Wardogs — Rewards & Progression Reference

Extracted from cooked game data (build ++Wardogs+Live-CL-516586, UE 5.7.4). All numbers below come directly from the game’s own DataTables.

Correction note: v1 of this doc pulled from DT_Rewards/DT_CashRewards — those tables turned out to be stale/placeholder (nearly everything reads 0). The real, live numbers live in a separate, much bigger family of per-category tables (DT_Reward_Cash_*, DT_ChallengeRewards_*) under CashRewardsDataTable/. This version replaces those zeros with the actual base values, including per-item, per-vehicle, and per-buildable breakdowns that weren’t in v1 at all.


Season 02 update (2026-10-15)


1. Role Mastery XP Curve (updated in Season 02)

Applies identically to all 6 roles: Infantry, Medic, Support, Recon, Pilot, Driver.

Level XP Level XP Level XP Level XP
0 0 26 225,600 52 1,218,800 78 2,424,200
1 200 27 246,700 53 1,253,450 79 2,504,600
2 750 28 266,950 54 1,290,850 80 2,597,000
3 1,250 29 288,450 55 1,333,000 81 2,674,400
4 3,000 30 318,200 56 1,368,650 82 2,760,050
5 6,250 31 346,300 57 1,406,550 83 2,842,950
6 9,250 32 381,050 58 1,443,950 84 2,935,100
7 13,000 33 419,100 59 1,483,600 85 3,052,250
8 17,250 34 462,950 60 1,529,500 86 3,146,400
9 22,500 35 525,000 61 1,567,650 87 3,248,800
10 25,000 36 559,150 62 1,608,550 88 3,347,950
11 28,750 37 596,250 63 1,648,200 89 3,456,850
12 33,750 38 632,100 64 1,691,100 90 3,598,750
13 37,500 39 670,850 65 1,740,500 91 3,714,650
14 43,750 40 712,500 66 1,781,900 92 3,840,300
15 54,750 41 750,400 67 1,825,800 93 3,962,450
16 64,500 42 791,250 68 1,868,700 94 4,095,850
17 75,000 43 830,850 69 1,914,600 95 4,270,500
18 84,750 44 873,350 70 1,967,750 96 4,416,400
19 95,750 45 920,850 71 2,011,900 97 4,574,050
20 111,500 46 962,950 72 2,059,050 98 4,727,200
21 127,200 47 1,007,950 73 2,104,950 99 4,892,850
22 145,400 48 1,051,700 74 2,154,600 100 5,132,500
23 163,200 49 1,098,350 75 2,218,000    
24 183,450 50 1,150,000 76 2,278,900    
25 206,600 51 1,183,400 77 2,353,300    

Source: DT_RoleMasteryDefinitions


2. Cash Reward Fields — How to Read Every Table Below

Each DT_Reward_Cash_* row has a base cash value plus context modifiers applied multiplicatively/additively on top:

  • FriendlyModifier — multiplier if the target/action involves a friendly (often negative → reward killed/zeroed for TK-adjacent cases)
  • NeutralModifier — multiplier for neutral-faction interactions
  • OwnerModifier — multiplier if the instigator “owns” the thing (e.g. built it themselves)
  • ModifierCZ / ModifierHZ / ModifierHZM — multiplier if the action happens in a Control Zone / Hot Zone / Hot Zone Magnet
  • AssistBaseModifier / AssistScalingModifier / CrewAssistModifier / LogisticAssistModifier — how assist credit splits between instigator and assisters

Effective reward = base × relevant modifier(s). Real example: destroying a Littlebird (base=800) inside a Hot Zone = 800 × 1.5 = 1,200 cash.

Zone multiplier switch: the switch in the sidebar shows each Base figure below as paid in a control zone (× its ModifierCZ) or a hot zone, the prio zone (× its ModifierHZ), with you and the target both in it. Figures that change are highlighted. Rows with no zone modifier (objectives, end of match, spotting, buildables) stay the same.


