened.
  • Assault torso damage becomes more consistent and slightly lower. LMG body damage is brought into line with assault rifles. Heavy and artillery top machine guns use those hit-location values too.
  • Scout Rifle kills unhelmeted targets with one headshot; require two. Slugs and armour damage now scale with armour tier; bow trajectory also changes.
  • Near misses from small and medium calibres suppress more consistently, with fire rate taken into account and less screen shake. restrict hearing and view and fog while sprinting.
  • recoil gains horizontal movement; fall-off increases beyond 50 m; all DMRs receive a recoil pass. outer-blast fall-off increases and its Little Bird bench handling is penalised.
  • Parachutes will not open below about 10 m. Fast falls with deployment below roughly 50 m can still cause fall damage.

Damage, armour & suppression. · reference table

Affected systemSeason 2 change
.308 WinchesterBase damage −25%
7.62×54mmRBase damage −20%
7.62×39mmBase damage −19%
.50 CalBase damage −16%
Level 3 armour & helmetsDamage reduction 55% → 50%
Level 4 armour & helmetsDamage reduction 65% → 60%
Suppression reduction 68%
Suppression reduction 80%
Muzzle velocity −25%

Build supplies & new construction.

Wooden Step requires or better, Large Shelter requires or better, and MG Nest requires . Costs below are Build Supplies, not vendor purchases or destruction rewards.

  • contribution and critical-hit bonuses are reduced; contribution per swing stays unchanged.
  • Drill activation fuel rises to 2,000; capacity rises to 10,000. Runtime per fuel falls to 0.03 seconds, limiting a full charge to 300 seconds. Replacement cooldown increases.
  • Talon reload rises from two to five seconds and ammunition restock cost from 50 to 200. Mortar restock cost rises from 75 to 150, with a shell-loading animation slowing its fire rate.
  • Barbed wire and sandbags can sit on Bremmer walls. Wire kills no longer award cash or XP. Unsupported unfinished structures collapse; foundations and permitted tank-trap surfaces are corrected.

Build supplies & new construction. · reference table

BuildableBefore → Season 2 Build Supplies
Wood Base15
Bremmer wall15 → 32
Door22 → 80
Gate85 → 200
Large Shelter250
Air raid shelter / bunker / crow’s nest100 → 200
L81 Mortar150 → 600
Stingray150 → 650
MG Nest650
Talon 9K-SAM1,000 → 650
Vanguard CIWS1,500 → 1,200
Hot Zone Magnet2,250 → 2,750

A faster role-level curve.

BULKHEAD publishes these cumulative role-XP checkpoints. They describe the Season 1 → Season 2 transition, rather than the older beta → Season 1 table. Intermediate values are not supplied. A later Driver progression correction did not publish replacement checkpoints; treat this as the launch table, not a newly tested live progression curve.

A faster role-level curve. · reference table

LevelSeason 1Season 2
1035,00025,000
15110,00054,750
20250,000111,500
25365,000206,600
30500,000318,200
35750,000525,000
40975,000712,500
451,225,000920,850
501,500,0001,150,000

WARDOG unlock changes.

Role level and one-time unlock fees are separate from in-match vendor prices. Bundled magazines share the weapon unlock. These are the changes listed by BULKHEAD, rather than a complete track inventory.

