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WARDOGS RPG Guide: Hunt Vehicles Without Going Broke

The RPG-7 is WARDOGS' first handheld anti-vehicle weapon, and it's an easy way to burn cash if you don't know where to aim. Here's what it costs, where to hit each vehicle, and the ambush and mine setup that actually turns a profit.

12 MIN READ

WARDOGS RPG Guide: Hunt Vehicles Without Going Broke

The RPG-7 is the first handheld anti-vehicle weapon in WARDOGS, and it can drain your cash fast.

In one recorded session, a content creator hit trees, a supply crate, and plenty of empty air until seven grand was gone.

This WARDOGS RPG guide covers what the launcher costs, where to aim, and the ambush, mine, and truce tactics that finally turned that run into profit. The RPG-7 feeds the Support track, one of the WARDOGS class roles worth understanding before you unlock it.

Table of Contents

How much does the RPG-7 cost in WARDOGS?

The RPG-7 unlocks at Support level 5 for a one-time $30,000 fee.

Wardogs RPG-7

After that, it costs $2,000 each time it goes into a life.

Rockets are priced separately at $200 each.

A new player starts with $10,000 in cash, stated directly on the game’s own Steam store page, so the unlock alone costs three times the starting balance.

Item Requirement Cost
RPG-7 unlock Support level 5 $30,000 one-time
RPG-7 per life Unlocked $2,000
93mm rocket Support level 5 $200 each
C4 charge (cheaper alternative) Support level 2 $250 each

These figures come from the WARDOGS wiki’s RPG-7 and 93mm ammunition pages, checked on September 26, 2026.

The Season 1 changelog on Steam changed prices on the Forward Operating Base, the Large Hammer, and several vehicles.

The published notes list no change to the RPG-7, and nothing since has touched it either: Patch 0.11 (September 14) was a server-browser update with no economy changes, and no patch has shipped after it as of this check.

A tube and four rockets comes to $2,800 before armor, a rifle, or ammo.

Keep that number in mind: every missed rocket is $200 that does not come back.

For how that starting balance and per-life spending actually work, see the WARDOGS cash economy guide.

What is the RPG-7 good against?

The RPG-7 works best against light vehicles and Urals.

It is a poor trade against tanks from the front.

One community tester ran a day of hit counts and reported that a single rocket kills a Bobcat, Dune Buggy, or Kodiak.

The same test found that a Ural dies to one rocket in the gas tank.

The results also show how much angle matters.

These counts come from one player, and the build tested is not stated, so treat them as a guide rather than a guarantee.

Target Rockets to kill
Light vehicle (Bobcat, Dune Buggy, Kodiak) 1
Ural, gas tank hit 1
Ural Defender, front grille 4
Unarmed Humvee, side or front 2
Armed Humvee 3 minimum
Tank, rear hull 3
Tank, front turret or hull 8

The pattern is simple: the closer the hit lands to the rear of a tank, the fewer rockets it takes.

A Ural Defender caught one creator out on video, since it took far longer to bring down than expected.

The RPG-7 is also a weak anti-personnel tool.

The same tester reports it cannot one-shot a player wearing Level 1 armor or better on a direct hit, so rockets are better saved for vehicles.

For other ways to bring down armor beyond the RPG-7, see the WARDOGS vehicle destruction guide.

What went wrong on the first RPG run?

One content creator went in hunting a single target: trucks resupplying the front line.

The first attempts hit a tree, then a supply crate, before a single truck was even in range.

That set the tone for the run.

Over the next several minutes, more trees ate rockets, a vehicle escaped by taking evasive action, and the ammo kept burning.

Then came a riskier idea: fly high, swap seats mid-air, and fire the last rocket out the side of a helicopter from the passenger seat.

It missed.

By that point, exactly one RPG shot had landed, on a supply crate, and the balance showed another seven grand gone with no kills.

Looking back, three mistakes did the damage:

  • The RPG-7 is unguided, so anything between the shooter and the target eats the rocket. Trees were the repeat offender here.
  • Moving vehicles were engaged from awkward positions, and every miss cost real money.
  • Each failed shot pushed toward a riskier one, which is how the passenger-seat attempt happened.

