Vehicles Land

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Battlefield 4 Official Digital Strategy Guide
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Sample chapters

Infantry Classes

China Rising

Single Player Campaign

Battlefield Bootcamp

Dragon's Teeth

Second Assault

Vehicles

Weapons

Multiplayer Maps

Naval Strike

Battlefield Compendium

Patch Notes

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Vehicles Land

Light Vehicles

The light vehicles are the fastest vehicles in the game, useful for rushing control points and other objectives at the start of a battle. But their light armor and exposed positions make them death traps if driven into heavy action. Most explosive munitions can disable these vehicles with one hit, potentially killing the driver and passengers. Their greatest defensive asset is their speed and off-road capability. To ensure survival, use these vehicles to traverse terrain on a map’s periphery, but stay away from heated battles near control points and M-COM stations. Although these vehicles can attain high speeds on roads, most roads are traveled by larger and more deadly vehicles like tanks and IFVs. So stay off-road and out of sight. Such tactics are essential when staging raids on distant enemy-held control points or objectives. There are no vehicle unlocks or loadout options associated with the light vehicles.

Quad Bike

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Passenger Troop Kit

Field Notes

The Quad Bike is the fastest ground vehicle available, making it ideal for zipping across the battlefield at high speed while avoiding the slower, heavily armored vehicles. The driver has no access to weapons, but the passenger riding on the back can equip all weapons in their troop kit. But at high speed, firing from the back of a fast-moving Quad Bike is highly inaccurate—unless firing a guided weapon like the Javelin.

  • Nationality: All
  • Description: Fast unarmored, all-terrain transport vehicle with two seats.

M1161 ITV

  • Nationality: US
  • Description: Used by the USMC starting in 2009, the M1161 ITV is the only transport vehicle that fits in the V-22 Osprey.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner HMG .50Cal Infinite

3

Passenger Troop Kit

Field Notes

The M1161 ITV is fast and maneuverable, but the open-cockpit design leaves the driver and passengers vulnerable to incoming small arms fire. Never drive this vehicle into the middle of an intense fire fight. Instead, use it for quick raids on distant control points.

VDV Buggy

  • Nationality: RU
  • Description: Russian Paratrooper light buggy.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner 12.7mm HMG Infinite

3

Passenger Troop Kit

Field Notes

Like the US M1161 ITV, the VDV Buggy is a fast attack vehicle ideal for launching sneaky flanking attacks on lightly defended enemy positions. Due to the lack of armor, take extra steps to keep this vehicle out of the line of fire. While the machine gun turret is great for suppressing enemy infantry, the gunner position is completely exposed.

LYT2021

  • Nationality: CN
  • Description: A Chinese fast attack vehicle deployed by PLA forces.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner 12.7mm HMG Infinite

3

Passenger Troop Kit

Field Notes

Closely resembling the Russian VDV Buggy, the Chinese LYT2021 is a fast attack vehicle with a wide wheel base, giving it greater stability when traveling off-road. Like its American and Russian counterparts, the vehicle is equipped with a machine gun turret. This machine gun is effective against other light vehicles and helicopters.

PWC

  • Nationality: All
  • Description: Unarmed rapid insertion Personal Watercraft (PWC). Seats two for high-speed amphibious landings.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Passenger Troop Kit

Field Notes

The PWC is like the water version of the Quad Bike, capable of rapidly transporting two soldiers across a body of water. Both the driver and passenger are completely exposed, so avoid using this vehicle during frontal assaults. Also, avoid beaching the craft unless you have no intent of using it again.

RHIB

  • Nationality: All
  • Description: The Rigid-Hull Inflatable Boat (RHIB) is an excellent vehicle for transport on the water.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner 7.62mm Minigun Infinite

3

Passenger Troop Kit

4

Passenger Troop Kit

Field Notes

Mounted with a powerful minigun on the front, the RHIB is not just a transport, but also a fierce weapon for changing the tide of battle. The rapid-firing minigun can make quick work of infantry, light vehicles, and even aircraft. But the gunner is exposed, along with the driver and passengers. So it’s best to keep moving when using the RHIB in an offensive role.

