Making Money
Cash pays for nearly everything in Wardogs: gear, weapons, vehicles, role unlocks and factory investments. Every action in a match pays some cash, and the end-of-match bonus adds more. This guide shows which actions pay most, what the side routes (passive missions, wagers and the Gold Exchange) actually return, which gear is worth buying early, and which running costs take cash back out. Each figure is taken from the article linked next to it.
Where cash comes from
A player starts with 10,000 cash, and the loading-screen tip says cash carries over between matches (Currencies). Each action pays a base amount from its reward table. The table below picks the biggest payers for each role. Role XP is a separate number and does not add cash.
| Role | Action | Base cash |
|---|---|---|
| Assault | Kill from artillery while standing in the open | 5,000 |
| Assault | Kill with a default weapon | 250 |
| Driver | Heavy tank destroyed | 5,000 |
| Driver | Humvee destroyed | 500 |
| Pilot | Havoc attack helicopter destroyed | 6,000 |
| Pilot | MH-6 destroyed | 800 |
| Medic | Revive with bare hands | 1,500 |
| Medic | Revive with a defibrillator or resuscitator | 1,000 |
| Medic | Heal with an Individual First Aid Kit | 1,000 |
| Medic | Heal with a Bandage | 400 |
| Support | Destroy an enemy forward operating base | 5,000 |
| Support | Place a forward operating base | 1,000 |
| Support | Deploy a large supply crate | 150 |
| Recon | Destroy a target the player spotted | 50 to 500 |
| Recon | Spot a target | 15 to 275 |
| Any role | Hot Zone event (contested or owned) | 600 |
| Any role | Control Zone event (contested or owned) | 150 |
Sources for this table: Cash and Rewards, with the role pages Assault, Driver, Pilot, Medic, Support and Recon.
What changes the amount
- Zones. A kill in a Hot Zone counts with a weight of 10, and a kill in a Control Zone with a weight of 5. A kill in the enemy’s own Hot Zone counts with weight 4 (Cash and Rewards).
- Repeat victims. Each repeat kill on the same player pays 24% less, up to four repeats. Each streak kill adds 50 to the base, up to five (Cash and Rewards).
- Teamkills. A teamkill pays a negative amount, so it costs cash (Cash and Rewards).
- Artillery inside a zone. The same artillery kill pays 100 when the attacker is inside a zone, against 5,000 in the open (Cash and Rewards).
- Enemy structures. Destroying a Bunker or an Indirect Fire Shelter pays 200 cash and 50 Role XP. Destroying an enemy claymore, C4 or anti-tank mine pays 100 each (Cash and Rewards).
Tips that follow from the numbers
- An artillery kill in the open pays 5,000, which is 20 times a default kill at 250. The same artillery kill inside a zone pays 100.
- A Hot Zone event pays 600 and a Control Zone event 150, so one Hot Zone event is worth four Control Zone events (Cash and Rewards).
- A bare-hands revive pays 1,500, more than a revive with a defibrillator (1,000). (Cash and Rewards).
- A Bandage costs 200 in the shop, and a heal with one pays the healer 400. An Individual First Aid Kit costs 800 and pays 1,000 for a heal (Shops, Cash and Rewards).
End-of-match bonus
The winning faction is paid the most at match end. First place gets 0.30 times the match cash (capped at 100,000 cash input) plus a flat 200, second 0.25 times plus 150, and third 0.20 times plus 100 (Cash and Rewards).
Passive missions and wagers
Passive missions pay Intel, not cash
The three passive missions (Earn Cash, Earn Role XP and Time Played) have five tiers each. Every tier pays Intel, and the data gives Intel no use, so passive missions add nothing to a player’s cash. The tier goals are 5,000, 12,000, 30,000, 80,000 and 200,000 cash earned for Earn Cash, 500 role XP for each Earn Role XP tier and 1,800 seconds played for each Time Played tier (Passive Missions, Currencies).
Wagers
A wager is a goal a player takes on with a stake of cash. The stake is between 2,500 and 100,000 cash, and a single payout is capped at 5,000,000 cash (Wagers).
| Wager | Count range (default) | Odds at the lowest count | Odds at the highest count |
|---|---|---|---|
| Get Kills | 1 to 25 (1) | 1.001 | 1.2004 |
| Dropoff People | 1 to 20 (1) | 1.001 | 1.0771 |
| Revive Teammates | 1 to 50 (5) | 1.001 | 1.2498 |
| Destroy Occupied Vehicles | 1 to 20 (1) | 1.001 | 1.1479 |
Each action has a 24-hour (86,400 s) cooldown in the data, but the data does not say whether the cooldown is per player, per wager or per match (Wagers).