3. Player-Kill Cash Rewards (DT_Reward_Cash_PlayerKill)

Context Base Notes
Default player kill 250 Friendly-fire modifier: ×-6 (punished hard)
Kill from artillery (TNK_01 Artillery) while instigator is in no-man’s-land 5,000 Huge — artillery kills from the open field pay 20× a normal kill
Kill while instigator is in a zone (artillery variant) 100 Friendly-fire ×-50

4. Revive & Heal Cash Rewards

4a. Revive (DT_Reward_Cash_Revive) — reward goes to the reviver

Method used Base cash
No item (bare-hands revive) 1,500
Defibrillator 1,000
Resuscitator 1,000
MedKit 800
StimPen 400
AdrenalinePen 100

(All scale further ×1.2–2.0 in Control/Hot Zones per the CZ/HZ/HZM modifiers.)

4b. Heal (DT_Reward_Cash_Heal) — reward to the healer

Item Base cash
Default (no item tag) 10
Bandage 400
SuperBandage 1,000
MedKit (Standard) 100
AdrenalinePen (on revive-heal) 1,200
Defibrillator (on revive-heal) 1,500
Resuscitator (on revive-heal) 1,500
StimPen 0

5a. Vehicle destroyed (DT_Reward_Cash_VehicleDestroyed)

Vehicle Base cash
DuneBuggy 300
Bobcat 100
Humvee 500
Kodiak 500
Littlebird 800
ROT_01 (Huey) 1,200
TNK_01 Heavy (tank) 5,000
TNK_01 Artillery 6,000
SpawnVehicle 4,000
Havoc (attack heli) 6,000
TNK_04 (tank, Default) 5,000

5b. Vehicle repair (DT_Reward_Cash_Repair)

Tool Base cash
Default / Wrench (Standard) 20
Drill (Light) 20
Drill (Heavy) 25

5c. Vehicle refuel (DT_Reward_Cash_Refuel)

Context Base cash
Default fallback 10

5d. Vehicle transport (DT_Reward_Cash_VehicleTransport)

Context Base cash
Default fallback 20
Spawned on vehicle (driver gets a passenger credit) 100
Passenger successfully transported 250

6. Objective Cash Rewards

6a. Control Zone / Hot Zone / Magnet Zone (DT_Reward_Cash_ControlZoneReward)

Event Base cash
Control Zone — contested 150
Control Zone — not owned 150
Control Zone — owned 150
Control Zone — entered (first time, that life) 100
Hot Zone — not owned 600
Hot Zone — contested 600
Hot Zone — owned 600
Hot Zone — entered 0
Magnet Zone — contested 600
Magnet Zone — owned 700
Magnet Zone — not owned 600
Spawn-vehicle enters Control Zone 3,000

6b. HotZone Magnet / Tower events (DT_Reward_Cash_HotZoneMagnet)

Event Base cash
Activated the magnet (instigator) 5,000
Near an activated magnet 5,000
Deactivated the magnet (instigator) 200
Magnet destroyed (unused row) 150
Captured a hostile tower (instigator) 1,000
Near a captured hostile tower 1,000
Captured a neutral tower (instigator) 250
Near a neutral tower 250

6c. End-of-match faction placement (DT_Reward_Cash_EndGameFactionReward)

Placement Base cash
Default (no item used — revive context reused here) 100
1st place faction 200
2nd place faction 150
3rd place faction 100

7. Buildable Cash Rewards

Three separate tables by action — Built, Placed, Placed-in-FOB — plus Destroyed (someone else’s build dying):

Buildable Built Placed Placed-in-FOB Destroyed
HBlock 1 100 100 100
TallHBlock 1 200 200 100
Gate 1 300 300 500
FOB 1 1,000 1,000 5,000
HBlockQuadWall 1 500 500 125
Mortar 1 300 300 300
BarbedWire 1 10 10 75
TankTrap 1 100 100 250
AirRaidShelter 1 500 500 1,400
Bunker 1 500 500 1,400
CrowsNest — — — 1,400
CamoNetTent — — — 75
Door — — — 100
HotzoneMagnet — — — 3,000
SandbagWall — — — 100

(“Built” rewards are tiny flat 1-cash credits — the real payout is the “Placed” value; “Destroyed” rewards go to whoever destroys an enemy structure, scaled by FriendlyModifier: -0.75 if it turns out to be a teammate’s.)


