// MONEY.SYS

WARDOGS Money

How to earn cash, what costs you cash, and Gold Bars, the game's secondary currency.

Current For Season 02 / Update 0.2.0 — Reward values on this page come from the official Season 02 patch notes. Anything labelled “Season 1 observation, pending retest” is an earlier in-game observation that hasn't been re-confirmed for the current version.

Starting Cash

$10,000

A fresh account starts with $10,000 in cash, before anything below is earned.

Zone Occupation

Occupying map zones is the steady, reliable income in WARDOGS — everything else on this page pays on top of it. See Game Modes for the full mechanic.

The Most Important Section On This Page

The Two Zones

A cycle is roughly 10–15 seconds, and the "scoring" faction is whichever has the most players inside the Control Zone when it ticks. There are two zones paying two different rates.

Normal Zone

$160 / cycle

The Control Zone proper — a single large circle, roughly 2km across, dynamic in placement rather than fixed to one spot. This is the baseline rate and where most of a match's money is made.

Hot Zone

2× Payout

$320 / cycle

A separate, smaller moving zone. Each player standing in it counts as 2 players toward the scoring calculation — which is exactly why it pays double, and why it swings zone control without needing raw numbers. Action-based cash (kills and other actions) also pays out doubled while you're inside it.

Income By Class

Every action that pays cash also feeds XP toward a specific class, and every class levels independently. Six classes earn this way: destroying buildables and IED/C4 kills pay Assault XP, artillery pays Driver XP, and repair XP goes to Driver or Pilot depending on the vehicle. Pick the one you're levelling, jump to its section, and every action that pays it is right there — cash and XP together, not split across two lists.

Support

Base-building and supply logistics. Six ways to earn without firing a shot. Repair isn't one of them — it pays Driver or Pilot XP depending on the vehicle.

Build Structure

Pays three separate ways per structure — a regular hit, the marked "yellow X" hit, and a completion bonus. See the breakdown below.

+$1–$15 1–15 XP

Claim Supply Drop

Capturing a dropped supply crate as infantry, inside your FOB's radius.

— — XP

Logistics Crate Delivery

Buy a $400 crate, drop it off. Observed paying $2,500 (net $2,100) — Season 1 observation, pending retest. "Logistics Crate Delivery" isn't an official reward name, and $2,500 matches neither current official line. It may be the Deploy Supply Pallet reward ($1,250, 400 XP, or 500 XP from a ground vehicle); if so, that nets $850 after the buy-in, before streak bonuses. Pallets deposited into a FOB outside the zone pay reduced rewards.

— — XP

Deploy Supply Crate

Deploying a supply crate. Small $250 / 200 XP, large $500 / 400 XP. The reward scales with the value of the supplies inside.

+$250–$500 200–400 XP

Supply Crate Purchase

A teammate buys supplies directly from your supply crate. The two resupply crate types are the Ammo Crate and the Medical Crate — only worth bringing when your squad is actually short on ammo or medical supplies. Sales have diminishing returns per buyer — after enough sales to the same player you only break even, with no profit or XP — and selling to an enemy player (for example after they switch teams) pays nothing. XP scales with the item's value on a 1 to 200 XP range, with items under $75 paying 1 XP.

— 1–200 XP

Supplied Player Assist

A separate, distinctly-named supply assist — not the same action as a crate purchase. The FOB Supplied Assist is split between all assisting players, so a whole team doesn't each get the full kickback.

— 25 XP

How Building Pays — Full Breakdown

1
Hit The Structure

Any regular hammer hit on the structure itself.

+$1 · 1 XP
2
Hit The Yellow X

The marked build point pays more than a regular hit.

+$6 · 4 XP
3
Finish The Structure

A completion bonus on top of every hit already paid out.

+$15 · 15 XP

Logistics Delivery Streaks

Every consecutive logistics run adds a streak bonus, so making return trips pays more than abandoning the vehicle. These are the official values for drops in the Control Zone. Which class the streak XP feeds isn't stated.

1
Crates

Per crate delivered in a row, up to 10.

+$100 · 50 XP
2
Pallets

Per pallet delivered in a row, up to 10.

+$250 · 100 XP
3
Players

Per player delivered in a row, up to 25.