Light Vehicle Tactics
  • The roof-mounted machine guns found on the fast attack vehicles are excellent anti-aircraft guns. Fire a steady burst of automatic fire at enemy helicopters to make them spin out of control. You can even pick off opponents riding in the back of transport helicopters by firing into the rear passenger compartment.
  • Think twice before loading your squad into one of these vehicles. All it takes is one hit from a tank or rocket launcher to disable your ride, potentially killing a large number of your squad members. If the vehicle becomes disabled, bail out and seek cover before the flaming wreck explodes. An engineer equipped with a Repair Tool can conduct repairs from one of the passenger positions, negating the need to bail out.
  • Given their speed, the light vehicles are great for scoring road kills. Simply drive directly toward enemy troops at high speed and run them down before they can dash out of your way. Just hope they don’t fire a rocket in your direction before you make contact.
  • Passengers in the Growler ITV and VDV Buggy can fire the weapons from their troop kits. But accurately targeting enemies out of a moving vehicle is tough. It’s often better to save your ammo for when the vehicle reaches its destination.
  • At the start of a battle, don’t drive off in one of these vehicles until a few teammates hop inside. On most maps, these vehicles serve as your team’s primary means of transportation. Stranding teammates at your base won’t win you any fans. However, your squadmates can spawn into the vehicle if there are open seats.
  • Quad Bikes make excellent car bombs. Stick two or three C4 charges to the front of a Quad Bike and then drive it into the side or rear of an enemy tank or IFV. While traveling at high speed, jump off the Quad Bike approximately 15 meters before impacting the enemy vehicle. The Quad Bike will continue traveling in a straight line toward the enemy vehicle. When the abandoned, explosive-packed Quad Bike makes contact, detonate the C4 to score an unorthodox vehicle kill.
  • It’s possible to accurately fire guided anti-vehicle weapons like the Javelin, IGLA, or Stinger from the passenger positions of the light vehicles. The addition of these weapon systems can make light vehicles a formidable threat on a battlefield filled with tanks and aircraft.
  • At the start of a battle, don’t drive off in one of these vehicles until it’s completely filled, either with squad members or teammates. On most maps, these vehicles serve as your team’s primary means of transportation. Stranding teammates at your base won’t win you any fans. However, your squadmates can spawn into the vehicle if there is an available seat.
  • Quad Bikes can perform amazing jumps. Look for ramps or other sloped terrain to send this vehicle flying through the air.
  • PWCs are the fastest vehicles on the water, making them perfect for surprising enemy attack boats. Sneak up behind an enemy attack boat and have a support or recon passenger toss C4 charges onto the deck before speeding away and detonating the explosives. Sure, it’s a dangerous maneuver, but it’s very rewarding when it works.

Armored Transports

These heavily armored transports are slower than the light vehicles, but offer much more protection for their crews—small arms fire bounces off every surface, including the windows. Each vehicle is also equipped with a roof-mounted heavy machine gun turret controlled by a gunner, who operates the weapon remotely from within the vehicle. This allows the gunner to accurately engage hostile infantry without worrying about getting picked off by sharpshooters. While the armor on these vehicles is resistant to small arms fire, explosive weapons can temporarily disable or outright destroy them. A single hit by a rocket or tank round isn’t enough to destroy an armored fighting vehicle. But successive hits by multiple explosive munitions can inflict lethal damage—get ready to bail out if one of these vehicles becomes disabled.

MRAP

  • Nationality: US
  • Description: Entering service in 2007, the Mine-Resistant Ambush Protected (MRAP) vehicle was designed to withstand powerful IED attacks.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner HMG .50Cal Infinite

3

Passenger None

4

Passenger None

Field Notes

The MRAP is a highly armored vehicle best deployed as a troop transport. Despite its sluggish acceleration, the MRAP is capable of impressive speeds once it gets moving. However, due to its weight, the vehicle takes a while to stop and is less than agile when attempting to make sharp turns. Therefore watch your speeds in areas where enemy mines may be present, otherwise you won’t be able to avoid them.

SPM-3

  • Nationality: RU
  • Description: The latest variant in a line of Russian-designed armored cars with improved ballistic protection.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner 12.7mm HMG Infinite

3

Passenger None

4

Passenger None

Field Notes

The rugged SPM-3 is a bit smaller than the American MRAP, making it easier to conceal behind low hills and other pieces of cover. But it still exhibits similar characteristics when on the move, including sluggish acceleration and labored steering. When not ferrying troops around, consider using it as a stand-off weapon, hammering distant enemy positions with its heavy machine gun.

ZFB-05

  • Nationality: CN
  • Description: The Chinese ZFB-05 entered service in 2008 and has served a variety of roles, including UN peacekeeping.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner 12.7mm HMG Infinite

3

Passenger None

4

Passenger None

Field Notes

Functioning almost identically to its American and Russian counterpart, the ZFB-05 has unique angular features, making it difficult to score perpendicular hits with rockets. But these features have little impact over how much damage the vehicle can absorb, as one hit is usually enough to temporarily disable it.

Armored Transport Vehicle Tactics
  • Despite their intimidating appearance, these armored vehicles aren’t designed for frontline combat. Like the light vehicles, they’re best deployed as troop transports, carrying infantry from one objective to the next while avoiding encounters with tanks and IFVs.
  • When driving an armored transport, be ready for enemy ambushes. Although armored, running over mines and getting rocked by other explosive weapons can turn these vehicles into deathtraps. As a result, avoid high-traffic areas and chokepoints, particularly in urban environments. Instead, take the long way around and deliver your passengers to their destination without incident.
  • The roof-mounted heavy machine guns on these vehicles are perfect for pinning down enemy infantry or damaging light vehicles, including helicopters and jets. Since the gunner position is completely armored, retaliatory attacks are less of a concern. Plus, the machine gun’s view can be zoomed, ideal for engaging distant targets with surprising accuracy. But the rapid-firing weapon is likely to gain the attention of enemy engineers and pilots. So keep the vehicle on the move to avoid becoming a sitting duck for incoming rockets and other explosive attacks.
  • When struck with explosive weapons, the side and rear doors of these vehicles can detach, leaving the driver and passengers exposed to small arms fire and other lethal attacks—fire a rocket or grenade inside the vehicle to kill all occupants. Once doors have been blown off, they cannot be replaced, even if the vehicle is completely repaired. In such instances, it’s best to hop out and find a new ride.
  • Unlike the light vehicles, passengers within the armored transport cannot equip their weapons and gadgets. Therefore if one of these vehicles is damaged, an engineer must exit and conduct repairs from the exterior.

