WARDOGS Season 2 Guide: New Weapons, Vehicles and Buildables
WARDOGS Season 2 adds four weapons, four vehicles, three buildables and rain weather, plus a calibre damage rework that changes every gunfight.
WARDOGS Season 2 is live, and Update 0.2.0 reshapes almost every part of BULKHEAD's 100-player tactical shooter at once. Four new weapons and four new vehicles headline the patch, but the bigger changes are underneath: a full calibre damage rework, a suppression rebuild, pricier buildables, and a deliberate social experiment on the game's weakest faction. Here's what actually changed and how to adjust your loadout for it.
01What's New in WARDOGS Season 2
Season 2 went live on October 15, 2026 after a roughly 90-minute maintenance window, following WARDOGS' Steam Early Access launch in September. The headline additions are four weapons, four vehicles, three buildables and a new rain weather preset, alongside a Molotov throwable, updated infrared range finders, and helmet changes that affect how suppression and sound work. BULKHEAD also shipped a long list of combat, building and progression rebalancing in the same update rather than spreading it across hotfixes.
02Four New Weapons: TCX-SPR, M14, PP-19 Bizon and Evo-3 Ultra
Each role gets one new gun:
- TCX-SPR (7.62x39mm) — assault rifle, unlocked on the Assault track at level 20 for $100k, replacing the M4's old slot.
- PP-19 Bizon (9x19mm) — SMG.
- Evo-3 Ultra (.308 Win) — LMG.
- M14 (.308 Win) — marksman rifle.
All four arrive with a new wave of attachments — additional optics, muzzle devices, magazines and bipods — and the TCX-SPR specifically gets its own Cross Rifle and Clutch Lok muzzle brakes plus an SRD762TI-QD suppressor as you level it up. The Molotov Cocktail joins the Assault track too: it's a thrown incendiary that deals impact damage, burns anyone caught in the flames, and can torch destructible foliage. Rain dampens how much it burns, so it's more reliable on dry maps.

03New Vehicles and Three New Buildables
The vehicle roster expands with the Wolf-110, a fast, light wheeled transport, and its armed Wolf-110 (M2 Browning) variant with a ring-mounted gun. The T-72B3 main battle tank is slower than the existing L2A6 but cheaper and slightly more fuel-efficient, and the Flakpanzer Gepard gives teams a dedicated anti-air option for the first time.
On the ground, three new buildables fill specific roles rather than just adding cover: the MG Nest is a manned M2 Browning emplacement, the Large Shelter is a big metal roof for covering key assets or keeping the rain off a position, and the Wooden Step is exactly what it sounds like. Costs for these and existing buildables went up substantially — a Door now runs 80 build supply instead of 22, a Gate is 200 instead of 85, and the L81 Mortar and Stingray turret both jumped to roughly four times their old price — part of a deliberate push to make building a considered investment instead of something you spam.
04Combat Balance: Calibre Damage, Suppression and Armor
The biggest systemic change is a base damage cut to every weapon chambered in a high-calibre round, vehicle guns included: .308 Winchester drops 25%, 7.62x54mmR drops 20%, 7.62x39mm drops 19%, and .50 Cal drops 16%. The goal is to stop assault rifles, DMRs and LMGs firing those rounds from dealing near-sniper damage at a much faster rate — the FAL, for example, still leads the assault rifle category on damage per shot but now sits closer to the TCX-SPR and M4. Sniper rifles get increased hit-location damage to offset the base reduction, so one-shot headshots are still the sniper's job.
Armor absorbs less than it used to: Level 3 protection drops from 55% to 50% damage reduction, and Level 4 drops from 65% to 60%, though Level 4 helmets now also muffle audio and proximity chat and fog over while sprinting. Suppression itself has been rebuilt around shared falloff curves per weapon, so near-misses from small and medium calibres hit harder psychologically while fast-firing SMGs and pistols no longer suppress disproportionately to their actual threat.
How to Get Ready for Season 2
- 1The TCX-SPR (7.62x39mm) is the new assault rifle, the PP-19 Bizon (9x19mm) is the new SMG, the Evo-3 Ultra (.308 Win) is the new LMG, and the M14 (.308 Win) is the new marksman rifle. Each comes with its own wave of optics, muzzle devices, magazines and bipods.5 min
- 2The Wolf-110 is a fast, light transport, its M2 Browning variant adds a ring-mounted gun, the T-72B3 is a cheaper, more fuel-efficient alternative to the L2A6 tank, and the Flakpanzer Gepard is the new dedicated anti-air option.5 min
- 3Season 2 raises the price of almost everything: a Door now costs 80 build supply (up from 22), a Gate costs 200 (up from 85), and big-ticket items like the L81 Mortar (600) and Stingray (650) cost roughly four times as much as before. Build with intent rather than spamming structures.5 min
- 4.308 Winchester rounds take a 25% base damage cut, 7.62x54mmR drops 20%, 7.62x39mm drops 19%, and .50 Cal drops 16% — changes that apply to every weapon chambered in those rounds, vehicle guns included. Sniper rifles get extra hit-location damage to compensate.3 min
- 5The new throwable deals impact damage, burns anyone caught in the flames, and can set destructible foliage alight. Rain reduces how much it burns, so save it for dry fights.3 min
- 6Rebuy Last Loadout now shows your previous setup visually so you can add or remove items before buying, and squad leaders can post a visible squad intent that other players see before joining.2 min

05Weapon, Gear and Vehicle Tweaks Worth Knowing
A long list of smaller changes affects how familiar gear handles. The MP5 now kicks in more of a horizontal pattern after being judged too easy to control, while the Super-45 gets a sharper damage fall-off past 50m to push it firmly into a close-quarters role instead of a do-everything SMG. Every DMR got a new recoil pass to line them up with their actual power curve, and the MGL-40 grenade launcher loses 25% muzzle velocity along with slower ADS and worse accuracy when fired from the Little Bird's bench mount. The Mosin gains a new PU 91/30 (3.5x) scope but loses access to every other optic, since BULKHEAD says those sights weren't meant to work until future customisation options arrive. The Compound Bow also changes: a shorter arrow drop-off, slightly better performance against low-tier armor, and damage against armor that now scales by tier instead of a single flat reduction — the same scaling change 12 Gauge slugs received.