How do you aim the RPG-7?

Fire only with a clear lane, because the rocket flies straight and cannot be steered.

Nothing about the weapon forgives a bad line, so the prep work matters more than the shot itself.

What to do differently, based on that run:

  1. Scan the line between the shooter and the target for trees, rocks, and walls.
  2. Wait for the vehicle to slow at a bend, bridge, or gate instead of chasing it down a straight road.
  3. Aim for the weak point in the table above, not the middle of the hull.
  4. Save the last rocket for a shot with a clear line, not a hopeful one.

How do you aim the RPG-7

Expect a vehicle to react once it takes a hit.

In one fight, a spawn vehicle with its antenna raised could not fire while it kept moving, and its passengers could not disembark until it slowed.

One did hop out once the vehicle paused, giving a second target to deal with.

Have a follow-up plan ready, whether that means a second rocket or a rifle.

Where should you set up an ambush?

Set up on the road or gate that supply vehicles must use to reach the enemy base.

Where should you set up an ambush

Keep an escape route behind whatever position gets chosen.

Trucks only have a limited number of approaches, which makes those approaches the best places to wait.

One creator found a main road entrance described on camera as an insane choke point.

Later in the same session, a pylon overlooking an enemy base offered a clear view of traffic coming in.

From the top, vehicles arriving and enemy players moving around the base were both visible, and at one point a hostile climbed the ladder directly below.

The pylon has one big drawback.

The moment a shot is fired, the base knows the shooter’s position, and snipers start returning fire from inside.

That forced a drop down, a wait, and a climb back up.

If you take a high perch, hold fire until the shot is worth the exposure.

Watch the sky too: near one enemy base, a helicopter was hit by a SAM turret, so a low flyover is a bad way to scout a fortified position.

Do mines make the RPG-7 better?

Yes.

Mines cover the gaps: the moment a rocket is reloading, or the line of sight is blocked.

Do mines make the RPG-7 better

The AT Mine unlocks at Support level 25 for a one-time $75,000 fee, then costs $650 per charge, according to the WARDOGS wiki.

In one session, the same Green team ally from the earlier truce planted mines on the main road into the base and at its front door while the RPG shooter watched from the pylon.

The results were immediate.

A truck rolled over a mine on the main road and died.

A different driver climbed out to check the entrance for mines before moving on, and both players held fire on purpose to avoid revealing their position.

If the $75,000 mine unlock is out of reach, C4 is the cheaper option, since it opens at Support level 2 for $250 per charge with no unlock fee. Both sit in the launcher and explosives classes covered in the WARDOGS weapons overview.

Placement matters more than quantity: one mine on a road a driver cannot avoid is worth more than three in spots they are already checking.

Can you talk your way out of a fight?

Sometimes, and it costs nothing to try.

The game reportedly lets a downed player post a reward for whoever revives them, and players can also simply talk to each other over voice chat.

In one recorded attempt, a downed player begged an enemy for a revive and offered their weapons in exchange.

The enemy walked away, and the attempt failed.

A different conversation worked better.

Can you talk your way out of a fight

Two players with history from an earlier life ended up attacking the same base from opposite factions.

They proposed a temporary truce, since both just wanted to hit trucks heading in, and the enemy agreed.

The truce held, and the two worked the base together for the rest of the session, later planting mines together as described above.

Later, a second enemy player climbed the pylon ladder toward the ambush position.

A quick offer not to shoot was enough to send him looking for another spot.

None of this is guaranteed.

It works best when both sides have a bigger target than each other.

Does an RPG kill pay for the loadout?

A single vehicle kill can cover the whole loadout, but the payouts are not officially published.

Community-reported figures put an enemy spawn vehicle kill at about $5,000, a tank at about $7,000, an attack helicopter at about $9,000, and an artillery tank at about $14,000, though these are unverified numbers rather than developer-confirmed values.

The developers have not released an official reward table, and numbers from the beta tests may have changed.

Using those reported figures, one spawn vehicle kill would cover a $2,800 tube-and-four-rockets loadout with room to spare.