Infantry Fighting Vehicles (IFVs)

The Infantry Fighting Vehicles are the most versatile vehicles in the game, sometimes referred to as light tanks. They lack the heavy armor of tanks, but still have plenty of firepower. Their main weapon is an auto cannon, which fires high explosive rounds in quick succession as long as you hold down the fire button. But the auto cannon can only fire six rounds before a new rack must be loaded, resulting in a brief interruption. The IFVs also have a machine gun turret—the driver controls the auto cannon while the gunner controls the machine gun. There are also four passenger seats equipped with port- and starboard-mounted machine guns, making it ideal for hauling around your entire squad.

IFV Upgrades

ImageNameSlotUnlock PointsDescription
Default Upgrades

25mm Explosive Shell Primary Weapon

Fires a 25mm explosive shell effective against infantry and light armor.

Coaxial LMG Secondary Weapon

Attaches a 7.62mm light machine gun to the main cannon for enhanced anti-infantry capability.

IR Smoke Countermeasure

Launches puffs of IR-deflecting metal shards that break lock-ons and spoof incoming missiles.

Zoom Optics Optics

A basic optic enhancement that provides a magnification of 3X when activated.

Maintenance Upgrade

Recovery from damage and critical hits starts sooner.

Gunner Zoom Gunner Optics

Zooms the view to more easily spot and take out targets at greater distance.

Gunner Belt Feeder Gunner Upgrade

An enhanced mechanism that makes reloading faster.
Unlockable Upgrades

Thermal Camo Upgrade

3,000

Special plating that increases the time it takes for enemy targeting systems to lock on to you.

TOW Missile Secondary Weapon

6,000

A wire-guided anti-tank missile that deals a large amount of damage to heavily armored targets and infantry within the blast radius.

Gunner Proximity Scan Gunner Upgrade

9,000

Scans the area around the vehicle and reveals enemy movement on the minimap.

IRNV Optics Optics

11,000

Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges.

APFSDS-T Shell Primary Weapon

14,000

A shell without an explosive payload that travels at an increased velocity compared to other shells of the same caliber.

Smokescreen Countermeasure

17,000

Releases a thick cloud of smoke that visually obstructs the vehicle and makes it impossible for incoming missiles to achieve precise critically damaging shots.

Gunner IRNV Gunner Optics

20,000

Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges.

Autoloader Upgrade

23,000

An enhanced mechanism that makes reloading faster.

Thermal Optics Optics

26,000

A black and white night vision system that shows heat signatures across all ranges.

Gunner SOFLAM Gunner Upgrade

29,000

Paints a target, allowing it to be locked on to by missile weapons that respond to laser designation.

Canister Shell Primary Weapon

32,000

Fires a 25mm canister of tungsten balls. Very effective for eliminating enemy infantry.

Fire Extinguisher Countermeasure

34,000

Can only be deployed when the vehicle is in a critically damaged state. It will put out any fires, bring the vehicle back to a functional state, and let the vehicle start recovering from sustained damage.

Reactive Armor Upgrade

37,000

Reactive armor absorbs some of the shock from incoming attacks, requiring hits to deal higher damage to count as critical.

Gunner Thermal Gunner Optics

40,000

A black and white night vision system that shows heat signatures across all ranges.

Zuni Rockets Secondary Weapon

43,000

Fires anti-infantry rockets also capable of taking out light armor.

Gunner Incendiary Gunner Upgrade

46,000

Releases a cloud of incendiary smoke that damages all soldiers in its area of effect.

Active Protection Countermeasure

50,000

When this system is activated, it will sense incoming missile and rocket threats and detonate them before they reach the vehicle. The system will enter a cooldown state after a threat has been neutralized or no threats have been detected for a short time.

LAV-25

  • Nationality: US
  • Description: The LAV-25 is an eight-wheeled amphibious infantry fighting vehicle (IFV) used by the USMC.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver 25mm Auto Cannon 36

2

Gunner HMG .50Cal Infinite

3

Passenger Machine Gun Infinite

4

Passenger Machine Gun Infinite

5

Passenger Machine Gun Infinite

6

Passenger Machine Gun Infinite

Field Notes

Sporting thick armor and bristling with weapons, the LAV-25 is the ideal troop transport for the US team. While the vehicle is very effective against enemy infantry, it is vulnerable to attacks by tanks, helicopters, and jets. So if such threats are in the area, consider dropping off your passengers as soon as possible.