+$25 · 5 XP
4
Return Trips

Per return trip in a row, up to 10.

+$50 · 25 XP

Medic

Both require a downed or injured teammate, so this income scales with how contested the fight is.

Heal (bandage)

A basic bandage heal on a teammate.

+$400 80 XP

Revive

Reviving a downed teammate.

+$100–$900 — XP

Weapon-Dependent

Not a fixed class — both feed whichever class the weapon or vehicle you used belongs to, so the same action can level different classes. From an armored artillery vehicle specifically: 350 XP per kill, 150 XP per vehicle destroyed (Season 1 observation, pending retest), paid as Driver XP. Kills scored from a ground vehicle credit the vehicle's class rather than Assault — which is how reaching Driver level 35, unlocking the L2A6 tank, and fighting from inside it feeds Driver XP directly (the tank's exact per-kill XP isn't confirmed).

Kill (Kill Confirmed)

Confirmed kill on an enemy player. Kills with an Assault-archetype weapon pay $2,000. Kills with Barbed Wire pay no cash or XP.

+$1,500–$2,000 Varies

Vehicle Destroyed

Destroying an enemy vehicle. Every vehicle variant has its own reward — armed variants pay far more than unarmed ones and give 1.5× the XP of the default variant. Attack vehicles also pay more the more kills they've racked up. See the per-variant list below.

+$100–$14,000 Varies

Vehicle Destroyed — Per Variant (Season 02)

Bobcat

—

$100
Dune Buggy

—

$300
Wolf-110

Default $450; armed M2 Browning variant $3,900.

$450–$3,900
Kodiak

Default $500, Pickup $600, M249 $3,400.

$500–$3,400
Humvee

Default $600, M249 $4,250, Minigun $5,000.

$600–$5,000
Ural

Default $1,000, Defender $3,600, Defender [M249] $4,750.

$1,000–$4,750
MH-6 / Little Bird

MH-6 $1,250, AH-6M [Miniguns] $6,000, AH-6R [Rockets] $9,400.

$1,250–$9,400
Z20 Lakota

Default $1,500, Miniguns $7,500. Listed in the vehicle data as the UH-1Y.

$1,500–$7,500
Flakpanzer Gepard

—

$7,000
T-72B3

—

$8,000
SPH-2

—

$8,000
L2A6

—

$11,000
Havoc

—

$14,000

Assault

Destroying enemy buildables and IED/C4 kills both pay Assault XP. Assault-archetype weapon kills ($2,000) are covered under Weapon-Dependent above.

Buildable Destroyed

Destroying an enemy buildable. Cash matches the buildable's build supply cost, and XP is roughly 25% of the cash. Pays based on how built it is, so a placed schematic or half-built structure pays less. See the breakdown below.

Supply cost ~25% of cash

IED / C4 Kill

Kills with an IED or C4.

Varies Assault XP

Buildable Destroyed — Per Buildable

Hot Zone Magnet

Costs 2,750 Build Supplies.

$2,750
Vanguard CIWS

Costs 1,200 Build Supplies.

$1,200
L81 Mortar

Costs 600 Build Supplies. The patch notes list the reward at $650, which doesn't match the cost — unconfirmed.

$650
Stingray

Costs 650 Build Supplies.

$650
Talon 9K-SAM

Costs 650 Build Supplies.

$650
MG Nest

Costs 650 Build Supplies.

$650
Large Shelter

Costs 250 Build Supplies.

$250
Repair / Refuel Station

Build cost not documented.

$200
Gate

Costs 200 Build Supplies.

$200
Door

Costs 80 Build Supplies. The patch notes list the reward at $100, which doesn't match the cost — unconfirmed.

$100
Wood Base

Costs 15 Build Supplies.

$15

Driver

Every transport payout, when you carried the passenger in a ground vehicle. Shown in-game as "Tactical Deployment" for the delivery itself. Officially, Player Delivered pays $100 / 25 XP, or $350 from a ground vehicle, plus delivery streaks (+$25 / +5 XP per player in a row, up to 25). The observed amounts below don't map cleanly onto those official lines: they're Season 1 observations, pending retest. Repairs on ground vehicles and artillery also pay Driver XP.

