
Every way to earn cash and role XP in WARDOGS, with the numbers from the official patch notes, sorted by role.
In WARDOGS you pay for all your own gear. You earn cash with kills, logistics, sabotage and teamwork. Every action also fills the XP track of a role, and that level unlocks weapons and vehicles, which you then still have to buy.
Cash. The vendor currency. Every spawn costs your loadout, so profit per life matters more than the total. Season 2 reset every account to $10,000 on October 15.
Role XP. Six separate tracks: Assault, Medic, Recon, Support, Driver, Pilot. Infantry roles go to level 50, Driver and Pilot to 35. Which role gets the XP depends on the weapon, vehicle or action.
Wardog level. Your overall level up to 150, fed by all roles. At Wardog level 35 the Gold Market with the Season 2 camos unlocks for $150,000.
Gold Bars. The second currency, cosmetics only. At a season reset your leftover cash is converted into Gold Bars, which you keep for good. According to BULKHEAD they will never be sold for real money.
The Control Zone is the baseline, because those are the prices you know: $1,500 per kill, $2,000 with an assault rifle. In the Hot Zone you get double. Outside the zones you get only a fifth. If you and your target are in different zones, the amount lands in between. XP stays the same: 250 per kill, 275 for a headshot, credited to the weapon's role.
Standard means pistol, SMG, LMG, shotgun and explosives. Assault weapon means assault rifle; the Control Zone value is confirmed in the patch notes.
Headshot +$250 in the Control Zone, 275 instead of 250 XP
Kill streak +$50 per extra kill, up to +$250
Long shot ×1.5 from 300 m, ×2 from 400 m, ×3 from 600 m, ×4 from 900 m
Same target pays less with every further kill
The $1,500 and $2,000 in the Control Zone are confirmed by the Season 2 patch notes. The zone ratios come from Wardogs Zone (Oct 16) and other guides. Hot Zone, outside and sniper values are calculated from them.
Under every action you see the source: Patch notes means official from BULKHEAD, several sources means reported the same by at least two guides, one source means measured in game by one guide. Season 1 marks old values nobody has re-measured for Season 2 yet.
Everyone earns this, whatever weapon they carry. Kills count for the weapon's role (kill values above).
FOB raid as a squad: hack $2,500, every teammate in the radius $1,000, then destroy it for up to $7,500. After that, fight in the Hot Zone.
Same raid: 250 XP for you and everyone in the radius, up to 250 XP for the destruction. First place adds an XP bonus on up to 2,500 match XP.
Assault XP comes from rifle and pistol kills, breaching with the Halligan and, since Season 2, destroyed buildables, IEDs and C4. A buildable pays as much cash as it costs to build, and about 25% of that as XP.
Assault rifle in the Hot Zone: $4,000 per kill. In between, blow up the enemy's Hot Zone Magnet ($2,750) and mortars or Stingrays ($650).
Destroy buildables and FOBs, capture drill towers (300 XP) and plant C4. Every kill gives 250 XP, a headshot 275.
Support XP comes from building, refueling, crates and pallets at the FOB, and kills with LMGs, launchers and shotguns. Players report over $100,000 per round when they build at a FOB all match.
Get the Large Hammer (Support 8, $75,000) and build at a hidden FOB. A Stingray launcher hunts enemy vehicles; a spawn vehicle earned players about $15,000.
Drop pallets (400 XP) and large crates (400 XP) at the FOB, then keep building. Building drill towers and mortars also levels nearby Medics and Recons.
Medic XP comes from healing, reviving and SMG kills. Revives pay more depending on the zone, and 50% more with the defibrillator. Since Season 2 the defibrillator unlocks only at Medic 22 for $110,000. Healing yourself pays nothing.
Hot Zone with a defibrillator: $2,400 per revive, plus adrenaline pens for teammates ($1,000). Cheap loadout so every life pays off.
Revive (200 XP, 250 with the defib) and bandage the teammate right after (80 XP). Stay with the most active fighters, because their later kills give you bonus XP.
Recon XP comes from spotting and kills with snipers, marksman rifles and bows. In Season 2 spotting pays about 30% less than in Season 1, but scales with the target's value. Nobody has published new Season 2 numbers yet, so the Season 1 values are shown here.
Spot expensive targets: Havoc, L2A6, T-72B3 and artillery pay the most. Add long sniper shots into the Hot Zone, up to $6,000 per kill at 400 m.
Lie above enemy FOBs or along routes into the Hot Zone and keep spotting. Every kill on a marked target pays, no matter who shoots. Only switch the rangefinder on for targets, or the battery runs out.
Driver XP comes from ground transport, vehicle kills, ground vehicle repairs and, new, artillery. On October 15 BULKHEAD defused an exploit with quick return trips to a nearby FOB.
Logistics streaks with the Ural: pallets into the Control Zone, drive back, repeat. With a full streak players report $10,000+ per trip and $100,000+ per match.
Drive the spawn vehicle into the Control Zone (500 XP), then pallet streaks. Each consecutive return trip pays more, measured at 150, 200 and 250 XP.
Pilot XP comes from air transport, supply drops, helicopter kills and aircraft repairs. Flying single passengers pays little. Pallets and kills pay a lot.
Fly pallets to the FOB: players report about $100,000 per match without dying. Hunting vehicles with the rocket Little Bird (AH-6R) pays even more, but is riskier.
Alternate pallet drops (400 XP) and crates onto the FOB roof (up to 300 XP), plus air kills (250 XP). The Z20 Lakota unlocks at Pilot 10.