BTR-90

  • Nationality: RU
  • Description: Presented publicly for the first time in 1994, the amphibious BTR-90 is the Russian Army’s next generation armored personnel carrier.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver 30mm Auto Cannon 36

2

Gunner 12.7mm HMG Infinite

3

Passenger Machine Gun Infinite

4

Passenger Machine Gun Infinite

5

Passenger Machine Gun Infinite

6

Passenger Machine Gun Infinite

Field Notes

The BTR-90 is a Russian Infantry Fighting Vehicle (IFV) sporting a powerful 30mm auto cannon as well as a turret-mounted heavy machine gun. The cannon can fire six high-explosive rounds in quick succession. The BTR-90 benefits from the same upgrades as the other IFVs, so don’t forget to customize the vehicle’s loadout prior to deploying.

ZBD-09

  • Nationality: CN
  • Description: The ZBD-09 is an amphibious eight-wheeled IFV that made its debut for the PLA in 2009.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver 30mm Auto Cannon 36

2

Gunner 12.7mm HMG Infinite

3

Passenger Machine Gun Infinite

4

Passenger Machine Gun Infinite

5

Passenger Machine Gun Infinite

6

Passenger Machine Gun Infinite

Field Notes

The ZBD-09 performs identically to its American and Russian counterparts. While the IFV excels as an armored troop transport, its impressive armament makes it a formidable weapons platform. Keep the vehicle back from the action and hammer enemy emplacements with the auto cannon and heavy machine gun. Avoid confined areas where the ZBD-09 can be hit with rockets and C4.

AAV-7A1 AMTRAC

  • Nationality: US
  • Description: The AAV-7A1 is the current amphibious troop transport of the USMC.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner LMG/Grenade Launcher Infinite/27

3

Passenger None

4

Passenger None

5

Passenger None

6

Passenger None

Field Notes

Technically the AMTRAC is not an IFV, so it does not benefit from the unlocks associated with the vehicle class. However, it performs just like an IFV, capable of carrying six players. It also serves as a mobile spawn point. Park this vehicle anywhere, and as long as seats are available, any teammate can spawn directly into the AMTRAC. The gunner position’s grenade launcher and light machine gun give this slow transport some much-needed firepower.

IFV Tactics
  • The IFVs are well-armed, but they’re not designed to take on tanks. However, there are several upgrades you can equip to give an IFV a fighting chance in a tank battle. For one, equip it with the Reactive Armor upgrade—this increases the amount of damage the vehicle can take. The armor-piercing APFSDS-T Shell and TOW Missile are other worthwhile upgrades, giving the IFV better offensive performance against tanks. Finally, equip the Active Protection countermeasure to intercept any incoming rockets or missiles fired by other units. These upgrades may not be enough to win a duel against a tank, but at least you’ll inflict some heavy damage before it’s time to abandon your IFV.
  • The LAV-25, BTR-90, and ZBD-09 are wheeled vehicles. As a result, driving them is more like maneuvering a car than a tank. This means you need to drive either forward or backward to turn—and these vehicles have a huge turning radius. Vehicles with treads, like tanks and the AMTRAC, can rotate in place, making much easier to maneuver in close quarters. So when driving the wheeled IFVs, give yourself plenty of space before attempting a U-turn. It’s faster to throw the vehicle into reverse when attempting a hasty retreat.
  • The auto cannon and machine gun turrets on these vehicles are devastating against infantry. To better spot infantry at range, equip IRNV or Thermal Optics. These optics highlight a target’s heat signature, making them much easier to spot, even if concealed by smoke or shadows.
  • Never charge into a group of enemy infantry. IFVs are well-armored, but they can’t withstand more than two or three rocket hits, not to mention mines. Instead, hold back and engage infantry from a safe distance, where they can’t sneak up behind you. Equip the Proximity Scan upgrade to keep an eye on your vehicle’s surroundings—nearby enemies appear on the minimap, serving as a welcome heads-up. Deploy the Incendiary countermeasure if C4-toting enemies get too close for comfort.
  • The new Zuni Rockets are a secondary weapon, fired by the driver. These rockets are best equipped when playing on infantry-heavy maps or during Squad Deathmatch. These rockets perform similar to those fired by the attack helicopters. But they’re more effective against infantry and light vehicles than they are against tanks and other IFVs.
  • All the IFVs are amphibious, allowing them to travel across deep bodies water. Use this to your advantage by staging attacks from unpredictable directions. This is a great way to take enemies by surprise. But these vehicles move very slow while in the water, so watch out for helicopters, jets, and attack boats.
  • When engaging an IFV, try to maneuver so you can score a side or rear hit, where the vehicle’s armor is thinnest. Top hits are also very effective, making laser-guided weapons a serious threat. When driving one of these vehicles, be mindful of these weaknesses and try to keep the vehicle’s front armor facing the enemy at all times. To avoid hits by laser-guided weapons, equip the Thermal Camo upgrade and Active Protection countermeasure.
  • With six seats, the IFV is an ideal squad transport. Be careful when transporting your entire squad in an IFV. Driving over a cluster of mines could send your whole squad back to the deploy screen.
  • Like recon troops, the IFV can laser-designate enemy vehicles when using the gunner’s SOFLAM upgrade. So once you’ve unlocked this upgrade, keep your IFV back from the action and paint enemy vehicles with the SOFLAM’s laser. A red diamond icon appears on the HUD when an enemy target has been designated.
  • Completely different tactics apply when driving the AMTRAC. This slow troop transport only has a grenade launcher and light machine gun for defense, making it vulnerable against tanks and other heavy vehicles. When using this vehicle as a forward spawn point, park it in a relatively safe location that’s still close to the action. This is very effective when attacking M-COM stations during Rush matches, allowing the attacking team to maintain a presence close to the objectives.

