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Vehicle Service And Logistics Player Guide

rayswaynl edited this page Jun 28, 2026 · 2 revisions

Vehicle Service and Logistics Player Guide (rearm, repair, refuel, travel)

Source-verified 2026-06-21 against master f8a76de34. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.

This guide covers how a player keeps a vehicle (and themselves) topped up and moving: the Vehicle Service Point, buying vehicles, and getting around the map. New to the mission? Start with the New player quickstart.

The Vehicle Service Point

Your commander builds a Vehicle Service Point at the base (and can build more forward). It is your refuel/rearm/repair/heal station. Drive a vehicle — or stand, for healing — within WFBE_C_UNITS_SUPPORT_RANGE = 70 m (Common/Init/Init_CommonConstants.sqf:960) and use the scroll-menu service actions. A forward repair truck services within a tighter WFBE_C_UNITS_REPAIR_TRUCK_RANGE = 40 m (:956).

Services, costs and times

Service Base price Time Source
Heal (infantry) $125 10 s WFBE_C_UNITS_SUPPORT_HEAL_PRICE/_TIME (Init_CommonConstants.sqf:768-769)
Rearm $14 base 20 s WFBE_C_UNITS_SUPPORT_REARM_PRICE/_TIME (:770-771)
Refuel $16 base 10 s WFBE_C_UNITS_SUPPORT_REFUEL_PRICE/_TIME (:772-773)
Repair $2 base 20 s WFBE_C_UNITS_SUPPORT_REPAIR_PRICE/_TIME (:774-775)

Costs scale with what you actually need. Rearm price scales with the ammo you are actually missing (WFBE_C_SUPPORT_REARM_PROPORTIONAL = 1, Init_CommonConstants.sqf:805) — a nearly-full vehicle costs little to top up — and repair/refuel similarly scale with damage/fuel missing. Artillery rearm is exempt from the proportional discount (it always pays full). The exact pricing formulas, the ammo-fraction maths, and the affordability guards are in the Service Point pricing model.

Tip: top up before you push, not after you are shot up in the open. A cheap $2 repair at base beats abandoning a smoking tank at the front.

Buying vehicles

Vehicles come from the factories your commander has built:

Open the factory's buy menu to see the per-faction price and required research level for each vehicle — the complete lists are in the Faction unit and vehicle roster catalog, and the purchase/queue mechanics are in the Factory and purchase systems atlas. The factories and other base structures are catalogued in Faction base structures.

You pay vehicles out of your personal funds; remember the respawn penalty if you lose an expensive one (see Earning funds & score).

Getting around

Walking is the slowest option. Your travel toolkit (keys, costs and exact behaviour are in Player vehicle & travel actions):

  • Fast travel between owned positions.
  • Transport / airlift — ride with squadmates, get dropped near the front, or sling-load cargo (see Zeta cargo sling-load).
  • Vehicle lock / eject / utility actions — secure your vehicle so it is not stolen, eject passengers, etc.

For deploying near a fight rather than driving from base, also see how mobile spawns work in Respawn and death lifecycle.

Quick reference

Thing Value
Service Point range 70 m
Repair-truck range 40 m
Heal $125, 10 s
Rearm $14 base (scales with ammo missing), 20 s
Refuel $16 base (scales with fuel missing), 10 s
Repair $2 base (scales with damage), 20 s
Artillery rearm full price (no proportional discount)

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