All prices and values are from Season 1 (Early Access). Season 2 arrives October 15, 2026 and may change them.

Cash is your second health bar

WARDOGS gives every account $10,000 in cash, once. That is the only free money you ever get. After that, everything you carry into a match costs cash, and you pay again every life. The wallet is account-wide and persists across matches, so a strong session funds your next deployment and a broke one leaves you running the free rifle.

The loop is simple. Earn cash through team actions during a match. Spend it on gear before each deployment. Lose the gear when you die, or get value out of it while you live. Players who treat cash as a resource to protect win more fights than players who treat it as a number to spend.

The two costs: unlocks and per-life prices

Two separate charges apply to most items. The unlock fee is a one-time payment tied to a role level. After you pay it, you still pay the equipment price every time you take the item out. Reaching a level requirement does not hand you the item. It makes the item purchasable.

Cost type When you pay Example
Unlock fee Once per account, at the level gate L2A6 tank: $500,000 at Driver 35
Per-life price Every deployment L2A6: $14,000 each time you pull one

This is where new players go broke. They see a $14,000 tank and budget $14,000. The real gate is the $500,000 unlock fee plus the rebuy risk every time the tank dies. Check the level requirement before you check your bank balance. See the vehicles guide for the full unlock ladder.

How you earn cash

Cash comes from doing things that help your faction, not from kills. One important caveat: the exact payout numbers for revives, transport runs, resupplies and zone captures are not published by Bulkhead. Treat any specific figures you see on forums as unconfirmed. The mechanics below are confirmed. The numbers are not.

Team actions

Revives. Picking up downed teammates pays. Matches with high revive counts consistently end richer than matches where everyone fights alone. If you want a reliable income in your first hours, run Medic-adjacent gear and stay near the push.

Resupply. Dropping ammo and supplies for teammates is a paid team action. Support players who keep the squad stocked earn on top of their objective play.

Building and logistics. FOB construction, supply crates and pallet deposits feed the faction and your wallet. One detail from the patch notes: depositing pallets into a FOB outside the zone awards reduced rewards, so deliver inside the zone when you can.

Transport. Moving teammates toward the objective pays per delivered player. Ground deliveries pay more per head than air deliveries in community measurements, which is one reason a cheap truck can be the highest-value purchase on the field.

Objective play

Zone captures and holds. Playing the objective is the intended primary income. Kills away from the zone feed your role XP bars, not your wallet.

End-of-match bonuses. Staying to the end of a match pays better than quitting early. XP also scales with lobby size, so a full server pays better than an empty one for progression.

What does not pay

Individual kills outside the zone. These build role XP. They do not build your bank.

Scrapping your own gear. Rewards for destroying buildables scale with build progress, so demolishing a fresh schematic pays almost nothing. This was an early exploit vector and the scaling was patched in.

Budget rules that keep you solvent

Keep a rebuy buffer. Never spend down to zero. A buffer of at least two full loadouts means one bad match does not break the next one. Broke players make desperate plays, and desperate plays lose gear.

Buy transport before upgrades. A $500 Bobcat that gets your squad into the zone earns more than an expensive optic earns on a corpse. Mobility creates income. Attachments do not.

Fall back to the free rifle without shame. The Bushmaster M17S costs $0 and is free on every life indefinitely. Run it after a run of expensive deaths and rebuild your buffer with team actions. A free rifle in the zone beats a $3,000 rifle in the spawn screen.

Grind one role at a time. Role XP gates the items you want. Splitting play across all six tracks slows every unlock. Pick the track that gates your next goal and play inside it until the level lands.

Patch 0.11 economy abuse rules. Bulkhead published a three-tier penalty system in the September 12 patch notes, and a later update states that the earlier leniency for first-time offenders is over.

Violation Penalty
Abusing cash exploits or bugs Timed ban, length based on prior bans; cash and XP reset to 0
Posting tutorials for economy exploits Permanent ban, treated as advertising cheats
XP farming on tracked farming servers Permanent ban, the most serious tier

Testing a bug once or twice and reporting it is fine. Repeating it is abuse. Do not join servers advertised as XP farms. Bulkhead tracks every server you enter.

FAQ

Does cash carry over between matches? Yes. Your cash wallet is account-wide and persists across matches and servers. The only reset is the seasonal wipe at the end of each season, which converts leftover cash into gold bars.
Do I lose my unlock fees when I die? No. Unlock fees are paid once per account. Deaths only cost the per-life equipment price of whatever you took out.
What are the exact payouts for revives and transport runs? Bulkhead has not published them. Community guides report varying figures, and balance patches change them. Play the objective and let the payouts come.
Is there any legitimate way to speed up cash without exploits? Play full lobbies, stay inside the zone, revive and resupply, run cheap transport early, and never let your wallet hit zero. That is the whole legitimate playbook.
Will Season 2 reset my cash? Yes. Season 2 arrives October 15, 2026 with a progression wipe. Remaining cash converts automatically into gold bars, which persist across seasons. The conversion rate has not been published.