Main Battle Tanks (MBTs)

While tanks are still at the top of the food chain during ground combat, they’re far from invincible. Missiles fired by infantry, helicopters, and jets pose a big threat, as do other tanks. A tank’s side, top, and rear armor are the weakest points. For this reason, keep the front armor facing a threat at all times, especially when engaging other tanks. The rounds fired by a tank’s main gun travel in an arc-like trajectory. So compensate for range by elevating the barrel and aiming above your target. Use the horizontal lines on the tank’s HUD to determine the proper elevation setting to score a hit.

MBT Upgrades

ImageNameSlotUnlock PointsDescription
Default Upgrades

AP Shell Primary Weapon

A 120mm shell dealing high damage to light, medium, and heavy armor.

Coaxial LMG Secondary Weapon

Attaches a 7.62mm light machine gun to the main cannon for enhanced anti-infantry capability.

IR Smoke Countermeasure

Launches puffs of IR-deflecting metal shards that break lock-ons and spoof incoming missiles.

Zoom Optics Vehicle Optics

Zooms the view to more easily spot and take out targets at greater distance.

Maintenance Upgrade

Recovery from damage and critical hits starts sooner.

Gunner Zoom Gunner Optics

Zooms the view to more easily spot and take out targets at greater distance.

Gunner Belt Feeder Gunner Upgrade

An enhanced mechanism that makes reloading faster.
Unlockable Upgrades

Thermal Camo Upgrade

4,000

Special plating that increases the time it takes for enemy targeting systems to lock on to you.

Guided Shell Secondary Weapon

8,000

A powerful missile that locks on to ground vehicles. Once lock-on is achieved, the user has to maintain it until the missile has reached its target. If lock-on is lost, it can be re-acquired and the target can still be taken out. Can also lock on to laser-designated targets.

Gunner Proximity Scan Gunner Upgrade

11,000

Scans the area around the vehicle and reveals enemy movement on the minimap.

IRNV Optics Vehicle Optics

15,000

Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges.

HE Shell Primary Weapon

19,000

A shaped charge fired from the tank’s main cannon.  Travels at a lower speed but deals heavy damage when used against armored targets.

Smokescreen Countermeasure

23,000

Releases a thick cloud of smoke that visually obstructs the vehicle and makes it impossible for incoming missiles to achieve precise, critically damaging shots.

Autoloader Upgrade

27,000

An enhanced mechanism that makes reloading faster.

Gunner IRNV Gunner Optics

30,000

Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges.

Coaxial HMG Secondary Weapon

34,000

Attaches a .50 caliber machine gun to the turret for eliminating infantry and light armor.

Thermal Optics Vehicle Optics

38,000

A black and white night vision system that shows heat signatures across all ranges.

Canister Shell Secondary Weapon

42,000

Fires a 120mm canister of deadly tungsten pellets for eliminating enemy infantry.

Fire Extinguisher Countermeasure

46,000

Can only be deployed when the vehicle is in a critically damaged state. It will put out any fires, bring the vehicle back to a functional state, and let the vehicle start recovering from sustained damage.

Gunner SOFLAM Gunner Upgrade

49,000

Paints a target, allowing it to be locked on to by missile weapons that respond to laser designation.

Reactive Armor Upgrade

53,000

Reactive armor absorbs some of the shock from incoming attacks, requiring hits to deal higher damage to count as critical.

STAFF Shell Secondary Weapon

57,000

A 120mm shell with a smart warhead that will identify enemy targets and explode above them for a critical hit. Can also lock on to laser-designated targets.

Gunner Thermal Gunner Optics

61,000

A black and white night vision system that shows heat signatures across all ranges.

Sabot Shell Primary Weapon

64,000

A shell without an explosive payload that travels at an increased velocity compared to other shells of the same caliber.

Gunner Incendiary Gunner Upgrade

68,000

Releases a cloud of incendiary smoke damaging all soldiers in its area of effect.

Active Protection Countermeasure

72,000

When this system is activated, it will sense incoming missile and rocket threats and detonate them before they reach the vehicle. The system will enter a cooldown state after a threat has been neutralized or no threats have been detected for a short time.

M1 Abrams

  • Nationality: US
  • Description: The M1 Abrams is the principal battle tank of the USMC.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver 120mm Cannon 5

2

Gunner HMG .50Cal Infinite

Field Notes

Powered by a turbine engine, the M1 Abrams sounds more like a jet than a tank, producing a distinct whining sound. The green horizontal lines in the center of the tank’s HUD can be used to gauge barrel elevation when firing at distant targets. But hitting targets at extreme ranges requires more guess work, as there are no lines to reference. Fire a shot, watch where it lands, and then either elevate or lower the barrel to zero-in on your target.

