What grows this track: Ground vehicle use. What you're actually doing: Ground inserts and armor taxi work — moving your squad quickly and safely, and eventually crewing armor that can break a stalemate.
What Driver does for the squad
Transporting friendlies to the Control Zone pays real cash — Driver isn't a side activity, it's a directly rewarded role. Beyond the taxi work, a Driver who progresses into tanks and armored transports adds direct combat power that infantry alone can't match against fortified positions.
Starter loadout (under $1,000)
| Item | Price |
|---|---|
| BOBCAT (transport) | $500 |
| Repair Tool | $150 |
| Fuel Can | $150 |
$800 gets you mobile immediately with the tools to keep your vehicle running without returning to a vendor.
You still need a personal weapon. The above is your vehicle kit — it doesn't arm you. Add a weapon with two magazines and an ammo box for its calibre, a bag to carry them, and the Emergency Resuscitator, which is free. You will end up on foot, usually at the worst moment. Full walkthrough: How To: Buy a Weapon.
What it earns
Getting your faction's spawn vehicle into the Control Zone pays around $3,000 immediately, plus ~$100 every time a teammate spawns on it. It's one of the largest single payouts in the game and requires no combat skill at all — which makes Driver the most reliable way to recover from being broke. See How To: Make Money.
Growing into it
- Kodiak ($2,500) is a solid step-up transport with no level gate; the Kodiak [M249] ($3,750, Driver Lvl 8) adds mounted firepower.
- Dune Buggy ($1,500, Driver Lvl 10) trades armor for speed.
- Humvee ($3,000, Driver Lvl 15) and Humvee [M249] ($3,750, Driver Lvl 25) scale up survivability and firepower together.
- Ural ($5,000, cash unlock $60,000) and Ural Defender variants are heavier logistics/APC-style options for dedicated Drivers.
- FLAKPANZER GEPARD ($8,000, Wardog Lvl 45), L2A6 tank ($14,000, Wardog Lvl 35), and SPH-2 artillery ($10,000, Wardog Lvl 55) are the top-tier armor picks — these require serious overall account progression (Wardog Level), not just Driver track level.
How to play it well
- Keep your vehicle fueled and repaired proactively, not reactively — a Fuel Can and Repair Tool cost $300 combined and can save a $5,000+ vehicle mid-fight.
- Use terrain and cover on approach, especially in tanks and APCs — a vehicle sitting still in the open is a free kill for enemy launchers.
- Talk to your Recon player. Armor and AA threats are exactly what Recon is supposed to be calling out for you; don't drive blind into a spotted threat.
- Match vehicle choice to the job. A Bobcat is for fast, cheap inserts you can afford to lose; a tank is a slow, expensive commitment you should only bring when you can protect it.
- Don't abandon a damaged vehicle you could repair. Bailing out over a fixable problem wastes the cash it took to field it.
Common mistakes
- Parking a vehicle in the open "just for a second" near active fighting.
- Never carrying a Repair Tool or Fuel Can, so a survivable hit becomes a total loss.
- Bringing an expensive tank into a fight without infantry escort or Recon intel on enemy anti-armor.
- Ignoring level gates and assuming cash alone unlocks vehicles — check both the price and the level requirement in the Vehicles Reference.
Drills to run
- Proactive maintenance: for one full session, refuel and repair your vehicle at every natural lull, before it's damaged or empty, not after.
- Cover-to-cover driving: practice moving a vehicle between cover points instead of crossing open ground at a constant speed.
- Escort coordination: run a match where you deliberately wait for at least one infantry escort before pushing armor into a contested zone.
See also: Repairing a Vehicle, Requesting Transport, Vehicles Reference.