Gaming How-To

WARDOGS: How to Get Grenades and Tactical Explosives

The exact vendor menu path, current prices, and the class levels that gate frags, C4, mines, and smoke.

The exact vendor menu path, current prices, and the class levels that gate frags, C4, mines, and smoke.

Grenades in WARDOGS are not a loadout slot you fill once and forget. Like everything else you carry, explosives are bought with in-match cash, one life at a time, from the same vendor screen that sells your rifle and your armor. Learn the menu path and you can kit out in about ten seconds before a drop.

Quick answer: At your base, interact with a vendor or a supply-capable vehicle, select ITEMS, open the UTILITY tab, then click TACTICAL. An M67 Frag Grenade costs $200 and needs no unlock.


Where grenades are sold in WARDOGS

There are two places to buy explosives, and they open the same shop. The first is a stationary vendor inside your HQ or main base, standing next to the other purchase points. The second is a vehicle. Parked trucks and transports such as the Kodiak act as mobile vendors, so if you have already spawned a ride and do not want to run back across the base, you can restock from the driver’s seat area instead.

Because cash is spent per life, anything you buy is gone when you die. That makes grenades a running cost rather than a one-off purchase, which is worth remembering when you are deciding between a $200 frag and a $900 Claymore.


How to buy grenades from a vendor or vehicle

Spawn into your base and stay inside the safe zone. Vendors sit near the garage and equipment areas, and you will see the safe zone indicator on your HUD while you move between them.
Player crossing an industrial yard inside the base with the safe zone indicator on the HUD
Moving through the base yard with the safe zone HUD active. Image: BULKHEAD
Walk up to the vendor until the interaction prompt appears, then select OPEN. The shop screen loads with your current balance shown on screen.
Base weapon vendor with the OPEN interaction option highlighted
The OPEN prompt on a base vendor, which loads the purchase menu. Image: BULKHEAD
If you are already in or beside a vehicle, use the buy prompt on it instead. Approaching the vehicle brings up a supply option that opens the identical garage vendor screen.
Vehicle buy ammo and supplies prompt shown while driving through the outpost
The buy ammo and supplies prompt on a vehicle at the outpost. Image: BULKHEAD
In the shop, pick ITEMS from the bottom row, switch to the UTILITY tab along the top, then click the TACTICAL category. This filters the list down to thrown and placed explosives.
Garage vendor additional items screen with the Utility tab open and equipment slots visible
The garage vendor item screen with the Utility tab selected. Image: BULKHEAD
Select the explosive you want and confirm the purchase. Your cash total drops by the item’s price and the grenade lands in your kit, so check that your vest or backpack has room before you buy in bulk.

Grenade and explosive prices in WARDOGS

Everything below sits in the Tactical category. Prices are what you pay each life; the level and unlock costs in the third column are one-time gates covered in the next section.

ItemPriceRequirement
M18 Signal Grenade (Alert, Damaged Vehicle, Friendly, Hostile)$50 eachNone
M18 Smoke Grenade: White$100Medic Lvl 5, $7,500 unlock
M18 Smoke Grenade: Black$100Medic Lvl 21, $15,000 unlock
M67 Frag Grenade$200None
C4 Charge$250Support Lvl 2
Improvised Explosive Device$300None
Remote Detonator$550Support Lvl 2, $15,000 unlock
AT Mine$650Support Lvl 25, $75,000 unlock
Claymore$900Recon Lvl 22, $50,000 unlock

Two more signal grenades, Landing Zone and Supply Request, cost $50 each but sit under the Building category rather than Tactical. Flash, HE, and Gold Frag Grenades exist in the game’s item list without settled prices, so treat them as unconfirmed for now.


Class levels and cash unlocks that gate explosives

Frags and signal smokes are open to everyone, but the heavier gear runs through class progression. Reaching the required level only grants access; most items then ask for a separate, one-time cash payment before they can be bought in a match at all. The vendor shows this as an unlock price, such as $18,000 or $10,000, sitting where the normal buy price would be.

Placed explosives mostly live on the Support track, which you level by using shotguns, LMGs and launchers, repairing vehicles, building FOBs, and destroying enemy vehicles or emplacements. Smoke belongs to Medic, earned through SMG kills, healing, and reviving. Claymores come from Recon, which levels fastest through spotting. Frag kills feed the Assault track.

Note: classes are progression tracks, not loadout restrictions. Nothing stops you from carrying Support mines with a Recon rifle as long as both are unlocked and you can pay for them.


Why an explosive won’t buy or won’t detonate

If the item is greyed out or shows a price you cannot pay, the cause is almost always one of three things. You are below the class level listed on the item, you have not paid its one-time unlock fee, or your cash balance for that life is too low. Each of those is visible on the item card itself in the Tactical list.

Placed charges have their own dependency. A C4 Charge is a remotely detonated explosive and does nothing without a Remote Detonator in your kit, and the detonator is equally useless with no charges to trigger. Buy both or neither. An Improvised Explosive Device is also remotely detonated but single use, so it is spent the moment it goes off.

Mines behave differently from each other. The AT Mine is pressure triggered by vehicles only, so infantry walking across it will not set it off. The Claymore is motion triggered and reacts to both infantry and vehicles, which makes it the better choice for covering a doorway or a stairwell.


Every player gets at least $10,000 to start a round, and a couple of frags plus a smoke is a small slice of that. The expensive mistake is buying a $900 Claymore or a full C4 and detonator setup on a life where you are likely to die crossing open ground before you can place anything. Spend on explosives when you know where you are holding, and keep a $50 signal grenade on hand to call in whatever you need next.