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
6Base-building and supply logistics — the widest spread of any class.
Medic
2Healing and reviving downed teammates.
Weapon-Dependent
2Kills and vehicle destroys feed whichever class the weapon or vehicle belongs to — not a fixed class.
Assault
2Destroying enemy buildables and IED/C4 kills.
Driver
6Transporting teammates in a ground vehicle, plus ground-vehicle repairs and artillery.
Pilot
7The same transport actions in the air, aircraft repairs, plus dropping supply pallets and crates into the zone.
Recon
3Spotting enemies for a teammate to kill.
Objectives & Sabotage
6Objective payouts — FOBs, drill towers, doors, and enemy supply crates. Class not stated.
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.
Claim Supply Drop
Capturing a dropped supply crate as infantry, inside your FOB's radius.
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.
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.
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.
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.
How Building Pays — Full Breakdown
Hit The Structure
Any regular hammer hit on the structure itself.
+$1 · 1 XPHit The Yellow X
The marked build point pays more than a regular hit.
+$6 · 4 XPFinish The Structure
A completion bonus on top of every hit already paid out.
+$15 · 15 XPLogistics 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.
Crates
Per crate delivered in a row, up to 10.
+$100 · 50 XPPallets
Per pallet delivered in a row, up to 10.
+$250 · 100 XPPlayers
Per player delivered in a row, up to 25.
+$25 · 5 XPReturn Trips
Per return trip in a row, up to 10.
+$50 · 25 XPMedic
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.
Revive
Reviving a downed teammate.
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.
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.
Vehicle Destroyed — Per Variant (Season 02)
Bobcat
—
$100Dune Buggy
—
$300Wolf-110
Default $450; armed M2 Browning variant $3,900.
$450–$3,900Kodiak
Default $500, Pickup $600, M249 $3,400.
$500–$3,400Humvee
Default $600, M249 $4,250, Minigun $5,000.
$600–$5,000Ural
Default $1,000, Defender $3,600, Defender [M249] $4,750.
$1,000–$4,750MH-6 / Little Bird
MH-6 $1,250, AH-6M [Miniguns] $6,000, AH-6R [Rockets] $9,400.
$1,250–$9,400Z20 Lakota
Default $1,500, Miniguns $7,500. Listed in the vehicle data as the UH-1Y.
$1,500–$7,500Flakpanzer Gepard
—
$7,000T-72B3
—
$8,000SPH-2
—
$8,000L2A6
—
$11,000Havoc
—
$14,000Assault
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.
IED / C4 Kill
Kills with an IED or C4.
Buildable Destroyed — Per Buildable
Hot Zone Magnet
Costs 2,750 Build Supplies.
$2,750Vanguard CIWS
Costs 1,200 Build Supplies.
$1,200L81 Mortar
Costs 600 Build Supplies. The patch notes list the reward at $650, which doesn't match the cost — unconfirmed.
$650Stingray
Costs 650 Build Supplies.
$650Talon 9K-SAM
Costs 650 Build Supplies.
$650MG Nest
Costs 650 Build Supplies.
$650Large Shelter
Costs 250 Build Supplies.
$250Repair / Refuel Station
Build cost not documented.
$200Gate
Costs 200 Build Supplies.
$200Door
Costs 80 Build Supplies. The patch notes list the reward at $100, which doesn't match the cost — unconfirmed.
$100Wood Base
Costs 15 Build Supplies.
$15Driver
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.
They Survive
Passenger survives ~10 seconds after leaving your vehicle, per person. Season 1 observation, pending retest.
They Get A Kill
Kill assist when a player you transported gets a kill. Scales with the killed enemy's remaining health.
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.
Repair (ground vehicle)
Repairing a damaged ground vehicle with Wrenches or the Light Drill.
Artillery
Artillery actions pay Driver 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.
They Survive
Passenger survives ~10 seconds after leaving your vehicle, per person. Season 1 observation, pending retest.
They Get A Kill
Kill assist when a player you transported gets a kill. Scales with the killed enemy's remaining health.
Repair (aircraft)
Repairing a damaged air vehicle.
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).
Drop A Small Crate
Same drop-only rule as the pallet above. Pays $250, with 150 XP from an air vehicle.
Drop A Large Crate
Same drop-only rule. Pays $500, with 300 XP from an air vehicle.
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.
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.
Destroyed By Another Faction
Your spotted target is destroyed by an enemy faction rather than your own team. Pays 25% of the spot reward.
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.
Destroy A FOB
A bonus on top of the buildable reward, scaled by the supplies the FOB held — maxed at 25,000 supplies.
Capture A Drill Tower
Capturing a hostile drill tower.
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.
Close A Friendly FOB Door
Closing a door on your own team's FOB.
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.
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.
Team Kill ($1,500 per player, pending retest)
SevereTeam Kill Assist
SevereDestroying a friendly build structure
ModerateDestroying a friendly supply pallet (any type)
ModerateDamaging a friendly build structure
MinorPassengers 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 · $150kThe 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.