WARDOG unlock changes. · reference table

Change typeUnlock / level / fee
Additional Unlocks (LVL 21, $12.5k)
Additional UnlocksNew Music Tape "", Lonestar only (LVL 29, $25k)
Additional UnlocksGold Market (LVL 35, $150k)
Moved into WARDOG Track (LVL 26, moved from Assault LVL 12)
Moved into WARDOG Track (LVL 31, moved from Assault LVL 26)
WARDOG Track ChangesMechanical Supply Pallet (LVL 5, $10k, previously unlocked by default)
WARDOG Track ChangesAmmo Supply Pallet (LVL 9, $25k, previously unlocked by default)
WARDOG Track ChangesFuel Supply Pallet (LVL 16, $50k, previously unlocked by default)
WARDOG Track Changes LVL 18 → LVL 1, $15k → $5k
WARDOG Track Changes LVL 1 → LVL 18, $5k → $15k
WARDOG Track Changes LVL 85 → LVL 65
WARDOG Track Changes LVL 70 → LVL 85
WARDOG Track Changes $50k → $125k to unlock
WARDOG Track Changes LVL 21 → LVL 4
WARDOG Track Changes LVL 4 → LVL 17
WARDOG Track Changes LVL 35 → LVL 34
WARDOG Track Changes12g Rifled Slug LVL 41 → LVL 36
WARDOG Track Changes7.62x39mm Armor Piercing (AP) LVL 63 → LVL 60
WARDOG Track Changes.308 Win Flesh Damage (HP) LVL 65 → LVL 63
WARDOG Track Changes & Armor LVL 60 → LVL 70
WARDOG Track Changes5.45x39mm Flesh Damage (HP) LVL 16 → LVL 6
WARDOG Track Changes9x19mm Flesh Damage (HP) LVL 6 → LVL 10
WARDOG Track Changes5.56mm Flesh Damage (HP) LVL 10 → LVL 13
WARDOG Track Changes5.56mm Armor Piercing (AP) LVL 83 → LVL 84
WARDOG Track Changes5.45x39mm Armor Piercing (AP) LVL 93 → LVL 90

Assault unlock changes.

Role level and one-time unlock fees are separate from in-match vendor prices. Bundled magazines share the weapon unlock. These are the changes listed by BULKHEAD, rather than a complete track inventory.

Assault unlock changes. · reference table

Change typeUnlock / level / fee
Additional Unlocks (LVL 13, $25k)
Additional Unlocks + (LVL 20, $100k)
Additional Unlocks for the (LVL 32, $35k)
Additional Unlocks for the (LVL 37, $37.5k)
Additional Unlocks for the (LVL 40, $40k)
Moved into Assault Track + (LVL 4, moved from Support LVL 2)
Moved into Assault Track (LVL 17, moved from WARDOG LVL 26)
Moved into Assault Track (LVL 22, moved from Medic LVL 6)
Moved into Assault Track (LVL 33, moved from WARDOG LVL 31)
Moved into Assault Track (LVL 38, moved from Medic LVL 16, $10k → $25k)
Moved into Assault Track (LVL 43, moved from Support LVL 21)
Assault Track Changes + now unlocked by default (previously LVL 3, $10k)
Assault Track Changes (LVL 3, $10k, previously unlocked by default)
Assault Track Changes LVL 6 → LVL 3, $10k → Free (now comes with the )
Assault Track Changes LVL 20 → LVL 28 ( takes its place)
Assault Track Changes $100k → $150k to unlock
Assault Track Changes $200k → $250k to unlock
Assault Track Changes LVL 40 → LVL 36
Assault Track Changes LVL 16 → LVL 2, $15k → $5k
Assault Track Changes LVL 2 → LVL 5, $5k → $12.5k
Assault Track Changes LVL 24 → LVL 8, $20k → $7.5k
Assault Track Changes LVL 17 → LVL 12
Assault Track Changes LVL 38 → LVL 14, $25k → $10k
Assault Track Changes LVL 8 → LVL 16, $12.5k → $15k
Assault Track Changes LVL 27 → LVL 19
Assault Track Changes LVL 5 → LVL 21, $7.5k → $20k
Assault Track Changes LVL 29 → LVL 24
Assault Track Changes LVL 33 → LVL 26
Assault Track Changes LVL 19 → LVL 27
Assault Track Changes LVL 21 → LVL 29, $20k → $22.5k

Medic unlock changes.

Role level and one-time unlock fees are separate from in-match vendor prices. Bundled magazines share the weapon unlock. These are the changes listed by BULKHEAD, rather than a complete track inventory.