T-90A

  • Nationality: RU
  • Description: The T-90A is derived from the T-72, and is the most modern tank in service with the Russian Ground Forces and Naval Infantry.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver 125mm Cannon 5

2

Gunner 12.7mm Machine Gun Infinite

Field Notes

The T-90A is well balanced when countering the US M1 Abrams or Chinese Type 99 MBT, but its HUD offers a bit more help when engaging targets at long range. Use the green vertical line beneath the tank’s center crosshairs to better gauge barrel elevation. The horizontal notches on this line can be used as reference points when firing the main gun—if the first notch was too low, elevate your aim to the second notch, and so on.

Type 99 MBT

  • Nationality: CN
  • Description: The Type 99 is a third generation Main Battle Tank (MBT) fielded by the Chinese People’s Liberation Army.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver 125mm Cannon 5

2

Gunner 12.7mm Machine Gun Infinite

Field Notes

The Type 99 MBT performs much like its American and Russian counterparts, sporting a sleek, modern design along with substantial firepower and thick armor. When driving the vehicle, a simple crosshair reticle appears at the center of the HUD, offering a point of reference when aiming the tank’s 125mm cannon. While the simple reticle is effective at close ranges, elevate your aim when engaging targets at medium to long range.

MBT Tactics
  • Tanks are designed for one purpose: killing other tanks. Statistically, the M1 Abrams, the T-90A, and Type 99 MBT are identical, providing an even playing field for both drivers during tank duels. But there are a few tactics you can use to gain the upper hand. For one, try to maneuver so you can target the enemy tank’s weak side or rear armor. Likewise, rotate your tank so both the chassis and turret are facing the enemy tank’s main gun. This allows the thick front armor to absorb the majority of the damage. The Autoloader and Reactive Armor upgrades can also make a huge difference in a tank duel.
  • Due to the new ammo system applied to vehicles, the tanks can only fire five shells in rapid succession. Ammo slowly replenishes over time, but you’ll need to constantly monitor the tank’s ammo count, displayed in the bottom right corner of the HUD. Don’t pick a fight with another tank until you have the maximum five rounds ready to fire.
  • Since ammo is now limited, make use of the secondary weapons to keep your tank in the fight, even when the primary weapon is out of ammo. The Coaxial LMG and Coaxial HMG are machine guns that have unlimited ammo and are perfect for mowing down infantry and damaging light vehicles. Canister Shell effectively turns the tank’s cannon into a massive shotgun, firing pellets over a wide area and perfect for wiping out infantry or damaging vehicles—try hitting low-flying helicopters and jets with the Canister Shell.
  • The new STAFF Shell fills the secondary weapon slot, but offers great tank-killing potential. The shell is equipped with a smart warhead designed to score top hits on enemy vehicles. One hit from a STAFF Shell has the ability to temporarily disable an enemy tank or IFV, making it extremely vulnerable to follow-up shots. When closing in for the kill, use a shell fired from the primary weapon, such as the AP, HE, or Sabot Shell.
  • Tanks are best deployed as stand-off weapons. Use the power and range of the cannon to engage enemy vehicles at long range. This is easiest when firing the Guided Shell weapon unlock. These shells are capable of locking on to laser-designated targets painted by a recon soldier’s SOFLAM or PLD. A tank can designate its own targets too, using the Gunner SOFLAM upgrade. Any vehicle can be designated with a laser, including aircraft. This Guided Shell is very effective in taking down enemy jets and helicopters, assuming a lock can be maintained.
  • Never go hunting for infantry in a tank, especially in urban environments. If you spot enemy infantry on the periphery, immediately back up while firing before one of them can toss a mine or C4 in your direction. The Gunner Proximity Scan upgrade is ideal for detecting enemies approaching your vehicle—they show up as red icons on the minimap.
  • Consider playing as an engineer when driving a tank. As you take damage, retreat, hop out, and use the Repair Tool to fix your ride. Better yet, have your engineer gunner get out and repair while you continue firing the main gun. This tactic gives you a huge advantage during tank duels and is the only way to keep a disabled tank in the fight.
  • Helicopters and jets are a tank’s worst enemy. However, the machine gun turret is completely capable of damaging these airborne threats. But when counterattacking, stay on the move to prevent giving your opponent an easy target to strafe. Use the IR Smoke or Smokescreen countermeasures to conceal your position and break the locks of laser-guided munitions.
  • The tank’s last countermeasure unlock is Active Protection. This functions just like the MP-APS carried by the support class, automatically destroying incoming rockets and missiles. This device is a game changer when facing incoming rockets and laser-guided munitions fired by enemy engineers and vehicles. But Active Protection enters a cooldown state after destroying each incoming projectile, leaving your tank vulnerable for a few seconds. Reactive Armor serves as a good backup, absorbing damage until Active Protection is back online. But you’ll still want a friendly engineer (or EOD Bot) nearby to conduct repairs if your tank is overwhelmed by incoming fire.
  • The driver’s seat of a tank offers poor visibility. Unless a teammate is manning the machine gun turret and actively scanning the perimeter for threats, switch to an external view when driving a tank through city streets. This allows you to spot enemy troops attempting to sneak up on your tank—support troops can ruin your day by sticking C4 to the back of your ride.