The slip labels its return as the stake times the total odds, with a cap of 5,000,000 cash, but the exact settlement formula is not read from the data, and settlement runs on the server. So this guide gives no expected return (Wagers).
Tips that follow from the numbers
- Count is a weak lever for odds. Kills go from 1.001 at one to three kills to 1.2004 at 25 kills, so going from 3 kills to 25 raises the odds by about 0.2 (Wagers).
- Conditions raise odds, and each one is an extra rule on the wager. “Deathwish” multiplies odds by 10.0, “Time limit” by 4.0 and “No vehicles” by 3.0, while “With a $20k loadout” gives 1.05 (Wagers).
- The data does not say whether two conditions on one wager multiply together, so do not stack them expecting the product (Wagers).
The Gold Exchange
The Gold Exchange turns cash into Gold Bars, which buy cosmetics only (Currencies).
- Unlock. The exchange unlocks at Wardog level 35 and costs 150,000 cash to unlock.
- Rate. The server sets the rate and it changes over time. The client holds no rate, so the cash price of a Gold Bar is not known.
- No resale. The exchange text says a gold exchange cannot be resold or refunded.
- Season end. At the end of a major update cycle, level progression and cash are reset. Any cash left over is exchanged for Gold Bars automatically on the server (Currencies).
- Cost of cosmetics. The Gold Market entries cost 5 to 30 Gold Bars each (Currencies).
Because the rate is set by the server, the number of Gold Bars that a cash amount buys is not known from the data.
What is worth buying early
Armor and helmets
Armor and helmets are the clearest value question in the shop. Each tier cuts damage by a fixed share and costs more than the one before (Body Armor).
| Piece | Damage cut | Covers | Durability | Price (cash) | Cash per point of cut |
|---|---|---|---|---|---|
| Level 1 Armor | 30% | Torso | 200 | 400 | 13.3 |
| Level 2 Armor | 40% | Torso | 220 | 1,000 | 25.0 |
| Level 3 Armor | 50% | Torso | 250 | 2,500 | 50.0 |
| Level 4 Armor | 60% | Torso, pelvis, upper arms | 300 | 5,000 | 83.3 |
| Level 1 Helmet | 30% | Head | 80 | 200 | 6.7 |
| Level 2 Helmet | 40% | Head | 100 | 500 | 12.5 |
| Level 3 Helmet | 50% | Head and neck | 180 | 2,000 | 40.0 |
| Level 4 Helmet | 60% | Head and neck | 200 | 4,500 | 75.0 |
The last column is derived here by dividing the price by the damage cut. It is a ratio, not a figure from the data.
With M4 full-metal-jacket rounds, an upper-torso hit does 27.3 HP with no armor, 19.1 HP with Level 1 Armor, 16.4 HP with Level 2, 13.6 HP with Level 3 and 10.9 HP with Level 4 (Body Armor, Level 1 Armor, Level 2 Armor, Level 3 Armor, Level 4 Armor).
Tips that follow from the numbers
- The first vest removes half of the damage cut that the top vest removes, for 8% of its price. Level 1 Armor takes 8.2 HP off that upper-torso hit (derived from 27.3 and 19.1), and Level 4 takes 16.4 HP off it. Level 1 costs 400 and Level 4 costs 5,000 (Body Armor).
- The Level 1 Helmet is the cheapest protection per point of cut in the shop, at 200 cash for 30% (Level 1 Helmet).
- The Pilot and Tank helmets are not sold in the shop, so they are not a purchase option (Body Armor).
Weapons by price
A selection of vendor prices, lowest first (the full list is on each weapon article; for example GGX 18 and PP-19 Bizon sell for 1,000 and M500 for 1,200). The weapon articles note that the data does not decode the currency. The Shops article says vendor prices are most likely cash (Shops).
| Weapon | Vendor price | Article |
|---|---|---|
| GGX 17 (pistol) | 200 | GGX 17 |
| Judge | 250 | Judge |
| M1911 | 300 | M1911 |
| MP43 | 400 | MP43 |
| Deagle | 750 | Deagle |
| AK74 | 800 | AK74 |
| 9K333 Verba | 800 | 9K333 Verba |
| T-21 | 1,200 | T-21 |
| Galil | 2,000 | Galil |
| M4 | 2,800 | M4 |
Three weapons show a vendor price of 0 in the data: A-91, KH-2002 and Bushmaster M17S. Each is paired with one faction in the economy settings and is set to cost nothing for that faction (read from the setting’s name, not traced in the game code), so the 0 is a discount rather than a missing price (A-91, KH-2002, Bushmaster M17S).