Medic unlock changes. · reference table

Change typeUnlock / level / fee
Additional Unlocks + now unlocked by default
Additional Unlocks + (LVL 20, $75k, previously unlocked by default, 15 RND Magazine moved from LVL 3)
Additional Unlocks (LVL 25, $12.5k, no longer unlocked by default)
Moved into Medic Track (LVL 6, moved from Assault LVL 22)
Moved into Medic Track (LVL 11, moved from Assault LVL 14)
Medic Track Changes LVL 15 → LVL 4
Medic Track Changes $75k → $25k to unlock
Medic Track Changes LVL 24 → LVL 14
Medic Track Changes $75k → $50k to unlock
Medic Track Changes LVL 4 → LVL 15
Medic Track Changes $25k → $50k to unlock
Medic Track Changes LVL 11 → LVL 22
Medic Track Changes $50k → $110k to unlock
Medic Track Changes $150k → $200k to unlock
Medic Track Changes LVL 9 → LVL 10
Medic Track Changes LVL 14 → LVL 16
Medic Track Changes LVL 21 → LVL 23
Medic Track Changes LVL 26 → LVL 1, $22.5k → $7.5k
Medic Track Changes LVL 25 → LVL 8, $25k → $10k
Medic Track Changes LVL 13 → LVL 12
Medic Track Changes LVL 18 → LVL 13, $17.5k → $12.5k
Medic Track Changes LVL 7 → LVL 17, $7.5k → $10k
Medic Track Changes LVL 22 → LVL 18, $20k → $17.5k
Medic Track Changes LVL 28 → LVL 19
Medic Track Changes LVL 29 → LVL 21, $50k → $15k
Medic Track Changes LVL 43 → LVL 24, $45k → $20k
Medic Track Changes LVL 12 → LVL 26, $10k → $45k
Medic Track Changes LVL 30 → LVL 27
Medic Track Changes LVL 1 → LVL 28, $7.5k → $22.5k
Medic Track Changes LVL 45 → LVL 29, $75k → $50k

Medic unlock changes. · reference table

Change typeUnlock / level / fee
Medic Track Changes LVL 10 → LVL 30, $10k → $50k
Medic Track Changes LVL 40 → LVL 36
Medic Track Changes LVL 36 → LVL 40
Medic Track Changes LVL 38 → LVL 43
Medic Track Changes LVL 20 → LVL 45, $15k → $75k

Recon unlock changes.

Role level and one-time unlock fees are separate from in-match vendor prices. Bundled magazines share the weapon unlock. These are the changes listed by BULKHEAD, rather than a complete track inventory.

Recon unlock changes. · reference table

Change typeUnlock / level / fee
Additional Unlocks for the Mosin (LVL 10, $12.5k)
Additional Unlocks + (LVL 25, $100k)
Additional Unlocks for the (LVL 27, $35k)
Additional Unlocks (LVL 29, $25k)
Additional Unlocks (LVL 31, $27.5k)
Additional Unlocks (LVL 36, $50k)
Additional Unlocks for the (LVL 37, $22.5k)
Additional Unlocks for the (LVL 42, $27.5k)
Recon Track Changes LVL 30 → LVL 20
Recon Track Changes LVL 19 → LVL 18
Recon Track Changes LVL 25 → LVL 30
Recon Track Changes & Body Suit LVL 24 → LVL 26
Recon Track Changes & Body Suit (Dead) LVL 27 → LVL 41
Recon Track Changes LVL 17 → LVL 16
Recon Track Changes $75k → $150k to unlock
Recon Track Changes LVL 22 → LVL 23
Recon Track Changes $50k → $90k to unlock
Recon Track Changes $15k → $25k to unlock
Recon Track Changes LVL 16 → LVL 17
Recon Track Changes LVL 9 → LVL 6
Recon Track Changes LVL 6 → LVL 9
Recon Track Changes LVL 26 → LVL 19
Recon Track Changes $30k → $17.5k
Recon Track Changes LVL 20 → LVL 22
Recon Track Changes LVL 31 → LVL 24, $25k → $50k
Recon Track Changes LVL 18 → LVL 28
Recon Track Changes $27.5k → $25k
Recon Track Changes LVL 23 → LVL 34
Recon Track Changes Cal Muzzle Brake LVL 48 → LVL 38
Recon Track Changes LVL 34 → LVL 43, $35k → $75k

Recon unlock changes. · reference table

Change typeUnlock / level / fee
Recon Track Changes LVL 28 → LVL 44
Recon Track Changes LVL 43 → LVL 47
Recon Track Changes LVL 37 → LVL 48
Recon Track Changes LVL 36 → LVL 49

Support unlock changes.