Does an RPG kill pay for the loadout

In the session covered here, the balance turned to profit mid-run, after a solo kill on a helicopter crew member whose dropped loadout was looted, not from a vehicle-destruction payout. For more ways to fund the next loadout, see every way to earn cash in WARDOGS.

The in-game profit counter helps track this: it shows red while the kit is still being paid off, and green once the life has covered its cost.

If the counter is still red after several rockets, change approach instead of firing the last one.

When the rockets were not paying off, the creator switched to a buggy and gave squadmates a lift instead.

One drop paid $2,000 and a tip, a decent fallback while regrouping.

Is the RPG-7 worth unlocking?

Yes, if the player can afford to lose a few loadouts while learning it.

At Support level 5, it is the earliest handheld answer to vehicles, and the $2,000 per-life price is small next to the reported payouts.

Buy the unlock when the $30,000 fee is affordable alongside the next few loadouts, and treat the first sessions as practice.

That first run cost seven grand in lessons before it turned a profit. For a full budget kit built around it, see the best WARDOGS loadout guide, and for where Support level 5 sits on the wider curve, see the WARDOGS leveling guide.

Key Takeaways

  • The RPG-7 unlocks at Support level 5 for $30,000, then costs $2,000 per life plus $200 per rocket.
  • It is best against light vehicles and Urals. Against tanks, aim for the rear hull.
  • The rocket is unguided, so trees and walls eat shots. Check the lane first.
  • Ambush at road and gate choke points, and hold fire from high perches until the shot pays.
  • Mines and C4 cover the gaps between rockets; the AT Mine unlocks at Support level 25.
  • Talking to enemies can produce a truce, though it is never guaranteed.
  • Watch the red and green profit counter and change tactics when it stays red.

FAQ

When do you unlock the RPG-7 in WARDOGS?

Unlocking happens at Support level 5 with a one-time $30,000 payment.

Reaching the level only makes the launcher visible at the vendor.

After the purchase, it costs $2,000 each time it goes into a life.

How much does an RPG-7 loadout cost per life?

The tube costs $2,000, and each 93mm rocket costs $200.

A tube with four rockets comes to $2,800 before armor, a rifle, or ammo.

Cash carries between matches, but a death means the whole kit gets bought again.

How many RPG rockets does it take to kill a tank?

One community tester reported 3 rockets to the rear hull and 8 to the front turret or hull.

That test did not state which build it used, so treat the numbers as a guide.

The direction is consistent either way: aim for the rear.

Where should you shoot a Ural with the RPG-7?

The same tester found that one rocket into the gas tank kills a standard Ural.

The Ural Defender is tougher, at 4 rockets to the front grille.

Without a clean shot at the gas tank, expect to need more than one hit.

Is the RPG-7 good against players?

Not really.

The same tester reports it cannot one-shot a player wearing Level 1 armor or better on a direct hit.

Rockets cost $200 each, so they are better saved for vehicles.

Does the RPG-7 pay for itself?

It can, if the shooter lands vehicle kills.

Community-reported figures put a spawn vehicle kill at about $5,000 and a tank at about $7,000, though the developers have not published an official reward table.

A tube and four rockets costs $2,800, so one good kill can cover it.

What is a cheaper anti-vehicle option than the RPG-7?

C4 opens at Support level 2 with no unlock fee and costs $250 per charge.

It has to be placed directly on the target, which means getting close.

It works well as a stopgap while leveling toward the RPG-7.

Can you make a truce with enemy players in WARDOGS?

Yes.

In one recorded session, a truce with an opposing player held for the rest of the run.

It was just a conversation, with no game system behind it, so it works best when both sides have a bigger target than each other.

What happens to your cash when you die in WARDOGS?

Cash balance carries over between matches, but the loadout does not.

Every life means buying gear again from scratch.

That is why an expensive launcher can wipe out a run of bad luck in a single death.

How do you know if your RPG run is profitable?

Watch the profit counter next to the balance.

It shows red while the kit is still being paid off, and green once the life has covered its cost.

If it stays red after several rockets, change position or target rather than pushing the same approach.

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