Reach The Zone

Transport a player to the Control Zone. Observed at $450 (with 50 XP, in one instance) and at $300 across six further deliveries — what causes the spread isn't known. Season 1 observations, pending retest.

+$300–$450 50 XP

They Survive

Passenger survives ~10 seconds after leaving your vehicle, per person. Season 1 observation, pending retest.

+$500 50 XP

They Get A Kill

Kill assist when a player you transported gets a kill. Scales with the killed enemy's remaining health.

Varies — XP

Return Trip

Bringing a ground vehicle back for another run, with a streak bonus of +$50 / +25 XP per trip in a row, up to 10.

+$150 50 XP

Repair (ground vehicle)

Repairing a damaged ground vehicle with Wrenches or the Light Drill.

— — XP

Artillery

Artillery actions pay Driver XP.

— — XP

Pilot

The same three transport payouts as Driver, when the vehicle is an air vehicle, plus aircraft repairs and supply-drop actions unique to piloting. Officially, Player Delivered pays $100 / 25 XP, on top of delivery streaks.

Reach The Zone

Transport a player to the Control Zone. Observed at $450 (with 50 XP, in one instance) and at $300 across six further deliveries — what causes the spread isn't known. Season 1 observations, pending retest.

+$300–$450 50 XP

They Survive

Passenger survives ~10 seconds after leaving your vehicle, per person. Season 1 observation, pending retest.

+$500 50 XP

They Get A Kill

Kill assist when a player you transported gets a kill. Scales with the killed enemy's remaining health.

Varies — XP

Repair (aircraft)

Repairing a damaged air vehicle.

— — XP

Drop A Pallet

For the drop into the zone only — not for anything a teammate later buys out of the crate, which is a separate Support-XP action above. Pays $1,250 and 400 XP (500 XP from a ground vehicle).

+$1,250 400 XP

Drop A Small Crate

Same drop-only rule as the pallet above. Pays $250, with 150 XP from an air vehicle.

+$250 150 XP

Drop A Large Crate

Same drop-only rule. Pays $500, with 300 XP from an air vehicle.

+$500 300 XP

Recon

Spotting with a recon tool — two separate payouts, so a spot that a teammate finishes pays both. Spot rewards scale with the value of the target (each vehicle variant, buildable, and crate has its own spot value), so high-value targets pay more than low-value ones. The amounts below are Season 1 observations, pending retest. Spots on unfinished buildables scale with build progress.

Spot

Mark an enemy with a recon tool like the Monocular or Range Finder. Season 1 observation, pending retest.

$100 25 XP

Spot Assist

A teammate kills the target you spotted. Pays on top of the Spot above, not instead of it. Season 1 observation, pending retest.

$800 150 XP

Destroyed By Another Faction

Your spotted target is destroyed by an enemy faction rather than your own team. Pays 25% of the spot reward.

25% 25%

Objectives & Sabotage

Official payouts for objective play. The patch notes don't say which class these feed.

Hack A FOB

Hacking an enemy FOB. Teammates inside the FOB radius also get $1,000 / 250 XP each.

+$2,500 250 XP

Destroy A FOB

A bonus on top of the buildable reward, scaled by the supplies the FOB held — maxed at 25,000 supplies.

Up to +$7,500 Up to 250 XP

Capture A Drill Tower

Capturing a hostile drill tower.

+$1,500 300 XP

Breach A Door

Breaching a door or gate with the Halligan Bar — once per door. The Halligan Bar has 7 uses and is the only breaching tool; hammers can't breach.

+$100 — XP

Close A Friendly FOB Door

Closing a door on your own team's FOB.

+$75 — XP

Destroy An Enemy Supply Crate

Small $300, Large $600, Small Armored $1,000, Large Armored $1,600, Supply Pallet $800. Scales with the value of the supplies inside; an empty crate pays half cash and half XP.

+$300–$1,600 — XP

Shoot Enemy Supply Boxes — Destroying the enemy team's supply boxes or crates pays cash, with no kill required — $300 to $1,600 depending on the crate type (see Objectives & Sabotage). The XP category isn't confirmed yet.

Penalties

Money lost as a penalty for doing something bad — not purchases or upkeep. Each one is the mirror image of one of the earning actions in Income By Class above (building/repairing/delivering pays; destroying/damaging costs).