Role level and one-time unlock fees are separate from in-match vendor prices. Bundled magazines share the weapon unlock. These are the changes listed by BULKHEAD, rather than a complete track inventory.

Support unlock changes. · reference table

Change typeUnlock / level / fee
Additional Unlocks + (LVL 30, $200k)
Additional Unlocks for the (LVL 33, $75k)
Additional Unlocks for the (LVL 40, $35k)
Moved into Support Track (LVL 21, moved from Assault LVL 43)
Support Track Changes LVL 30 → LVL 15
Support Track Changes $150k → $100k to unlock
Support Track ChangesM249 LVL 15 → LVL 20
Support Track ChangesM249 $100k → $150k to unlock
Support Track Changes LVL 20 → LVL 18
Support Track Changes $125k → $100k to unlock
Support Track Changes $200k → $250k to unlock
Support Track Changes $25k → $50k to unlock
Support Track Changes LVL 16 → LVL 14
Support Track Changes LVL 14 → LVL 13
Support Track Changes LVL 19 → LVL 16
Support Track Changes LVL 33 → LVL 17, $35k → $25k
Support Track Changes LVL 26 → LVL 19
Support Track Changes LVL 18 → LVL 24, $15k → $50k
Support Track Changes LVL 23 → LVL 26
Support Track Changes LVL 17 → LVL 27
Support Track Changes LVL 40 → LVL 32

Pilot unlock changes.

Role level and one-time unlock fees are separate from in-match vendor prices. Bundled magazines share the weapon unlock. These are the changes listed by BULKHEAD, rather than a complete track inventory.

Pilot unlock changes. · reference table

Change typeUnlock / level / fee
Pilot Track ChangesLittle Bird AH-6M [Miniguns] LVL 4 → LVL 8
Pilot Track ChangesLittle Bird AH-6M [Miniguns] $50k → $125k to unlock
Pilot Track ChangesZ20 Lakota [Miniguns] $75k → $85k to unlock
Pilot Track ChangesHavoc $500k → $650k to unlock
Pilot Track ChangesMusic tapes reshuffled between the Driver and Pilot tracks

Driver unlock changes.

Role level and one-time unlock fees are separate from in-match vendor prices. Bundled magazines share the weapon unlock. These are the changes listed by BULKHEAD, rather than a complete track inventory.

Driver unlock changes. · reference table

Change typeUnlock / level / fee
Additional UnlocksWolf-110 (LVL 8, $50k)
Additional UnlocksWolf-110 [M2 Browning] (LVL 16, $125k)
Additional UnlocksT-72B3 (LVL 20, $250k)
Additional UnlocksFlakpanzer Gepard (LVL 25, $300k)
Additional UnlocksNew Music Tape "" (LVL 33, $25k)
Moved into Driver TrackSPH-2 (LVL 31, moved from WARDOG LVL 90)
Moved into Driver TrackSPH-2 $500k → $350k to unlock
Driver Track ChangesDune Buggy LVL 8 → LVL 9
Driver Track ChangesHumvee LVL 15 → LVL 14
Driver Track ChangesHumvee $25k → $75k to unlock
Driver Track ChangesUral Defender LVL 18 → LVL 15
Driver Track ChangesLarge Crate LVL 16 → LVL 17
Driver Track ChangesUral Defender [M249] LVL 25 → LVL 22
Driver Track ChangesUral Defender [M249] $125k → $100k to unlock
Driver Track ChangesHumvee [M249] LVL 20 → LVL 24
Driver Track ChangesMusic tapes reshuffled between the Driver and Pilot tracks

Cash, role XP & delivery streaks.

The launch notes describe return-trip streaks alongside lower base logistics rewards. Post-launch Driver corrections mean these launch figures should not be treated as a guarantee of unchanged live awards. Repair XP now follows Driver or Pilot according to the vehicle; artillery also goes to Driver. Buildable destruction and IED/C4 actions now award Assault XP.