Base logistics pay was cut. New is a bonus for every consecutive delivery into the Control Zone. If you drive back after dropping instead of abandoning the vehicle, you now earn more than before. Each streak counts up to 10, up to 25 for players.
$1,250
per pallet, 400 XP
This is the base of every run. The streak bonuses on the right come on top of each delivery.
+$250
+100 XP per pallet, up to 10
The strongest streak bonus. It was first listed as +$125 / 50 XP and corrected to the zone values on October 16.
+$100
+50 XP per crate, up to 10
Applies to crates dropped in the Control Zone. Originally listed as +$50 / 25 XP.
+$25
+5 XP per player, up to 25
The longest streak: taxi drivers and helicopter pilots can chain up to 25 delivered players.
+$50
+25 XP per trip, up to 10
Rewards exactly what BULKHEAD wanted: bring the vehicle back instead of leaving it in the zone.
Since Season 2 every vehicle variant has its own bounty. Armed variants give 1.5 times the XP of the default version, and attack vehicles get more valuable with every kill. The XP goes to the role of the weapon you hit them with.

XP to role level 20. In Season 1 it was 250,000.
XP to level 20 compared with Season 1. From level 25 the advantage drops to 23 to 43%.
Enter what you achieve in a match and instantly see what it pays. The math uses the Season 2 values above.
Cash from this match, before loadout costs
Role XP from this match
Assumptions: the streak bonus is paid once per consecutive delivery, up to the cap (pallets 10, players 25). Delivered players use the official 25 XP; guides report up to 250 from Season 1. The placement bonus counts cash only, because how bonus XP is calculated is not settled. The bars show how close ten such matches bring you to each level if all XP goes into one role. On servers with fewer than about 60 players the game pays less.
Every life costs your loadout. Build it here and see what a life costs, when it pays for itself and what is left after a match. Income comes live from the match calculator above.
Profit per match
per life
Cost per match
Save the current build in your browser. Use “Copy link” to send a loadout to friends: whoever opens the link gets it straight in the builder.
Icons from the game (© BULKHEAD). Ural, Wolf-110 and T-72B3 have no icon yet. Prices without a star come from the Season 2 patch notes. Prices with a star (*) come from community lists (wardogsbudget, Wardogs Zone, wardogshub) and are not officially confirmed. Magazines and ammo are not listed separately; add them under “other costs”. Gear you loot from the fallen saves you extra money and is not included. Whether the discount also applies to vehicles is not confirmed; the calculator applies it everywhere.
Pick what you want to unlock. The planner shows how much role XP and cash you still need and roughly how many matches that is at your pace.
Matches to the goal
role XP needed
Unlock cost
Levels and prices: the Season 2 patch notes where they changed something (marked), otherwise the unlock lists from WardogsBuild and wardogshub. For the Little Bird AH-6R sources list $200,000 to $250,000; the planner uses $250,000. XP between the official steps 10, 15, 20 … is estimated. “Cash profit per match” means after loadout costs; the button takes it from the loadout calculator.
Log what you earned after every match. The data stays in your browser on this device; nobody else sees it. It gives you your real averages, and the unlock planner can use them.
Browsers can delete stored data, for example when clearing site data. Back up your tracker as a file now and then.
Avg. profit per match
Avg. role XP per match
matches logged
After two matches your curve appears here.
Enter the level you were at before you started tracking. The site uses it to estimate your current level.
Some actions have no reliable numbers yet. If you see them in game, bottom right in the feed, enter them here. When two different players report the same value, it counts as confirmed and shows up in the role table. Only the numbers are stored, no name and no account.
According to a developer reply, Season 3 is planned for Thursday, November 12, 2026 . There is no official Steam announcement yet (as of October 26). BULKHEAD has announced another economy reset.
The last wipe on October 15 reset cash to $10,000 along with Wardog and role levels. Gold Bars and Gold Bar cosmetics were kept.
Only at a season reset: your leftover cash is converted into Gold Bars. BULKHEAD has not published the rate. Gold Bars are meant for cosmetics and, according to the developer, will never be sold for real money. So farming right before the wipe still pays off.
No. The cash and XP bonus for Lonestar was announced as a Season 2 experiment and removed about a day after launch, because strong players switched to the blue team on purpose. What remains is the discount for all teams: 20% at the vendor when your team is at least 40 points behind second place.
The Wager Vendor is meant to open later in Season 2. You stake your own cash on goals like Hot Zone kills or delivered players and set how many deaths you allow yourself. The more goals you combine, the higher the odds. If you fail, the stake is gone. There is no official start date yet, and BULKHEAD may remove it again.
Every spawn costs your loadout. A team kill costs $1,200 to $1,500 according to guides. Since Season 2 the victim decides by vote whether to forgive or punish you. Barbed wire kills no longer pay, and selling from your own crate pays less with every purchase until it pays nothing.
According to player reports, exploits are punished with a ban and a reset of cash and XP. A bug that let players unlock tanks on day one was fixed, and the worst cases got a 24-hour ban.
Rewards depend on server population: guides report full values only from about 60 players and nothing below 10. On top of that, a kill on the same enemy pays less each time, and reviving the same player only about 75%. Finishing first in the Hot Zone, on the other hand, pays a lot more.
It depends on your role, but three levers work for everyone: fight in the Hot Zone (double cash), run logistics as streaks instead of single deliveries, and hack FOBs as a team, because since Season 2 everyone in the radius gets $1,000 and 250 XP. With a loadout of rifle, binoculars and bandages you level several roles at once.