Worst First

What Costs You The Most

Ranked by in-game impact, not by dollar cost — only the Team Kill amount is known ($1,500 per teammate killed, a Season 1 observation pending retest); the rest aren't documented. Killing a teammate is unambiguously worse than chipping a wall, so treat this as a priority order, not a price list.

1

Team Kill ($1,500 per player, pending retest)

Severe
2

Team Kill Assist

Severe
3

Destroying a friendly build structure

Moderate
4

Destroying a friendly supply pallet (any type)

Moderate
5

Damaging a friendly build structure

Minor

Passengers Count Too — The $1,500 Team Kill penalty (a Season 1 observation, pending retest) applies per player, including passengers you kill by crashing or mishandling a vehicle. Practice flight controls before carrying teammates in a real match.

Forgive Or Punish — Team kills go to a victim vote. When a teammate kills you, you choose Forgive or Punish. Punish results accumulate against the teamkiller, leading to kicks and escalating bans for repeat offenders; Forgive removes a potential mark against them. Respawning and leaving the safe zone without voting forgives automatically. The patch notes don't say whether a Forgive affects the $1,500 cash penalty.

The Ban Policy — Patch 0.11 set out the developers' stance on economy abuse. Abusing cash exploits and bugs gets a timed ban, longer for each previous ban, and your cash and XP reset to 0. Making content that tutorialises economy exploits without reporting them is treated as advertising cheats: a permanent ban. XP farming draws "the most serious bans" — joining a known XP-farming server for more than a few minutes means a permanent ban. Testing something once or twice is fine; repeating it over and over is abuse.

Economy Abuse Gets You Banned — The developers have zero tolerance for economy abuse. Abusing cash & XP exploits — or worse, Real Money Trading — means a cash and progression reset and a risk of a permanent ban, and anyone abusing repeatable unintended exploits risks a permanent ban without warning. Several farms are closed outright: crate sales have diminishing returns per buyer, selling to enemies pays nothing, Barbed Wire kills pay nothing, vehicle fly-through rewards are capped, and destroying or spotting unfinished buildables pays by build progress.

Discounts & Bonuses

Vendor discounts and bonus pay. These change what your cash buys, or add on top of normal income, rather than paying for a single action.

Losing Team Discount

A team at least 40 points behind second place gets 20% off at the vendor. Applies to every faction, not just Lonestar.

Server Seeding

Players who join and populate an empty server earn rewards and a vendor discount once the match begins. The exact amounts aren't stated.

Lonestar Bonus (Season 2 only)

An experiment to lift Lonestar's win rate: a cash & XP win bonus plus cash & XP multipliers on teamplay actions, for Lonestar players only. Multiplier values aren't stated, and community server hosts seen exploiting the bonus will be punished. See Factions.

Rebuy Last Loadout

The button fills the equipment vendor with your last loadout instead of buying it outright, so you can add or remove items before you pay — a quick way to trim an expensive kit after a death.

Gold Bars

Secondary Currency

Unspent Cash Isn't Lost

Gold Bars are a second currency, entirely separate from the cash everything else on this page pays out.

What They Buy

Cosmetics. The developers have pledged that Gold Bars will never be sold for real money — they must be earned through play. What exactly they can buy beyond cosmetics isn't documented.

Where They Come From

At a progression reset, any cash you haven't spent converts automatically into Gold Bars instead of being wiped. The exchange rate isn't documented yet, and no other way to earn them is confirmed.

The Gold Market

WARDOG LVL 35 · $150k

The cosmetic camo store, unlocked on the WARDOG progression track at level 35 for $150,000. Its Season 2 camos are eight weapon and vehicle skins across four families: Black & Gold (Little Bird — a Season 2 exclusive), Chocolate Chip (Evo-3 Ultra, M14, TCX-SPR), Two-Tone Desert (Galil, Mosin, Havoc), and Digital Wood (M500). The patch notes don't list camo prices or say which currency the Gold Market uses — the name suggests Gold Bars, but that isn't confirmed.

What This Means — There's no penalty for hoarding cash into a reset, but no advantage either. Spend it on what you actually want before the wipe; whatever's left simply becomes cosmetic currency.