  • Consecutive crate deliveries add $100 / 50 XP per crate, up to ten; pallets add $250 / 100 XP, up to ten. These are the corrected Control Zone returns; the originally posted figures omitted the zone multiplier.
  • Passenger delivery streaks add $25 / 5 XP per player, up to 25; return trips add $50 / 25 XP per trip, up to ten.
  • Armed vehicle variants give 1.5× default-variant destruction XP; attack-vehicle rewards grow with their kill count.
  • Spot rewards are roughly 30% lower and scale with target value. An enemy-faction finish pays 25% instead of 50%.
  • Incomplete buildables and crate contents scale rewards. Empty enemy crates pay half; repeat crate selling has diminishing returns, enemy sales stop paying cash or XP, and FOB supply-assist rewards are split across assistants.

Cash, role XP & delivery streaks. · reference table

CategoryPublished change
New Action Cash/XP RewardsNew assault kill bonus: kills with an assault archetype weapon $1,500 → $2,000.
New Action Cash/XP RewardsFOB hacking now also rewards teammates in the FOB radius: $1,000 / 250 XP (the hacker still gets $2,500 / 250 XP).
New Action Cash/XP RewardsNew door breached reward (): $100, once per door. uses raised 5 → 7.
New Action Cash/XP RewardsNew friendly FOB door closed reward: $75.
New Action Cash/XP RewardsDestroying a FOB now pays a bonus of up to +$7,500 / +250 XP based on the supplies it held (maxed at 25,000 supplies).
LogisticsCrates: +$100 / +50 XP per crate in a row, up to 10.
LogisticsPallets: +$250 / +100 XP per pallet in a row, up to 10.
LogisticsPlayers: +$25 / +5 XP per player in a row, up to 25.
LogisticsReturn trips: +$50 / +25 XP per trip in a row, up to 10.
LogisticsPlayer Delivered $150 → $100, XP 50 → 25.
LogisticsPlayer Delivered (ground vehicle) $500 → $350.
LogisticsReturn Trip (ground vehicle) $250 → $150, XP 100 → 50.
LogisticsDeploy Supply Crate: small $500 → $250, large $1,000 → $500; XP small 250 → 200, large 500 → 400.
LogisticsDeploy Supply Crate (air vehicle) XP: small 200 → 150, large 400 → 300.
LogisticsDeploy Supply Pallet $2,500 → $1,250, XP 500 → 400 (750 → 500 from a ground vehicle).
Capture Drill TowerCapturing a hostile drill tower $750 → $1500, XP 250 → 300.

Vehicle, building & crate destruction rewards.

These are rewards for destroying targets, not their purchase or build costs. The L81 Mortar build cost is 600 supplies; its destruction cash reward is $650.

Vehicle, building & crate destruction rewards. · reference table

CategoryPublished change
Vehicle DestroyedKodiak $1,250 → $500 (Default), $600 (Pickup), $3,400 (M249)
Vehicle DestroyedWolf-110 $450, Wolf-110 [M2 Browning] $3,900
Vehicle DestroyedHumvee $1,500 → $600 (Default), $4,250 (M249), $5,000 (Minigun)
Vehicle DestroyedUral $2,500 → $1,000 (Default), $3,600 (Defender), $4,750 (Defender [M249])
Vehicle DestroyedBobcat $250 → $100
Vehicle DestroyedDune Buggy $750 → $300
Vehicle DestroyedMH-6 $3,125 → $1,250, Little Bird AH-6M [Miniguns] $6,000, Little Bird AH-6R [Rockets] $9,400
Vehicle DestroyedZ20 Lakota $3,700 → $1,500, Z20 Lakota [Miniguns] $7,500
Vehicle DestroyedHavoc $18,000 → $14,000
Vehicle DestroyedL2A6 $14,000 → $11,000
Vehicle DestroyedSPH-2 $14,000 → $8,000
Vehicle DestroyedFlakpanzer Gepard $7,000,
Vehicle DestroyedT-72B3 $8,000
Buildable DestroyedCash now matches each buildable's build supply cost, and XP is roughly 25% of the cash reward
Buildable DestroyedL81 Mortar $300 → $650, Stingray $300 → $650
Buildable DestroyedHot Zone Magnet $4,500 → $2,750
Buildable DestroyedVanguard CIWS $3,000 → $1,200, Talon 9K-SAM $2,000 → $650
Buildable DestroyedRepair / Refuel Station $400 → $200
Buildable DestroyedDoor $500 → $100, Gate $170 → $200
Buildable DestroyedNew rewards for the MG Nest $650, Large Shelter $250, and Wood Base $15
Supply Crate DestroyedSmall $500 → $300, Large $1,000 → $600
Supply Crate DestroyedSmall Armored $500 → $1,000, Large Armored $1,000 → $1,600
Supply Crate DestroyedSupply Pallets $1,000 → $800

