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How To: Make Money

How to make money: what each action actually pays, and why a taxi run can out-earn a killstreak.

Cash is the spine of WARDOGS. The Economy, Explained covers how it works; this guide covers how to earn it, with the numbers.

Read the numbers as directional, not exact. The figures below were observed during alpha testing by community players, not published by Bulkhead. The shape is reliable — zone presence pays passively, support work pays well, and everything multiplies inside the Hot Zone. The exact values will move. One careful community wiki declines to publish figures at all for this reason, which is a fair position; we publish them because the relative sizes are what change how you play. See Sources & Data Freshness.

The single most important thing

Everything pays roughly double inside the Hot Zone. Not a bonus on top — a multiplier on the whole action. The same revive, the same passenger drop, the same kill is worth about twice as much because of where you did it.

If you take one habit from this guide: do your normal job, but do it in the Hot Zone.

Just standing in the zone pays

ActionPayout
Entering the Control Zone$250 (once)
Score tick, Control Zone~$160
Score tick, Hot Zone~$320

Ticks land roughly every 22 seconds, with no kill required. A player who holds the Hot Zone for five minutes earns around $4,000 having done nothing but occupy ground — which is also how the match is won. This is the game rewarding you twice for the same behaviour.

Support work pays better than shooting

This is the part that surprises people coming from other shooters.

Reviving

RevivePayout
Open ground~$400
In the Control Zone~$800
In the Hot Zone~$1,600
Defibrillator, Control Zone~$1,200
Defibrillator, Hot Zone~$2,400

A Medic with a $1,600 Defibrillator pays it back in one Hot Zone revive. After that it's pure profit, every life. See Role Guide: Medic and Reviving and Extracting.

Transport

DeliveryPer passenger
Into the Hot Zone~$300
Into the Control Zone~$150
Anywhere else~$75
Teammate spawns on your vehicle~$100

A full MH-6 (6 passengers) into the Hot Zone is ~$1,500 a trip, plus a return bonus of ~$250 per passenger still alive (minimum ~$750). The helicopter costs $6,250 — roughly three good runs and it has paid for itself, after which every flight is profit.

That's the Pilot economy in one line: you are not buying a weapon, you are buying a business. See Role Guide: Pilot.

Driving the spawn vehicle

Getting your faction's spawn vehicle into the Control Zone pays around $3,000 immediately, plus ~$100 every time a teammate spawns on it. It is one of the largest single payouts available and needs no combat skill at all — see Role Guide: Driver.

Supply running

Buy a supply pallet (~$400) and deliver it to the Hot Zone for roughly $2,500, with about $1,800 more if a teammate uses it to build a FOB. See Building and Supplying a FOB.

Combat still pays — at distance

Kills scale with range and with the Hot Zone multiplier. Using a Hot Zone headshot as the base (~$3,500):

RangeMultiplierPayout
300 m×1.5~$5,250
400 m×2~$7,000
900 m+×4~$14,000

A single long-range headshot into the Hot Zone can out-earn an entire match of close-quarters kills. This is the economic case for Recon that the role's kill count never shows — and the reason a $400 Rangefinder and a magnified optic pay for themselves. See Ballistics & Zeroing.

Earning routes by role

RoleBest earner
MedicDefib revives in the Hot Zone (~$2,400 each)
PilotFull loads into the Hot Zone (~$1,500/trip + return bonus)
DriverSpawn vehicle into the Control Zone (~$3,000)
SupportSupply pallets to the Hot Zone (~$2,500 + FOB bonus)
ReconLong-range Hot Zone kills (up to ~$14,000)
AssaultZone ticks — hold the Hot Zone and the money arrives

Every role has a route that doesn't depend on winning duels. Nobody on your squad has to be poor.

If you're broke

  1. Take the free kit. Free rifle, free Emergency Resuscitator, cheap magazines — see How To: Buy a Weapon. You can field a complete loadout for under $1,000.
  2. Go stand in the zone. Ticks pay with no kills and no risk beyond being there.
  3. Revive people. It needs a $250 Stim Pen, and one Hot Zone revive is worth several.
  4. Don't buy a vehicle to recover. Losing a $6,250 helicopter while broke digs the hole deeper. Earn on foot first.

Common mistakes

  • Playing for kills in a game that pays for presence.
  • Doing support work outside the zone, at a quarter of the rate, when the same action inside pays double.
  • Buying a Defibrillator "when you can afford it" — it pays for itself in one Hot Zone revive, so it's an early buy, not a late one.
  • Chasing distant kills at the cost of zone presence. The ×4 is on a Hot Zone kill; both halves matter.
  • Spending down to zero and having nothing to rebuy with. Cash persists — bank some.

Sources: wardogs.zone — Best Early Game Money (figures described as observed in alpha testing, not official), wardogswiki.com — Money Guide (declines to publish figures, on the grounds they are build-sensitive — a caution worth respecting). See Sources & Data Freshness.