Starting Capital
Each participant commences their career in the game with a balance of $10,000. Money carries over between successive matches, meaning substantial investments in superior equipment, weaponry, or vehicles during crucial moments might shift combat momentum and provide huge gains. With every respawn, players acquire a personalized setup chosen from extensive offerings of firearms, protective items, utilities, and transport to aid squad victory. Earned money funds player equipment, armaments, vehicles, along with character abilities. All match activities yield cash compensation, with the majority simultaneously granting role experience. A designated base currency figure is assigned to every activity within the payout tables. Store returns reimburse 90% of whichever amount is lower between expenditures on returned gear and the valid transaction total. Any refund request must occur within a timeframe of 20 score ticks established in the economy configurations.
Faction Rifles
The conflict involves three separate organizations: Lonestar, Valkyra, and Manticore. Game sessions form their competing sides around these factions, which dictate accessible vehicle variants, decorative options, and distributed rewards. Every faction possesses an identifying color alongside a dedicated service rifle. Members receive their designated faction firearm at zero monetary cost. Specifically, Lonestar receives the Bushmaster M17S, Valkyra fields the A-91, whereas Manticore uses the KH-2002. Economic configuration parameters establish a 0% price rating on every rifle for allied faction members. Distinct costs for purchasing rival faction weapons are not listed by the title.
| Faction | Signature Rifle | Vendor Price | Tactical Role |
|---|---|---|---|
| Lonestar | Bushmaster M17S | 0 (0% for own faction) | Bullpup Assault Rifle |
| Valkyra | A-91 | 0 (0% for own faction) | Compact Bullpup Carbine |
| Manticore | KH-2002 | 0 (0% for own faction) | Burst Bullpup Platform |
Armor Selection
Combatants enter the fray possessing a base pool of 100 HP. Incoming damage varies according to target impact zones, incoming munitions, the attacking firearm, and equipped defense layers. Protective vests guard the chest region while tactical helmets protect cranial areas. Equipping Light tier armor offers 30% trauma mitigation across torso vests and headgear. Acquiring Level 1 Armor requires 400 cash, whereas highest-tier Level 4 reaches 5,000. Offering 30% mitigation for 200 cash, the Level 1 Helmet represents the most economical head protection in terms of cost per reduction percentage. Player hit points will never replenish automatically without intervention. Applying a basic Bandage recovers 35 HP over an application period of roughly 5 seconds. Using an Individual First Aid Kit restores 100 HP, demanding approximately 5 seconds for full application. The Medical Bag provides 35 HP over 5 seconds when treating oneself, or supplies 15 HP over 1.5 seconds to an allied soldier. Purchasing a Bandage requires 200 from merchants, while administering treatment returns 400 back to the provider. Individual First Aid Kits run 800 at vendors and return 1,000 cash per treatment, though healing comrades inside team spawn safe zones awards 0.
| Protection Tier | Damage Reduction | Protected Zones | Cost Profile |
|---|---|---|---|
| Light Armor Vest | 30% | Torso | High efficiency, low cost |
| Light Helmet | 30% | Head | Essential protection against stray shots |
| Bandage | +35 HP | Self-heal (5 s) | Cheap emergency patch |
| Individual First Aid Kit | +100 HP | Self-heal (5 s) | Full health recovery |
Field Survival
Reaching 0 HP puts an operator into an incapacitated downed state. An ally can restore you without specialized tools by interacting continuously for 20 seconds, returning you to battle with 10 HP. Armed with a battery, a Defibrillator restores an incapacitated ally to 35 HP following a 4-second charge duration. Sighting down weapon optics eradicates hipfire dispersion entirely. Remaining stationary and adopting a crouched stance substantially enhances firing precision. Looking through optical sights reduces player travel rate by 50 percent. Handling any medical equipment similarly cuts personal movement pace by half throughout use.
Team Rewards
All cooperative squad tasks grant direct currency incentives. Examples include bringing fallen comrades back up, driving allies into conflict sectors, or capturing designated targets. The game mechanics provide concrete payouts rather than mere incentives for coordinated teamplay. Payout sums scale upward via multipliers whenever achievements occur inside an active Control Zone or Hot Zone. Participating in Hot Zone incidents grants 600 cash compared to 150 from regular Control Zones, yielding roughly fourfold earnings per occurrence. Maintaining, challenging, or neutralizing a Control Zone consistently grants 150 currency units. Making initial entry into a Control Zone yields an immediate 100 payout per life. Navigating a mobile deployment carrier directly into a Control Zone provides 3,000 cash. Ferrying a teammate awards 250, having an ally spawn directly into your ride grants 100 to the driver, while basic passenger transit yields 20. Overrunning an opponent-controlled watchtower awards 1,000 currency. Securing an unclaimed neutral tower provides a 250 reward. Reviving squadmates manually awards 1,500, surpassing the 1,000 payout granted when employing defibrillators. Inflicting fatal friendly fire triggers negative penalty multipliers, deducting money rather than providing profits.
| Objective / Teamplay Event | Base Cash Reward | Strategic Priority |
|---|---|---|
| Spawn Vehicle Reaching Control Zone | 3,000 | Highest early cash injection for squad drivers |
| Bare-Hands Teammate Revive | 1,500 | High reward for saving squad members without tools |
| Capturing Hostile Tower | 1,000 | Territory flip bonus |
| Hot Zone Event | 600 | Four times higher payout than standard control zone |
| Passenger Delivered to Zone | 250 | Transport incentive for logistics operators |
| Capturing Neutral Tower | 250 | Early map expansion reward |
| Control Zone Status Event | 150 | Passive payout for holding contested or owned zones |
| Entering Control Zone (First Time) | 100 | Initial contact bonus per life |
Economic Scaling
Higher role ranks unlock progression branches where obtaining weapons or vehicles demands both role qualifications and cash investments. Players can demolish residential complexes utilizing missile launchers or breach urban areas maneuvering heavily armored combat tanks. Base earnings fluctuate by deed: defeating an adversary using standard weapons yields 250, open-field artillery eliminations award 5,000, and shooting down a Havoc attack helicopter grants 6,000.
Upon session conclusion, participating sides receive rank evaluations and monetary bonuses:
Taking 1st place awards 0.30 times accumulated match earnings alongside a flat 200 cash sum. Securing 2nd place yields 0.25 times earned match currency coupled with a fixed 150 bonus. Finishing in 3rd place grants 0.20 times match payouts added to a standard 100 flat reward. Applicable earnings ceilings cap cash input at 100,000 and role experience at 2,500 prior to bonus calculation. Under Season 2 rules, an exclusive end-of-match award grants Lonestar 10,000 currency, leaving opposing factions with zero payout from this allocation.
Sources
- WARDOGS Steam Store Specification (App ID 1867240)
- Official WARDOGS Community Wiki: Beginner’s Guide (CC BY-SA 4.0)
- Official WARDOGS Community Wiki: Cash and Rewards (CC BY-SA 4.0)
- Official WARDOGS Community Wiki: Factions (CC BY-SA 4.0)
- Official WARDOGS Community Wiki: Making Money (CC BY-SA 4.0)
- Official WARDOGS Community Wiki: Shops (CC BY-SA 4.0)