Vendor prices: every published change.

Purchase prices below apply in a match. Unlock fees are listed in the progression sections. Notes describing wider attachment discounts do not supply every individual value; only explicitly named prices are updated in the catalogue.

Vendor prices: every published change. · reference table

CategoryPublished change
New Weapons $1,000
New Weapons $3,200
New Weapons $7,250
New Weapons $7,400
New Attachments $480
New Attachments for the Mosin $780
New Attachments for the $950
New Attachments for the $1,450
New Attachments $1,480
New Attachments for the $780
New Attachments for the $1,100
New Attachments for the $1,350
New Attachments for the $1,400
New Attachments for the $950
New Attachments for the $730
New Magazines $200
New Magazines $50
New Magazines $110
New Magazines $60
New Magazines $110
New Magazines $180
New Gear $340
New GearNew Music Tape "" $100
New GearNew Music Tape "", Lonestar only $100
New VehiclesWolf-110 $2,200
New VehiclesWolf-110 [M2 Browning] $7,800
New VehiclesFlakpanzer Gepard $14,000
New VehiclesT-72B3 $16,000
Price Increases $600 → $1,200
Price Increases $900 → $1,375

Vendor prices: every published change. · reference table

CategoryPublished change
Price Increases $1,500 → $1,800
Price Increases $2,600 → $5,600
Price Increases $1,100 → $1,200
Price Increases $800 → $1,350
Price Increases $800 → $1,000
Price Increases $6,000 → $6,250
Price Increases $6,000 → $7,500
Price Increases $8,800 → $14,800
Price Increases $2,000 → $2,500
Price Increases $1,500 → $2,000
Price Increases $4,000 → $5,000
Price Increases $3,000 → $4,500
Price Increases $75 → $180
Price Increases $150 → $350
Price Increases $400 → $1,450
Price Increases $1,200 → $3,200
Price Increases $100 → $500
Price Increases $550 → $650
Price Increases $150 → $180
Price Increases $800 → $810
Price IncreasesKodiak [M249] $3,750 → $6,750
Price IncreasesHumvee [M249] $3,750 → $8,500
Price IncreasesHumvee [Minigun] $4,500 → $10,000
Price IncreasesUral Defender $6,000 → $7,200
Price IncreasesUral Defender [M249] $6,750 → $9,500
Price IncreasesL2A6 $14,000 → $22,000
Price IncreasesLittle Bird AH-6M [Miniguns] $7,000 → $12,000
Price IncreasesLittle Bird AH-6R [Rockets] $12,500 → $18,800
Price IncreasesZ20 Lakota [Miniguns] $8,000 → $15,000
Price IncreasesHavoc $18,000 → $28,000

Vendor prices: every published change. · reference table

CategoryPublished change
Price Decreases $1,600 → $800
Price Decreases $900 → $750
Price Decreases $2,200 → $2,000
Price Decreases $2,000 → $1,800
Price Decreases $2,600 → $2,400
Price Decreases $4,500 → $4,100
Price Decreases $6,500 → $6,000
Price Decreases $2,400 → $1,600
Price Decreases $3,500 → $2,400
Price Decreases $5,000 → $4,000
Price Decreases $1,100 → $885
Price Decreases $2,000 → $1,800
Price Decreases $500 → $425
Price Decreases $1,000 → $700
Attachment Price Decreases $900 → $600
Attachment Price Decreases $1,280 → $930
Attachment Price Decreases $1,150 → $840
Attachment Price Decreases $1,800 → $1,450
Attachment Price Decreases $1,400 → $1,150
Attachment Price Decreases $1,550 → $1,310
Attachment Price Decreases Cal Muzzle Brake $1,600 → $1,380
Attachment Price Decreases $1,225 → $1,170

Faction balance, Bakurani & team switching.

