// MONEY.SYS

WARDOGS Money

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

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.

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. 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, repairs, and supply logistics. Six ways to earn without firing a shot.

Repair

Repairing a damaged vehicle with Wrenches or the Light Drill.

— — XP

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 — nets $2,100 per crate after the buy-in.

+$2,500 — XP

Supply Crate Purchase

A teammate buys supplies directly from your supply crate.

— 25 XP

Supplied Player Assist

A separate, distinctly-named supply assist — not the same action as a crate purchase.

— 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

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 artillery vehicle specifically: 350 XP per kill, 150 XP per vehicle destroyed.

Kill (Kill Confirmed)

Confirmed kill on an enemy player.

+$1,500–$2,000 Varies

Vehicle Destroyed

Destroying an enemy vehicle.

+$3,000–$4,688 Varies

Driver

Every transport payout, when you carried the passenger in a ground vehicle. Shown in-game as "Tactical Deployment" for the delivery itself.

Reach The Zone

Transport a player to the Control Zone.

+$300–$450 50 XP

They Survive

Passenger survives ~10 seconds after leaving your vehicle, per person.

+$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

Pilot

The same three transport payouts as Driver, when the vehicle is an air vehicle, plus two supply-drop actions unique to piloting.

Reach The Zone

Transport a player to the Control Zone.

+$300–$450 50 XP

They Survive

Passenger survives ~10 seconds after leaving your vehicle, per person.

+$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

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.

— 750 XP

Drop A Small Crate

Same drop-only rule as the pallet above.

— 250 XP

Recon

The only class that earns without needing a vehicle at all.

Spot

Mark an enemy with a recon tool like the Monocular or Range Finder.

$100 25 XP

Spot Assist

A teammate kills the target you spotted. Pays on top of the Spot above, not instead of it.

$800 150 XP

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 — the actual amounts aren't confirmed yet. Killing a teammate is unambiguously worse than chipping a wall, so treat this as a priority order, not a price list.

1

Team Kill

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

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 only. Gold Bars can't be spent on weapons, gear, or vehicle unlocks — those stay on cash.

Where They Come From

At a progression reset, any cash you haven't spent converts automatically into Gold Bars instead of being wiped.

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.