Every vehicle in Wardogs burns fuel, from a Bobcat scouting run to an L2A6 pushing away from base, and a tank that runs dry far from home is just cover with wheels. The manual fix is the Fuel Can, a specialist item you buy at the Equipment Vendor and pour straight into a vehicle’s fuel cap.
Quick answer: Buy a Fuel Can for $150 from the Equipment Vendor under Items > Vehicle (requires Support Level 20), equip it, walk up to the vehicle’s fuel cap, and hold left-click until the tank fills. Refill the empty can at a Diesel Fuel Resupply tank.
Fuel Can requirements and cost in Wardogs
The Fuel Can sits on the Vehicle filter of the Equipment Vendor’s Items tab, alongside the Repair Tool and the drills. It is the cheapest of that group at $150, which is about 2% of the $10,000 you start a round with. There is no cash unlock for it, but there is a progression gate.
| Detail | Value |
|---|---|
| Price per life | $150 |
| Unlock cost | Free |
| Requirement | Support Level 20 |
| Vendor path | Equipment Vendor > Items > Vehicle |
| Weight | 5 kg |
| Slot | Specialist |
| Refuel reward | 50 Support XP |
The vendor card spells out the limits plainly. The can is “Used to Manually Refuel Vehicles,” it has “Limited Capacity,” and it “Can be Refilled at Refuel Point.” Five kilograms is real weight, and it occupies the same specialist slot as the wrench, the hammers, and the drills, so you are trading one utility tool for another.
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How to know the refuel worked
Two things confirm it. The vehicle’s fuel readout rises as you hold the button, and the game pays you 50 Support XP for the top-up. If neither happens, you are almost certainly not standing at the fuel cap — the prompt only appears at that specific point on the hull, not anywhere along the side.
The other common failure is an empty can. Capacity is limited and the item does not refill on its own, so a can you already drained into a Ural will do nothing at the next vehicle.
Where to refill the Fuel Canister
Diesel fuel resupply tanks are scattered around the base and the Faction Deployment Zone. They are marked with DIESEL and FUEL RESUPPLY signage, plus a FLAMMABLE warning on the tank itself.
Walk up with the can equipped and use the “REFILL > FUEL CANISTER” prompt. The on-screen text switches to “FUEL CANISTER FULL” when it is done, which is your confirmation.

Top the can off before you leave the deployment zone rather than after your tank starts coughing in the open. Once you are out past the wire, the nearest refill point may be a long, exposed drive away.

Fuel Can vs. Fuel Supplies at a FOB
There is a second way to keep vehicles fed, and it is far cheaper. Fuel Supplies is a logistics crate that costs $10, weighs almost nothing, and feeds a Refuel Station buildable. That station lets friendly vehicles refuel inside the FOB radius as long as fuel logistics supplies are actually stored at the base.
| Fuel Can | Fuel Supplies | |
|---|---|---|
| Cost per life | $150 | $10 |
| Weight | 5 kg | 0.03 kg |
| Slot | Specialist | Logistics resource |
| Where it works | Anywhere, by hand | Inside FOB radius only |
| Refill point | Faction Deployment Zone | Restocked by crate |
The split is simple. The crate is the answer when your team already has a built FOB and a truck hauling supplies to it. The can is the answer when you are riding with one vehicle far from any friendly base and nobody else owns fuel.
Note: Fuel Supplies does nothing outside a FOB radius, so carrying crates on foot with no base built is wasted weight.

When the Fuel Can is not worth the slot
Five kilograms in the specialist slot is a real tax on your loadout, and the can does not get lighter just because you plan to empty it. Even after you pour, you keep carrying the empty item unless you drop it, which can quietly push a kit into a heavier weight class.
Buy it when a vehicle is already part of the plan and you expect to be in or beside that hull for a while. Skip it when you are walking into a Control Zone fight on foot with no seat waiting, and skip it if someone else in the cabin is already carrying one.
Fuel management sits on the same side of Wardogs as ammo runs and field repairs, and it is one of the few chores the game pays you for. Fifty Support XP per pour is small on its own, but keeping an expensive hull alive instead of abandoning it mid-map is where the real return shows up on a persistent cash balance.