  • All three Bakurani spawns are relocated and rebuilt, with new routes to the control zone. Existing WDguide spawn coordinates remain pre-Season 2 references until new positions can be verified.
  • The launch notes announced Lonestar cash and XP bonuses, but BULKHEAD subsequently announced their removal in a backend update. Do not treat the launch bonuses as a current benefit; see the post-launch correction above.
  • Every faction receives a 20% vendor discount when at least 40 points behind second place.
  • Once a team leads by more than ten points, switching again is blocked for 15 minutes after joining. Switching or joining an ongoing match obscures the map and blocks Spawn Vehicle use until the first control-zone visit.
  • Victims can forgive or punish teamkills; repeated punishment leads to kicks and escalating bans. Respawning and leaving the safe zone without voting forgives automatically.
  • Squad leaders can declare a visible squad intent. Timed prompts queue. Rebuy now previews the last loadout in the vendor for editing before purchase.

Rain, cosmetics & the later Wager Vendor.

  • Rain changes surface appearance, sound, spotting range and Molotov effectiveness. Broken roofs let rainfall through; synchronised thunder can cover footsteps. Listen for changes in surface and cover rather than treating rain as a fixed reduction in hearing range.
  • Plan for weather: check the current sightline before committing a long crossing, preserve a covered approach and remember that Molotov fire is weaker in rain. These are practical uses of the published changes, not measured visibility or damage multipliers.
  • The Gold Market gains eight skins: Black & Gold Little Bird (Season 2 exclusive), Chocolate Chip / / , Two-Tone Desert / Mosin / Havoc, and Digital Wood . Black & Gold AK leaves the market.
  • Wager Vendor is explicitly unavailable at launch. It is planned later in Season 2 as an intermittent feature with a minimap tracker. No opening date or payout table is supplied.
  • Steam Trading Cards and Point Shop items are planned during the season, subject to Valve approval.

Servers, controller & quality-of-life changes.

  • Seeding empty servers earns match-start rewards and a vendor discount; warm-up activities include targets, football and a hidden radio. Reward amounts are not supplied.
  • Official servers receive region-specific sustained-ping limits, browser filters and a rejoin block until map transition after a high-ping kick. Server-side spikes are excluded; community admins can choose their limits.
  • Controller aim-assist strength is adjustable (default 1, zero disables it) and works on firing-range dummies. Sensitivity, acceleration, radial recovery, list scrolling and vendor/settings hold times are revised.
  • View press cycles minimap zoom; Menu press opens inventory; D-pad Up hold deploys a crate. Y hold removes an item from a loadout and drops items. Additional scoreboard, invitation and vendor bindings are revised.
  • 30 mm cannon rounds occupy 2×2 inventory cells with backpack stacks capped at 50; vehicle stacks stay at 200. Assistance-request pings last 60 seconds instead of 20.
  • The release includes controller grenade/ fixes, performance and stability work, and server security improvements. Some weapon-inspect animations remain silent.

Season 2 measured weapon damage

SEASON 2 · REPORTED MEASUREMENTS

Measured damage by hit location

Close range · fresh armour · reported firing-range readings. These are damage per hit, separate from weapon base damage.

Hit locationheadneckupper chestupper armthighforearm / shinhand / footAmmunitionFMJAPHPTarget armourNo armourTier 1Tier 2Tier 3Tier 4

*Calculated from the reported hit value, assuming 100 health and unchanged armour protection on every hit. Armour wear, range and actual health can change the result. Only individually measured Season 2 cells are included. Uncertain stomach and pelvis zones are excluded. No Season 1 fallback or range extrapolation. WDguide has not independently tested these readings.

Season 2 measured weapon damage · reference table

WeaponDamage / hitHits at 100 HP*
25.434
32.874
45.043
29.144

Equipment field references

Compare the complete damage records