This is the WARDOGS explosives & destruction guide — how many of each charge it takes to destroy every vehicle and structure. The headline facts: two IEDs destroy an enemy spawn vehicle (worth roughly $15,000), one IED destroys a FOB, the MAAWS kills the L2A6 tank in two shots to the front, and an AT mine one-shots any non-tank vehicle driven over it. Bring C4 to breach a base and IEDs to destroy a FOB. One honest caveat up front: no absolute vehicle or structure HP has ever been published — the value here is the charges-to-destroy matrix, which is known, not health bars, which are not.
How explosive damage works in WARDOGS
BULKHEAD has not published a single health or armour figure for any vehicle or structure. There is no official damage sheet. What the community *has* measured is the thing that actually matters in a match: how many charges of each explosive it takes to destroy a given target. That is the whole value of this page.
Damage against structures is only ever expressed as percent of a target's total health removed per charge — never as raw numbers, because the raw numbers do not exist publicly. From those percentages the community derives a charges-to-destroy count, and those counts are what you plan a loadout around.
Everything below is base community testing (KosGuides), cross-checked against the three dev-confirmed facts. Where a figure is an estimate, it is marked. Where a value is genuinely unknown, it is left unknown rather than guessed.
Explosive inventory — what each tool is for
Six carried explosives, plus the AT mine. Costs and weights are verified where a source states them; launcher costs are not published.
| Weapon | Type | Cost | What it's for |
|---|---|---|---|
| IED | Remote charge, built-in trigger | $300 | The base-buster. Plants, arms and detonates remotely from any range. One IED destroys a FOB; two destroy a spawn vehicle. |
| C4 Charge | Sticky charge, needs Remote Detonator | $250 (+ detonator) | The breacher. Lighter and throwable — stack several to punch through walls and gates. Needs a Remote Detonator in the loadout. |
| RPG-7 | Rocket launcher | UNKNOWN | Best all-round anti-vehicle. Readily available, good against moving targets. Weak against the tank's front armour. |
| MAAWS | Recoilless anti-tank launcher | UNKNOWN | The strongest launcher. Kills the L2A6 tank in two shots, even through the front. |
| MGL-40 | Multi-grenade launcher | UNKNOWN | Poor against structures and armour — do not use it to breach bases. |
| M67 Frag Grenade | Fragmentation grenade | UNKNOWN | Weakest anti-structure option; counts vary with placement. |
| AT Mine | Placed mine, auto-detonate | UNKNOWN | One-shots any vehicle that drives over it — except the L2A6 tank. Auto-detonates, so it beats the IED for placement traps. |
The C4 detonator price is disputed: one source lists the detonator pair at $800, another lists a one-time $15,000 unlock at Support L2. Treat the detonator cost as unconfirmed.
Charges to destroy — the full structure matrix
Number of charges or hits needed to fully destroy each structure or emplacement (KosGuides testing, 2026-09-14). MGL-40 and Frag figures are estimates ("~") because grenade placement is inconsistent.
| Target | C4 | IED | RPG-7 | MAAWS | MGL-40 | M67 Frag |
|---|---|---|---|---|---|---|
| Door | 1 | 1 | 1 | 1 | 3 | 3 |
| Gate | 1 | 1 | 2 | 4 | 25 | ~25 |
| HESCO Wall (Large) | 4 | 2 | 7 | 8 | 15 | ~10 |
| HESCO Wall (Small) | 2 | 1 | 4 | 4 | 12 | 6 or 7 |
| Bremer Wall | 7 | 5 | 12 | 12 | 50 | ~50 |
| Sandbags | 1 | 1 | 1 | 1 | 7 | ~7 |
| Barbed Wire | 1 | 1 | 1 | 1 | 3 | 2 |
| Hedgehog | 6 | 3 | 8 | 9 | 100 | ~100 |
| Forward Operating Base | 5 | 1 | 6 | 6 | 50 | 50 |
| L81 Mortar | 3 | 2 | 4 | 4 | 34 | 34 |
| Stingray (kamikaze drone) | 3 | 2 | 4 | 4 | 34 | 34 |
| Vanguard CIWS | 3 | 1 | 7 | 7 | 50 | 50 |
| Talon 9K-SAM | 1 | 4 | 4 | 4 | 34 | 34 |
A few things jump out of that table:
- The IED is the base-buster. One IED destroys a FOB outright, versus five C4. It also flattens a Vanguard CIWS in one and clears a small HESCO in one.
- C4 is the door-and-gate tool. One C4 opens a door or a gate, and it one-shots a Talon SAM — but it takes five to bring down a FOB.
- Bremer Walls are the hardest thing in the game to breach — seven C4 or five IEDs. Don't try to grind one down with a grenade launcher (fifty rounds).
- Never use the MGL-40 or Frag to breach. The counts are absurd (25 to open a gate, 100 for a hedgehog). They are anti-personnel tools, not siege tools.