Discounts stack. A Wardog level 8 or lower player pays half of the listed price, a first purchase costs 90%, and the faction that trails by 40 points pays 80% (inferred from field names). Derived: a first purchase by a player at level 8 or lower costs 45% of the listed price (0.5 x 0.9). See Shops.
Factory recipes
The first factory investment costs 200 cash and runs three production lines (Factory Investment). For the four guns that appear both in a recipe and in the shop, the recipe cost is 80% of the vendor price: AK74 640 against 800, M4 2,240 against 2,800, AMP-9 1,100 against 1,375 and Super-45 4,480 against 5,600. The factory article does not say which currency a recipe uses, so this is not a confirmed saving.
Gear that is cheap to buy
- Tac Vests cost 100, 250 and 400 cash, but they give no damage reduction. They add quick slots (Tac Vests).
- Backpacks run from 350 (Scout) to 1,600 (Ruck) cash, and the Pouch is free (Utility Items).
- A Fuel Canister costs 150 cash (Fuel Canister).
What keeps draining cash
Refuelling
| Restock | Amount | Time | Cost |
|---|---|---|---|
| Refuel Station, Fast | 5% of the tank | 3 s | 75 cash |
| Refuel Station, Max | Up to a full tank | 9 s | 1,500 cash |
| Fuel Canister | One can | Timed step | 150 cash, 40 durability |
Each restock uses 5 Fuel Supplies, and Fuel Supplies sell for 10 cash per lot of 50 (Refuel and Repair Stations, Supplies). Refuelling at base is not free, as the in-game tip says (Fuel and refueling).
Filling a tank from empty with Fast restocks takes 20 restocks of 75 cash, which is 1,500 cash over 60 s. A single Max restock costs the same 1,500 cash and takes 9 s. Max saves time, not cash (Refuel and Repair Stations). The same comparison holds for repair: 20 Fast restocks of 100 cash give 2,000, the Max price.
Repairing
| Repair option | Repairs | Per use | Cost |
|---|---|---|---|
| Wrench | Any vehicle | 5 HP | 180 cash |
| Light repair drill | Vehicles | 5 HP | 600 cash |
| Heavy repair drill | Vehicles | 5 HP | 1,300 cash |
| Repair Station, Fast | Vehicles in the FOB radius | 5% of health | 100 cash |
| Repair Station, Max | Vehicles in the FOB radius | Up to full | 2,000 cash |
Sources: Repair and vehicle parts, Wrench, Drills.
Restocks for stationary weapons
Stationary weapons need ammunition restocked, and the cost is in Ammo Supplies or Mechanical Supplies. At the lot price of 10 cash per 50 supplies, the cash value of each restock is derived below.
| Weapon | Restock | Supply value (derived) |
|---|---|---|
| Talon 9K-SAM | 200 Ammo Supplies | 40 cash |
| MG Nest | 200 Ammo Supplies for 60 rounds | 40 cash |
| Vanguard CIWS | 250 Ammo Supplies for 500 rounds | 50 cash |
| L81 Mortar | 150 Ammo Supplies | 30 cash |
| Stingray | 900 Mechanical Supplies and 5,000 cash | 180 cash, plus 5,000 cash |
The Stingray is the most expensive restock in the data. Its 5,000 cash is a direct payment, on top of the supplies.
Tips that follow from the numbers
- The Stingray’s restock is the largest cash outlay of the stationary weapons in the data, at 5,000 cash plus 900 Mechanical Supplies, before any build cost (Stingray).
- Fast and Max restocks cost the same per percent of the tank or health: 15 cash per percent for refuelling and 20 cash per percent for repair. Max is faster for the same money (Refuel and Repair Stations).
See also
- Shops: every vendor listing
- Currencies: the cash, Gold Bar and Intel rules
- Cash and Rewards: the full reward tables
- Wagers and Passive Missions
- Beginner’s Guide: combat basics, including armor and healing
- Building a Base: what to build and what it costs in Build Supplies
Sources
- Cash and Rewards
- Currencies
- Wagers
- Passive Missions
- Shops
- Factory Investment
- Role pages: Assault, Driver, Pilot, Medic, Support, Recon
- Body Armor and the armor and helmet tier articles
- Fuel and refueling
- Repair and vehicle parts
- Refuel and Repair Stations
- Supplies
- Stationary emplacement articles: Talon 9K-SAM, MG Nest, Vanguard CIWS, L81 Mortar, Stingray
- Weapon articles for the vendor prices listed above
- Round 44 buildables and economy evidence