Gaming How-To

WARDOGS: How to Get Ammo in Your Tank

The Garage Vendor loads tank ammunition from the driver or gunner seat, and here is the exact sequence.

The Garage Vendor loads tank ammunition from the driver or gunner seat, and here is the exact sequence.

A tank in WARDOGS does not arrive loaded. Buying the vehicle and buying its shells are two separate transactions, and the second one only happens from inside the hull. The Garage Vendor handles it, and the whole process takes about fifteen seconds once you know which key opens it.

Quick answer: Sit in the tank as Driver or Gunner, press B to open the Garage Vendor, open the AMMO tab, buy the rounds you need, then click CONFIRM & EXIT.


What you need before buying tank ammo

The Garage Vendor is tied to the vehicle, not to your infantry loadout. You need to be occupying a crew seat for the menu to appear at all, so walking around the hull and pressing keys will not do anything useful.

  • A vehicle you can crew, such as the SPH-2 tracked vehicle.
  • A free Driver or Gunner seat. The SPH-2 lists two occupied seats maximum.
  • Cash in your personal balance. Every player begins a round with at least $10,000.
  • A garage or service area where the vendor prompt is available on the vehicle.

Load tank ammunition through the Garage Vendor

Walk up to the tank until the interaction prompts appear beside it. You will see options for entering as Driver, entering as Gunner, accessing inventory with G, and repositioning the vehicle with R. Press F on the seat you want.
Vehicle prompt beside the tank showing F to enter the Gunner seat
The interaction prompt on the hull, with F/Enter highlighted for the Gunner position. Image: BULKHEAD
Once you are seated, the camera switches to the third-person vehicle view and the crew HUD appears. The bottom prompt bar now includes B BUY AMMO / SUPPLIES alongside the camera, free look and seat-change controls.
Tank HUD prompt bar with the B key marked for buying ammo and supplies
The crewed vehicle HUD, with B mapped to buy ammo and supplies. Image: BULKHEAD
Press B to open the GARAGE VENDOR screen. The header names the vehicle you are sitting in, such as SPH-2, along with its class and seat count. Your empty vehicle slots sit down the right-hand side of the screen.
Garage Vendor screen for the SPH-2 with the AMMO panel selected
The Garage Vendor open on the SPH-2, with the AMMO panel highlighted before confirming. Image: BULKHEAD
Select the AMMO category. The list filters by role using the tabs across the top, including ALL, ARTILLERY, MACHINE GUN and COUNTER MEASURES, so you can jump straight to the weapon system you are short on.
Pick a round and buy it. Clicking adds single items, while pressing F purchases a full stack, which is the faster way to fill a row of empty slots. Each purchase drops straight into the vehicle inventory on the right.
AMMO tab showing 5.56mm Armor Piercing selected with the full stack purchase option
5.56MM Armor Piercing (AP) selected in the AMMO tab, with the full-stack purchase prompt visible. Image: BULKHEAD
Click CONFIRM & EXIT. The menu closes, control returns to the seat you were in, and the tank is ready to drive out with the rounds already stowed.

Ammunition types in the SPH-2 vendor list

The list you see depends on what the vehicle can actually fire, which is why the tabs are split by weapon role. On the SPH-2, the two headline entries cover its coaxial machine gun and its main artillery piece.

RoundCategoryProfile
5.56MM Armor Piercing (AP)Machine gunMore damage to body armor and vehicles, less to unarmored body parts
155MM HE ShellArtilleryHigh-explosive, very large area of effect, 50 per item

The trade-off on AP is worth remembering when you are choosing what to fill the machine gun rows with. It hits harder through armor plates and light vehicle skin, and it does less against soft targets, so a belt of AP is a deliberate anti-vehicle choice rather than a general upgrade.

5.56mm AP also appears in the standard item catalogue at $40, so you can gauge its cost even when you are not sitting in a vehicle.


Confirming the tank is loaded

Verification happens in the same screen you bought from. Before you leave the vendor, look at the slot column on the right of the Garage Vendor panel. Every slot you filled shows the round and its quantity, and slots that are still empty are the ones you skipped.

Some vehicles will also report what they cannot take. The SPH-2 displays NO LOGISTICS SLOTS under the Logistics tab, which means crates cannot be mounted on it at all. That message is the vehicle telling you its capacity, not an error with your purchase.

After you press CONFIRM & EXIT, the purchase is saved to the vehicle. Drive it out of the garage area and the loadout travels with the tank.


Vehicles with logistics slots: crates and Ammo Supplies

The same B menu on a transport vehicle behaves differently, because those hulls have cargo space. On something like the Kodiak, the LOGISTICS tab lets you attach a crate first and then load resources into it.

Garage Vendor open on the Kodiak with the Logistics option highlighted
The Logistics tab in the Garage Vendor while fitting out the Kodiak. Image: BULKHEAD

A Small Crate costs $150, gives 24 slots, and is unarmored. It will break on high-speed impacts, with roughly a 60m free-fall as the limit before it is destroyed, so it is not something to airdrop carelessly.

Once a crate is fitted, the Utility Building tab is where Ammo Supplies live. These are not shells for your tank and they will not fill a magazine. They are a logistics resource for reloading buildable weapons, and they only function inside a FOB radius.

ResourcePriceWeightPurpose
Ammo Supplies$100.03 kgReloads buildable weapons, needs FOB radius
Fuel Supplies$100.03 kgRefuels vehicles, needs FOB radius
Build Supplies$100.02 kgBuilds all buildables, needs a hammer

Order matters on a destroyed position. Ammo Supplies cannot restore an emplacement that no longer exists, so the gun has to be rebuilt with a hammer and Build Supplies before a resupply crate does anything.


Why tank ammo and infantry ammo work differently

Vehicle ammunition is a single purchase into a slot. Your rifle is not. On foot, the weapon, the magazine and the rounds are three separate items, and you have to match caliber across all three before anything fires.

Pressing R on foot swaps magazines rather than refilling them. The partial magazine goes back into your inventory with whatever rounds were left in it, which is why a hurried reload sometimes hands you a near-empty mag. Loose rounds are what refill magazines, and that is done from the inventory screen behind cover.

Keeping those two systems separate in your head saves money. A tank crew buys shells from the seat and confirms out, while an infantry loadout needs compatible magazines and a loose stack bought before you leave the vendor. Filling one does not fill the other, and neither refills itself.