8. Deployable (Supply Crate / Explosives) Cash Rewards

8a. Deployed (DT_Reward_Cash_DeployedSupplyCrate)

Item Base cash
Default fallback 25
Supply Crate Container (Free) 25
Supply Crate (Small / Small Armoured) 50
Supply Crate (Large / Large Armoured) 150

8b. Destroyed (DT_Reward_Cash_DeployableDestroyed, destroying enemy deployables)

Item Base cash
Claymore 100
C4 Explosive 100
AT Mine 100
Supply Crate (various) 100–200

9. Spotting Cash Rewards (DT_Reward_Cash_Spotting)

Event Min Max
Target spotted 15 275
Spotted target destroyed 50 500

(Scaled between min/max by an assist-scaling curve based on how much the spot contributed to the kill.)


10. End-of-Match Challenge Rewards (DT_ChallengeRewards_EndOfMatch)

Faction placement bonus formula: CashEarned × PlacementModifier, where:

Placement Cash multiplier XP multiplier (all 6 roles)
1st place 0.3× 2.0×
2nd place 0.25× 1.75×
3rd place 0.2× 1.5×

So the winning faction gets +30% of their earned match cash as a bonus and double XP on top of whatever they earned in-match, across every role simultaneously.

A separate FactionWinBonus row (new in Season 02) is a flat cash bonus selected by faction alignment tag:

Alignment tag Bonus cash Variable
Alpha 10,000 LonestarBonus
Bravo 0 ValkyraBonus
Charlie 0 ManticoreBonus
Default 0 DefaultReward

11. Challenge Tips (unchanged from v1 — confirmed still accurate, lives in DT_Rewards)

Challenge Tier 1 Tier 2 Tier 3 Tier 4
Heal 5 10 15 20
Revive 10 15 20 25
Player Delivered 15 20 25 30
Repair 5 10 15 20
Refuel 5 10 15 20

Pre-Tip: +50 cash per tip, capped at 500.


12. Season

Field Value
Current Season Number 1
SeasonDefinitions array empty (not populated this build)

13. Biggest Payouts in the Game (corrected)

Rank Reward Amount
1 Destroying a Havoc attack helicopter 6,000
1 (tie) Destroying a TNK_01 Artillery vehicle 6,000
3 Activating/being near the HotZone Magnet 5,000
3 (tie) Killing a player from artillery in the open field 5,000
3 (tie) Destroying an enemy FOB 5,000
3 (tie) Destroying a TNK_01 Heavy tank 5,000
7 Destroying a SpawnVehicle 4,000
8 Spawn-vehicle reaching Control Zone 3,000
8 (tie) Destroying a HotzoneMagnet buildable 3,000
10 Capturing/defending a hostile tower 1,000

14. End-of-Match Reward — Full Breakdown

The end-of-match bonus is a real formula, not a flat number, computed per faction at round end:

CashBonus = CashEarned_thisMatch × PlacementModifier
XPBonus   = XPEarned_thisMatch   × PlacementModifier   (applied separately, per role: Driver/Infantry/Medic/Pilot/Recon/Support)

Placement modifiers:

Placement Cash multiplier XP multiplier
1st place 0.3× 2.0×
2nd place 0.25× 1.75×
3rd place 0.2× 1.5×

1st place gets 30% of their earned match cash back as a bonus plus double XP across every role; 2nd/3rd still get a smaller consolation cut.

Input caps (CurveFloat assets, applied before the multiplier):

So no matter how big the match was, the bonus calculation treats anything above 100k cash / 2.5k XP earned-that-match as capped before the placement multiplier applies.