Movement and survival items shifted too. Parachutes now take longer to fully open and won't deploy at all below roughly 10m, and pulling the cord too late — below about 50m while falling fast — now risks real fall damage instead of a guaranteed soft landing; the Basic Parachute's price jumped from $100 to $500 while the Sport Parachute dropped from $1,000 to $700. The Medical Bag's durability rose from 100 to 150, so a single bag lasts noticeably longer between replacements. Vehicle inventories are also private to the driver and their squad by default now, with an option to open them to everyone once a vehicle is fully unlocked — free team-spawn vehicles stay open to all regardless of that setting, so treat anything left unattended as fair game.
Leveling is faster across the board on top of all this. BULKHEAD cut the total XP needed to hit level 20 from 250,000 to 111,500 — a 55% reduction — with similar cuts at every milestone between level 10 and level 50, specifically aimed at players who stalled out in Season 1 before reaching the attachments that define their role.
06Building Changes and the Lonestar Faction Experiment
Beyond the price hikes, several building rules changed outright: barbed wire and sandbags can now sit on top of Bremmer walls, unfinished buildables collapse immediately once they lose support instead of floating, and doors and gates can no longer be breached with a hammer — only the Halligan bar does that now. Drill rigs take a heavier hit, needing more fuel to start and running for less time per fuel, aimed squarely at multi-rig strategies that dominated Season 1.
BULKHEAD is also running what it openly calls a social experiment on the Lonestar faction, which had a noticeably lower win rate than the other two teams in Season 1. For Season 2 only, Lonestar gets cash and XP win bonuses and teamplay multipliers, all three factions' spawns on the Bakurani map have moved, and any team more than 40 points behind second place gets a 20% vendor discount. BULKHEAD has been explicit that this is a test of player perception and win-rate data, not a permanent rebalance.
“We've learned a huge amount from watching people play WARDOGS since launch.”Joe Brammer, CEO of BULKHEAD
07Rain Weather and What It Means on the Battlefield
The new rain preset isn't just a visual filter. Surfaces, vehicles and characters visibly wet as it falls, rain sounds different depending on whether you're indoors, under cover or caught in the open, and destroying a roof lets rain start coming through it. Thunder strikes are heard by every player on the server at the same moment from the same direction — loud enough to mask footsteps if you time a push around it. Spotting range drops in rain, and as noted above, Molotov fire burns less effectively while it's falling.
The patch's full scope goes well past what's covered here — controller rebinds, vehicle handling tweaks, and a reworked leveling curve that cuts the time to hit level 20 by more than half are all in the official Season 2 patch notes. Worth a full read if you're coming back after a break from Season 1.
FAQ
When did WARDOGS Season 2 launch?
Season 2 (Update 0.2.0) went live on October 15, 2026, after a scheduled maintenance window of roughly 90 minutes.
What are the four new Season 2 weapons?
The TCX-SPR assault rifle (7.62x39mm), PP-19 Bizon SMG (9x19mm), Evo-3 Ultra LMG (.308 Win) and M14 marksman rifle (.308 Win), each with new attachments including optics, muzzle devices, magazines and bipods.
Is the Wager Vendor available at launch?
No. BULKHEAD's patch notes confirm the Wager Vendor, which lets players bet their own cash on their own performance, is not available at Season 2 launch and will open later in the season.
What happened to the Black & Gold AK camo?
It's been removed from the Gold Market, replaced by eight new Season 2 camo skins across four families: Black & Gold (Little Bird), Chocolate Chip (Evo-3 Ultra, M14, TCX-SPR), Two-Tone Desert (Galil, Mosin, Havoc) and Digital Wood (M500).
What is the Lonestar faction experiment?
BULKHEAD is testing cash and XP bonuses for the Lonestar faction, which had a lower win rate in Season 1, plus moved spawns on the Bakurani map and a vendor discount for any team more than 40 points behind. BULKHEAD has been explicit that it's a social experiment, not a permanent balance change.