Mobile AA

Despite their rugged armored appearance, these vehicles aren’t intended for toe-to-toe slugfests with enemy tanks. In fact, their armor isn’t much stronger than an IFVs. But these vehicles are designed for the sole purpose of shooting down enemy aircraft. Move them to strategically advantageous locations to provide your forces protection from air strikes. The auto cannons on these vehicles are great for shredding helicopters and jets alike. But these weapons can also be very effective when targeting infantry and light vehicles. Mobile AA vehicles are rare, so take steps to protect them by keeping them repaired at all times.

Mobile AA Upgrades

ImageNameSlotUnlock PointsDescription
Default Upgrades

20mm Cannon Primary Weapon

Fires 20mm bullets at an extremely high rate of fire for eliminating airborne targets.

Heatseekers Secondary Weapon

Once locked on, these surface-to-air missiles will guide themselves towards their target.

IR Smoke Countermeasure

Fires canisters of vaporized brass and graphite particles, which interferes with the tracking of hostile missiles and laser designations.

Zoom Optics Optics

Zooms the view to more easily spot and take out targets at greater distance.

Maintenance Upgrade

Recovery from damage and critical hits starts sooner.
Unlockable Upgrades

Thermal Camo Upgrade

1,000

Special plating that increases the time that it takes for targeting systems to lock on to the vehicle.

IRNV Optics Optics

2,000

Enhanced infrared night vision that will make heat signatures easily distinguishable at close to medium ranges.

Autoloader Upgrade

3,000

An enhanced mechanism that reduces the time taken to reload.

Passive Radar Secondary Weapon

4,000

Surface-to-air homing missile system that requires the lock to be maintained all the way to the target.

Proximity Scan Upgrade

5,000

Scans the area surrounding the vehicle, revealing enemy movement on the minimap.

Smokescreen Countermeasure

6,000

Releases a thick cloud of smoke that surrounds the vehicle, impairing target acquisition and making it impossible for incoming missiles to achieve precise, critically damaging shots.

30mm Cannon Primary Weapon

7,000

Fires 30mm anti-air shells at a moderately high rate of fire.

Thermal Optics Optics

8,000

A black and white night vision system that shows heat signatures across all ranges.

Reactive Armor Upgrade

9,000

Reactive armor absorbs some of the shock from incoming attacks, requiring hits to deal higher damage to count as critical.

Fire Extinguisher Countermeasure

10,000

Can only be deployed when the vehicle is in a critically damaged state. It will put out any fires, bring the vehicle back to a functional state, and let the vehicle start recovering from sustained damage.

Zuni Rockets Secondary Weapon

11,000

Fires anti-infantry rockets also capable of taking out light armor.

Air Radar Upgrade

12,000

Replaces the minimap with a radar display, highlighting airborne targets in a large radius around the aircraft.

Active Radar Secondary Weapon

13,000

Once fired, these missiles will locate and track toward the nearest airborne target and explode within close proximity.

Active Protection Countermeasure

14,000

When this system is activated, it will sense incoming missile and rocket threats and detonate them before they reach the vehicle. The system will enter a cooldown state after a threat has been neutralized or no threats have been detected for a short time.

LAV-AD

  • Nationality: US
  • Description: The LAV-AD includes the Avenger anti-air system on a LAV-25 chassis.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver 20mm AA Cannon Infinite

Field Notes

The LAV-AD looks just like the LAV-25, but it performs quite differently. For one, it only has a driver seat and cannot be used to transport troops. But the five-barreled 20mm cannon attached to its turret is great for tearing apart enemy helicopters and jets. The weapon is equally devastating against infantry and light vehicles. It can even damage tanks.

9K22 Tunguska-M

  • Nationality: RU
  • Description: Mobile surface-to-air gun and missile system in service since 1982. Developed in response to range shortcomings in the ZU-23 Shilka design.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver Dual 20mm AA Cannons Infinite

Field Notes

Offensively, the Tunguska performs identically to the LAV-AD and Type 95 AA, ideal for ripping apart aircraft, light vehicles, and infantry with its rapid-firing 20mm cannons. However, this hulking tracked vehicle is a bit more sluggish than its wheeled counterpart, but has increased maneuverability in tight spaces, capable of rotating in place.

Type 95 AA

  • Nationality: CN
  • Description: The Type 95 AA is a self-propelled anti-aircraft vehicle that entered PLA service in 1999.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver Quad 20mm AA Cannons Infinite

Field Notes

The Chinese Type 95 AA is virtually identical to the Russian Tunguska-M in both appearance and functionality. Like its Russian counterpart, the Type 95 AA is a tracked vehicle that maneuvers just like a tank. Although it’s a bit slow, the Type 95 AA is surprisingly maneuverable in tight spaces. Rotate the vehicle as necessary, absorbing incoming fire with its thick front armor.