Flat placement bonus on top (separate from the formula above, from DT_Reward_Cash_EndGameFactionReward):

Placement Flat cash
1st 200
2nd 150
3rd 100

15. Dynamic Per-Kill Reward Calculator (DT_ChallengeRewards_SessionEvents_Shared)

Kill rewards are not flat either — resolved through a ~20-variable formula per kill:

Reward = (1 − min(LastVictimCount,4) × 0.24)
         × [ (BaseReward + min(KillStreak−1,5) × 50) × InstigatorZoneWeight
           + (BaseReward + min(KillStreak−1,5) × 50) × TargetZoneWeight ]
         × DistanceScalar × RevengeMod × KillStreakStoppedMod
         × FriendlyMod
         × CrewPenaltyMod ^ min(CrewCount−1, CrewCountMax)

Base rewards by kill type:

Kill type Base
Default player kill 300
Headshot 350
Precision Artillery Strike kill 250
Air Vehicle kill 300

Key modifiers:

Modifier Value Trigger
Last-victim diminishing returns −24% per repeat kill on same player, capped at 4 stacks Spawn-camping tax
Kill streak bonus +50 per streak kill, capped at 5 Up to +250 at streak cap
Kill-streak-stopped bonus 1.5× Ending an enemy’s streak (non-friendly, non-sniper, non-artillery)
Revenge kill bonus 2.0× Killing the player who last killed you
Friendly-fire penalty −3.0× (i.e. negative reward) Teamkill
Ressed-by-enemy penalty 0.01× Near-zero reward if the victim was revived by an enemy medic first
Crew-assist penalty 0.8 ^ (crew count − 1), up to 5 crew Reward splits down as more crew members are credited
Control Zone bonus 5.0× weight Kill happens in/near a Control Zone
Hot Zone bonus 10.0× weight Kill happens in/near a Hot Zone
Hot Zone Magnet active bonus 10.0× weight Stacks when the Magnet is active
Target-in-friendly-Hot-Zone 4.0× weight Killing in the enemy’s own Hot Zone
Target-in-friendly-Control-Zone 2.0× weight Killing in the enemy’s own Control Zone
Distance scalar (sniper/artillery only) via LiveCurves.Challenges.SessionEvents.PlayerKill.DistanceScalar (+.Artillery variant) Longer-range sniper/artillery kills scale reward by distance

Net effect: a long-range artillery kill on a streaking player inside an active Hot Zone Magnet, ending their streak, stacks almost every bonus multiplier simultaneously — by far the highest-value kill in the game. A teamkill or a kill on someone an enemy medic just rezzed is deliberately punished into near-zero or negative reward.


16. What Was Wrong in v1 (honesty note)

v1 of this doc used DT_Rewards/DT_CashRewards — those are evidently a deprecated or placeholder layer (almost every ResourceValue in them reads 0.0). The real, currently-live reward logic routes through WDCustomRewardTableRow entries in the CashRewardsDataTable/ folder tree (organized by category: KillScore, Revive, Heal, Vehicle, Objective, Buildable, Deployable, HotZoneMagnet) plus WDChallengeRewardDefinition rows for end-of-match bonuses. This version (v2) is built from those and is the accurate picture — so no, v1 was not all of it, not even close on the cash side.

Still not pulled (exists in the game data, flagged for a future pass): DT_Meta_RewardScalingCurves, DT_RewardLookup_SessionEvent_* (session-event lookups for Spotting/Buildables/KOTH game mode), DT_DemoRewards, cosmetic/item unlock rewards tied to the TreeRewardTrack battle-pass UI widgets, and DA_UI_PlatformMastery_RewardData. Say the word if you want those too.


Full raw JSON for every table above lives in Wardogs/Content/GameMechanics/Gamemode/Data/CashRewardsDataTable/ and Wardogs/Content/Meta/Challenges/.