Starting Funds
Each participant begins the journey with a starting sum of $10,000. Because money carries over between matches, spending heavily on superior gear, equipment, or a vehicle at opportune moments has the potential to shift battle momentum and could yield massive returns.
During every life, players buy tailored loadouts chosen from broad options across weapons, equipment, utility, and vehicles to assist the team in winning the match. Players spend cash to acquire gear, weapons, vehicles, and skills. Each in-match action yields cash, while a majority of these events also award role XP. A designated reward table establishes the base cash value assigned to every action. Completing any teamplay action provides players with cash rewards.
Zone Payouts
Actions occurring within either a Control Zone or a Hot Zone can receive multiplied reward payouts. Payouts reach 600 for a Hot Zone occurrence compared to 150 for a Control Zone event, making each Hot Zone incident worth about four times as much.
A payout of 150 is awarded for a Control Zone whether contested, owned, or not owned. Moving into a Control Zone for the initial time during a life grants 100 cash. Triggering the Hot Zone Magnet provides a payout of 5,000. Shutting down the Hot Zone Magnet awards 200. Successfully bringing a spawn vehicle to a Control Zone yields 3,000. Securing an enemy-controlled tower grants 1,000. Claiming an unclaimed neutral tower pays out 250.
| Objective Event | Base Cash | Description |
|---|---|---|
| Control Zone Status | 150 | Awarded when contested, owned, or not owned |
| Enter Control Zone | 100 | First entry in a life |
| Hot Zone Event | 600 | High-value dynamic hot zone reward |
| Enter Hot Zone | 0 | Baseline entry payout |
| Activate Hot Zone Magnet | 5,000 | Event trigger bonus |
| Deactivate Hot Zone Magnet | 200 | Magnet counter-operation |
| Capture Hostile Tower | 1,000 | Flipping an enemy structure |
| Capture Neutral Tower | 250 | Initial tower claim |
| Spawn Vehicle in Zone | 3,000 | Mobile spawn reaching a Control Zone |
Kill Rewards
Baseline payouts vary by the specific action performed: eliminating an enemy using a default weapon awards 250, an artillery kill executed from open ground yields 5,000, and wrecking a Havoc attack helicopter delivers 6,000.
Individual elimination calculations apply distinct base figures according to category: standard kills start at 300, headshots at 350, precision artillery strikes at 250, and aerial vehicles at 300. Eliminations achieved inside a Hot Zone receive a weighting of 10, whereas those secured within a Control Zone carry a weight of 5. Scoring a kill within the opposing team’s Hot Zone applies a weight of 4, while doing so in their Control Zone has a weight of 2.
Every consecutive streak elimination contributes an additional 50 to base earnings, capping at five. Shutting down an opponent’s kill streak multiplies the payout by 1.5 times. Retaliatory revenge eliminations reward a 2.0 times multiplier. Successive eliminations of the same opponent yield 24% less cash per instance, applying up to four repeat kills.
Committing a teamkill results in a negative cash payout. Because friendly fire applies a negative multiplier, teamkills deplete funds instead of generating income. Eliminating an opponent within 60 s of being revived constitutes a “No Value Kill”, reducing cash to a 0.01 times multiplier while yielding zero Role XP and zero assist XP. Vehicle crew eliminations divide compensation according to occupant totals, with each additional crew member multiplying earnings by 0.8.
| Combat Multiplier | Value / Weight | Tactical Note |
|---|---|---|
| Default Kill | 250 base cash | Standard elimination payout |
| Calculator Base | 300 default / 350 headshot | Configured elimination base values |
| Hot Zone Kill Weight | 10x multiplier | Heavy combat reward inside hot objective |
| Control Zone Kill Weight | 5x multiplier | Tactical reward inside active control sector |
| Kill Streak Bonus | +50 per kill | Stacks up to five consecutive eliminations |
| End Enemy Streak | 1.5x multiplier | Shutdown reward for terminating enemy streak |
| Revenge Elimination | 2.0x multiplier | Retribution bounty on prior killer |
| Diminishing Returns | -24% per kill | Applies to repeated kills on same target up to four |
Field Logistics
Cash earnings stem from reviving squad members, transporting friendly troops into the zone, or securing objectives. Drivers earn 250 for delivering a passenger, receive 100 when a teammate spawns into their vehicle, and gain 20 for any other transport action.
Repair work grants 20 cash when utilizing a wrench or light drill, increasing to 25 with a heavy drill. Refuelling operations provide a payout of 10 cash. Constructing a forward operating base (FOB) awards players 1,000 cash. Demolishing a hostile FOB yields a base 2,500, alongside up to 7,500 determined by stored FOB supplies.
Match Payouts
Following match conclusion, participating factions receive payouts based on final placement rankings:
Securing 1st place grants a 0.30 times match cash multiplier in addition to 200 flat cash. Finishing in 2nd place delivers a 0.25 times match cash multiplier plus a 150 flat bonus. Taking 3rd place provides a 0.20 times multiplier on match cash along with 100 flat cash. Prior to applying the multiplier, calculation inputs are capped at 100,000 for cash and 2,500 for XP.
| Match Placement | Cash Multiplier | Flat Cash Bonus | Role XP Multiplier |
|---|---|---|---|
| 1st Place | 0.30 times match cash | 200 flat cash | 2.0 times match XP |
| 2nd Place | 0.25 times match cash | 150 flat cash | 1.75 times match XP |
| 3rd Place | 0.20 times match cash | 100 flat cash | 1.5 times match XP |
Sources
- Official WARDOGS Community Wiki: Cash and Rewards (CC BY-SA 4.0)
- WARDOGS Steam Store Page