Mobile AA Tactics
  • Before moving out, analyze your team’s air defenses and move the vehicle to an area where it can protect your team. Make an effort to park it in a well-protected area that is out of sight from advancing enemy tanks and infantry. While scanning the skies for targets, it’s easy to lose sight of the battle happening around you, so be aware of approaching infantry and vehicles. The Proximity Scan upgrade serves as a good early detection system, identifying nearby enemies on the minimap.
  • Instead of constantly rotating the turret to look for targets, rely on the minimap to spot enemy jets and helicopters. If spotted by teammates, these threats appear as red icons on the minimap. So rotate the turret in the direction of these icons, then scan the sky for the target—if still spotted, a red icon appears above the aircraft, making it easy to track. The Air Radar upgrade automatically marks the positions of all enemy aircraft on the minimap, making it much easier to track air targets.
  • The mobile AA vehicles have unlimited ammo, but the cannons tend to overheat when fired for long, uninterrupted bursts. To prevent overheating, fire in bursts that last no longer than four seconds. A quick pause in firing allows the guns to cool down.
  • When attacking one of these vehicles, try to hit them from the side, top, or rear, where their armor is weakest. Although they fill a very specialized role, these vehicles have thick armor capable of withstanding heavy damage. Tanks and IFVs are best suited for taking out these vehicles.
  • These vehicles have several weapon unlocks, allowing you to customize them for different situations. The Heatseekers are the default secondary weapon, perfect for targeting enemy aircraft—these missiles are fire and forget, automatically tracking an aircraft’s heat source. The Passive Radar anti-air missiles are unlocked later, but require a constant lock throughout the missile’s flight to the target—use these when you have a clear view of the sky, with few obstructions. Active Radar missiles are easier to use. Simply fire them and let them track down any air target on their own, ideal when fighting on maps with plenty of air traffic.
  • When locking on to an aircraft with missiles, the pilot you’re tracking is made aware of the missile lock and may deploy IR Flares or other countermeasures in an effort to break the lock. So consider waiting for the pilot to dump their flares before reacquiring a lock and firing a missile. If the lock is achieved quickly, the pilot won’t have a chance to deploy a second set of flares.
  • In addition to shooting down jets and helicopters, the mobile AA vehicles are devastating against infantry and light vehicles. Adding Zuni Rockets as a secondary weapon makes these vehicles even more intimidating. The Zuni Rockets are capable of rapid fire, perfect for targeting infantry and ripping into light vehicles. But these rockets are less effective when targeting tanks and IFVs. Still, they give the mobile AA vehicle some much-needed offensive capability against their ground-based predators.

Mobile Artillery

The M142 mobile artillery unit, available to all nationalities, launches volleys of high-explosive rockets over great distances, giving each team the ability to bombard targets from across the map. The M142 is capable of launching up to six rockets in quick succession. Since Battlefield 3: Armored Kill, the targeting system for this vehicle has been upgraded, making them much more precise and deadly. From the gunner position, use the video display to target different locations on the map—simply place the white reticle over your target and fire. After firing six rockets, the vehicle automatically begins the long reload process. During this time the vehicle is completely defenseless. At close range, mobile artillery units are vulnerable to attacks by infantry, tanks, and aircraft. So keep these units back from the front lines where they’re less likely to be harassed by enemies.

M142

  • Nationality: All
  • Description: Mobile rocket artillery used by the USMC and Fire Brigade.

Vehicle Occupancy

SeatPositionWeaponAmmo

1

Driver None

2

Gunner 227mm Rockets 6

Field Notes

The hulking M142 is approximately the size of a bus, so don’t expect to get anywhere fast in this vehicle. Fortunately, it’s best deployed behind the front lines, so its sluggish acceleration and wide turn radius shouldn’t be much of a drawback. While the outer skin of the vehicle can repel small arms fire, the driver and gunner can be shot through the narrow front and side windows.

Mobile Artillery Tactics
  • Despite their impressive display, the standard rockets fired by the mobile artillery units don’t cause much splash damage. It practically takes a direct hit to significantly damage an armored vehicle like a tank or IFV. But the impact of multiple rockets in a small area can have a significant psychological effect on infantry, causing them to scramble for cover. So even if you don’t score too many kills with these vehicles, they play a big role in suppressing enemy troops during attacks on control points and other objectives. They’re also great for leveling small buildings, denying cover to the enemy.
  • The targeting system of the M142 functions just like the support soldier’s M224 Mortar. Scroll across the map view on the TV screen while scanning for targets on the map. This map looks just like the minimap, showing the locations of objectives and friendly units. However, only spotted enemies will appear on this map, so make sure your teammates are spotting enemy infantry and vehicles—otherwise you’ll be firing blind.
  • The rockets have an effective range of approximately 650 meters when the rocket tubes are raised to their maximum angle and when the vehicle is parked on even terrain. However, you can get a bit more distance from the rockets by parking the unit on an elevated slope. This allows you fire the rockets at a steeper trajectory, resulting in greater range.
  • Make a habit of parking these vehicles in remote areas of the map where they’re less likely to be disturbed by enemies traveling between control points or other high-traffic areas. However, once you start firing rockets, your position will be easy to spot. So make a habit of moving the vehicle after you’ve fired a volley of rockets. Staying in one position too long can make you an easy target for enemy aircraft and counter-artillery bombardments.
  • When encountering enemy vehicles at close range, these vehicles are defenseless. It’s often better to retreat or hop out and fight on foot than it is to try and engage and win a fight with a tank or IFV at close range. However, if you manage to score a hit with one of the M142 rockets, you may have a chance to survive the encounter.

Notes