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
6Base-building, repairs, 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.
Driver
3Transporting teammates to the Control Zone in a ground vehicle.
Pilot
5The same transport actions in the air, plus dropping supply pallets and crates into the zone.
Recon
2Spotting enemies for a teammate to kill.
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.
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 — nets $2,100 per crate after the buy-in.
Supply Crate Purchase
A teammate buys supplies directly from your supply crate.
Supplied Player Assist
A separate, distinctly-named supply assist — not the same action as a crate purchase.
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 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 artillery vehicle specifically: 350 XP per kill, 150 XP per vehicle destroyed.
Kill (Kill Confirmed)
Confirmed kill on an enemy player.
Vehicle Destroyed
Destroying an enemy vehicle.
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.
They Survive
Passenger survives ~10 seconds after leaving your vehicle, per person.
They Get A Kill
Kill assist when a player you transported gets a kill. Scales with the killed enemy's remaining health.
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.
They Survive
Passenger survives ~10 seconds after leaving your vehicle, per person.
They Get A Kill
Kill assist when a player you transported gets a kill. Scales with the killed enemy's remaining health.
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.
Drop A Small Crate
Same drop-only rule as the pallet above.
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.
Spot Assist
A teammate kills the target you spotted. Pays on top of the Spot above, not instead of it.
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.
Team Kill
SevereTeam Kill Assist
SevereDestroying a friendly build structure
ModerateDestroying a friendly supply pallet (any type)
ModerateDamaging a friendly build structure
MinorGold 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.