Vehicle destruction — what's confirmed
No vehicle HP exists, but the destruction requirements below are verified.
| Target | What it takes |
|---|---|
| Enemy spawn vehicle (APC) | 2 IEDs, planted and detonated separately. Dev-confirmed. Pays roughly $15,000. |
| L2A6 Tank | 2× MAAWS to the front to destroy; 1 charge of any type to the rear to immobilise. |
| SPH-2 Artillery Tank | No exact count published, but it shares the L2A6's rear engine weak point — so treat it the same: aim for the rear, where ~2 MAAWS (or a single rear charge to immobilise, then follow-ups) does the job. Charges to the front are largely wasted. |
| URAL truck | 1–2 C4, placement-dependent — sometimes one destroys it, sometimes two are needed just to disable the engine. |
| Any non-tank vehicle | 1 AT mine driven over = instant kill. |
The tank rules (L2A6)
The L2A6 breaks the normal weak-spot rule, so it's worth stating plainly:
- The engine is at the rear, not the front. Most vehicles take the most damage to the front; the L2A6 and the SPH-2 artillery tank are the exceptions.
- A single rear charge — C4, IED, RPG or MAAWS — immobilises it.
- The front has an extra armour layer. RPGs do very little to the front; the MAAWS punches through and needs only two shots.
- AT mines do not one-shot the tank. It survives driving over one, and only dies if it *reverses* onto one (then it burns).
- Tracks have separate health bars. So do tyres on other vehicles — shoot them to slow or disable a target without touching the engine.
One more mechanic to know: the on-screen vehicle health bar reflects engine health only. Damage scales with proximity to the engine, so where you hit matters as much as what you hit with.
Breaching advice — pick the right tool
The community's practical takeaway is straightforward:
- Breach with C4. It's lighter (0.57 kg vs 1.5 kg for an IED), it's throwable, and you can stack more in your bag — so you carry enough charges to open several walls, doors and gates in one push.
- Destroy a FOB with IEDs. One IED does 100% of a FOB's health. If your job is to delete the enemy base rather than get inside it, IEDs are the efficient buy.
- Open doors with a Halligan Bar when you don't want to spend explosives at all — it opens doors without a charge.
- Leave the MGL-40 and Frag out of siege loadouts. They are anti-personnel; against structures the charge counts are impractical.
Cash payouts tied to destruction
Destruction is how you earn in WARDOGS, so the loadout maths is also economy maths:
- Destroy an enemy spawn vehicle — roughly $15,000 (the dev-confirmed headline figure; needs 2 IEDs).
- Destroy a FOB — roughly $2,500 + 500 Support XP (1 IED).
- Note a payout conflict: the spawn-vehicle reward is quoted as both ~$15,000 (headline) and $10,000 in the control zone / $7,500 outside it in another source — likely a zone-multiplier or patch difference.
An honest note on these numbers
There is no official damage sheet for WARDOGS explosives, and it's worth being clear about exactly which parts of this page are solid and which are not:
- Every absolute vehicle and structure HP value is UNKNOWN. Two guide authors confirm it outright — no health or armour figures have ever been published. This page does not invent one.
- The charges-to-destroy matrix is the known, usable data. It comes from community testing (KosGuides), and it's internally consistent and corroborated by the dev-confirmed "1 IED destroys a FOB" fact — which is why we build the page around it.
- MGL-40 and Frag counts are estimates. Grenade placement is inconsistent, so those figures carry a "~".
- The C4 detonator price conflicts — $800 in one source, a $15,000 unlock in another.
- The spawn-vehicle payout conflicts — ~$15,000 headline versus $10,000 in-zone / $7,500 out.
- These are Early Access numbers. BULKHEAD can rebalance any of them in a patch, and we update this page when the community re-measures.
Treat the matrix as your loadout planner and treat every absolute HP figure as genuinely not published — because it isn't.
FAQ
How many IEDs destroy an enemy spawn vehicle in WARDOGS?
Two. Two IEDs, planted and detonated separately, destroy an enemy spawn vehicle (APC) — this is dev-confirmed and pays roughly $15,000.
How many charges destroy a FOB?
One IED destroys a Forward Operating Base outright (one IED removes 100% of its health). C4 only does about 22% per charge, so you would need around five.
How do you kill the L2A6 tank?
Two MAAWS shots to the front destroy it — the extra frontal armour resists RPGs. A single charge of any type to the rear engine immobilises it. AT mines do not one-shot the tank.
Should I breach a base with C4 or IEDs?
C4 to breach — it is lighter, throwable and you can stack more in your bag. Bring IEDs only when you mean to fully destroy a FOB, since one IED does the whole job.
Are these explosive damage numbers official?
No. BULKHEAD has not published any vehicle or structure HP. The charges-to-destroy matrix is community testing (KosGuides), cross-checked against dev-confirmed IED facts. Frag and MGL-40 counts are estimates.
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