- Start with $10,000
- Zone tick ≈ $160 / 22 s
- Pallet delivery $2,500
- Cash converts to gold bars at the wipe
Cash is the real progression currency in WARDOGS. You start with $10,000, every spawn you buy your kit out of your own bank, the bank carries between matches for the whole season, and most unlocks cost a one-off fee on top of the role level that opens them. Lose an expensive life and the money is gone; string together profitable lives and the bank compounds. This guide lists what the game pays for, what the kit costs, the loadouts that stay in profit, and what happens to your balance when the season wipes.
Payouts and prices are Season 1 (Patch 0.11-era) values tracked by the community in early October 2026. BULKHEAD adjusts them between patches — the relative sizes are the useful part.
- $10,000starting bank, carried between matches all season
- $160 / 22 sControl Zone score tick — $320 in a Hot Zone
- $3,000one spawn vehicle driven into the zone
- $2,500one supply pallet delivered to the objective
Where the money comes from
| Action | Cash (approx.) |
|---|---|
| Enter the Control Zone | $250 |
| Control Zone score tick (about every 22 s) · Hot Zone tick | $160 · $320 |
| Drive a spawn vehicle into the Control Zone | $3,000 |
| Deliver a supply pallet to the objective · teammate unpacks it at a FOB | $2,500 · $1,800 |
| Drop a passenger at a Hot Zone · they survive · they get a kill | $500–1,000 · $500 · $750 |
| Teammate spawns on your deployed APC | $250 |
| Mark an enemy · marked enemy killed (Hot Zone) | $100 · $400 (≈$1,600) |
| Bandage · revive · defibrillator revive (zone / Hot Zone) | $400 · $800 / $1,600 · $1,200 / $2,400 |
| Destroy a spawn vehicle · tank · attack helicopter · artillery | ≈$5,000 · $7,000 · $9,000 · $14,000 |
Notice what is not on the list in a big way: plain infantry kills. WARDOGS pays for presence, logistics and vehicles. A Driver who parks a spawn vehicle in the zone and sits through ten ticks has made more than an Assault player with a 3.0 K/D.
What it costs
- Per-spawn kit — the starter Bushmaster M17S is free; binoculars $75, a small hammer $100, a bandage $200, a supply pallet $400, the Field Backpack $650. Attachments and better guns scale from there, and all of it is lost on death.
- Vehicles — a Little Bird ≈$6,250, a Lakota ≈$7,400 per purchase; a FOB kit $2,500. Crash a helicopter with passengers and it is $1,500 per player in penalties.
- One-off unlock fees — URAL $35,000, Dune Buggy about $25,000, the L2A6 heavy tank $75,000+, the Large Hammer $75,000, the 6–10× MRAD scope $40,000, Field Backpack access $20,000 (Wardog 12), Range Finder access $15,000 (Recon 8), SPH-2 artillery $500,000 (Wardog 90).
- New Recruit discount — under Wardog level 9 vendor prices are halved. Buy the unlocks for your main role before you cross it.
Profit per life, not cash per match
The game shows it to you: the red arrows on your HUD mean the current life has not yet paid for its kit, green means you are in profit. The whole economy is spawn cheap, earn in the zone, die rich. Three loadouts that reliably turn green:
- Zone Medic ($300–600 a spawn) — free rifle or cheap SMG, bandages, defibrillator. Ticks plus revives in a Hot Zone pay $3,000–5,000 a life with almost no gunfights.
- Spawn-vehicle Driver — buy the cheapest spawn vehicle, fill it with your squad, drive it into the zone ($3,000 + $250 per spawn-in + ticks), repeat. The vehicle pays for itself on the first run; the Driver XP comes free.
- Pallet runner (Driver or Pilot) — $400 pallets delivered for $2,500 each, plus $1,800 when a Support player unpacks them at the FOB. Fewer, longer trips beat many short ones; helicopters only if you can land them.
Avoid the opposite pattern — $4,000 of attachments on an Assault kit that dies at the zone edge. That one spawn erases twenty-five ticks.
A realistic bank
Those are hours of focused play. The headline unlocks — a $75,000 hammer, a $75,000 tank, a $500,000 artillery piece — are tens of hours of farming each, which is exactly why cash is the thing WARDOGS players most often pay to have farmed.
What happens to cash at the season wipe
Season 1 ends when Season 2 starts on 15 October 2026. Role and Wardog progression reset, and leftover cash converts automatically into gold bars, which persist and buy cosmetics (BULKHEAD has not published the conversion rate, and has not confirmed whether paid unlock fees are refunded). The practical advice: spend cash on things you will use this season, and don't sit on a bank expecting it to carry over. Details in the Season 2 wipe guide.
Buying cash: how it works here
Our cash farming is hand-played on your own account — a verified player runs the spawn-vehicle and pallet loops above (no exploits, no cheats; the kernel anti-cheat makes those the one thing that gets accounts banned) and the balance lands in your bank. You set the bank you have now and the bank you want, priced per 100K and cheaper per unit past 1M, with screenshots after every session and the money held in escrow until you approve. It conflicts with the WARDOGS terms of service like any boosting, so read our Risk Disclosure first.