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Wardog Quartermaster

Loadout costing & deployment board — Bakurani, Ozeti & Zestafona

Patch / data status

PRICES RE-CHECKED · 15 SEP 2026
Collector honesty

Doctrine chips use kit_fielded counts (gun names seen at vendor/loadout). Vest / helm lines from noisy loadout_full OCR are provisional — treat them as hints, not vendor gospel. Rebuy price appears when OCR reads a clean sticker.

Doctrine
Gear & items

Vendor GEAR and ITEMS tab picks. Each costs slots and weight like in-game.

Constraints
$10,000

Alpha HUDs showed balances of $93,635 and $106,550, so the $10,000 start is a seed, not a ceiling.

Purchase manifest

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Kit cost$0
Carried weight0.0 kg
Weight class—
Lives per bank—
Cheapest possible$0
Death cost (equipped value)
$0
Same number the vendor prints above BACK.

SlotItemQtyWeightCost
Total to field this kit $0

Vest quick slots

Slots 1–4 are always on. Small unlocks 5–6, Medium 5–8, Large all ten. Grey slots are locked on your vest tier.

Field notes (weight, ammo, armour, break-even)

What the weight is costing you

Straight off the in-game tooltip. Every figure here is a penalty — the game prints them all in red, including the positive ones, because more sway and a longer aim-down-sights are both worse.

ClassEffects
Aim for Medium. That is the creator consensus, and the table says why: Heavy is where Tac Sprint dies, and Super Heavy takes ordinary Sprint with it. Note also that Max Speed stops getting worse after Heavy — Heavy and Super Heavy are both −19%, so the last step up costs you no top speed at all. It costs you your legs instead.

Logistics is a separate shop. Building materials, hammers, fuel, smoke and vehicle fittings come from the Garage Vendor, not the equipment vendor — filed under a BUILDING tab alongside Tactical, Recon, Vehicle and Medical. If you have been looking for supplies at the weapons counter, that is why you could not find them.

HammersSmall, Medium and Large in the item files: $100 / $800 (Support 3) / $2,400 (Support 8), weighing 0.32 / 1.23 / 3.18 kg (Season 1: Large Hammer vendor $1,600→$2,400; unlock level 7→8). They are build tools that live in a quick slot and reward Support XP.

The Small Hammer builds small buildables only, and slowly: sandbag walls, hedgehogs, camo tents and barbed wire. Medium reaches large & basic pieces; Large builds everything. Upgrade for what you can place, not just speed.
Repair toolsWrench $150 (slow, no battery), Light Drill $600 (Support 1), Heavy Drill $1,300 (Support 28). Drills eat Battery $150 (0.63 kg, 20V-5AH) or High Capacity Battery $300 (Career 45, 20V-15AH). Defibs share the same battery ammo.
Build suppliesWeigh almost nothing individually (0.02 kg) and sell in 50-unit packs for $10 (Ammo / Fuel / Mechanical packs are the same price at 0.03 kg a unit). A FOB holds up to 20,000 of each of the four types, so resupplying properly is a vehicle job, not a backpack one. Drawing from a stocked FOB is free; the $10 is what the vendor charges for a loose pack.
SmokeSignal grenades are $50 (six colours: supply request green, LZ purple, hostile red, friendly blue, damaged vehicle orange, alert yellow — each drops a matching map marker). Ordinary white/black smoke is $100 (Medic 5 / 21). The $50 figure is the signal line, not cover smoke.
CratesVendor resupply crates (api_db): Small $150 / Large $300 (Driver 16) unarmored; Small Armored $500 (Pilot 2, unlock $10k) / Large Armored $800 (Pilot 15). Spoken fill cost ~$240 → about $740 to buy and stock a small armored crate (Season 1: Small Armored unlock $5k→$10k; Large Crate gate Driver 20→16). Player-owned trading crates mark packs up ~25% ($10 → ~$12.50). All destroy on high-speed impact.
No-FOB buildsSandbag walls, hedgehogs and barbed wire do not need a FOB (api_db). The Loudspeaker is climbable and projects voice at long range.
Delivery pays 25%The vehicle loadout screen shows POTENTIAL PROFIT +25% against the crate slots you have filled. Hauling supplies is not charity — it is a quarter margin on the value carried, which is why logistics players end matches in profit while shooters end them level.
MH-6Six seats and 24 crate slots (50 supplies each — up to 1,200, separate from logistics-bed pallets). A spoken guide prices the Small Armored Crate at $500 vendor / $10k Pilot unlock (api_db; Pilot 2) and filling the rack at ~$240 (Ldhp6UMFSfc). Unarmored small crates are $150. That is the airframe most people are flying, and its hold is the real reason to take it.

The thresholds are not known yet. The tooltip names the five classes but never says at how many kilos each one starts. Next time you are in the loadout screen, read off the weight and the class it gives you and put them in here — a handful of readings either side of a jump pins the boundary down.

A magazine is two purchases, not one

Read straight off the vendor's AMMO tab in your own beta footage. This is the single most misread cost in the game, because the price on the ammunition box is not what a full magazine costs you.

StepWhat you buyPrice
STP 1 — select magAn empty STANAG 20 rnd magazine. Holds 20 rounds of 5.56×45 mm, weighs 0.31 kg. $10
STP 2 — ammo loopA box of 5.56×45 mm Standard (FMJ) to fill it. $30
= mag readyThe loaded magazine that actually goes in the gun, reading Loaded: 20x Standard (FMJ). $40

That works out at $1.50 a round, and $40 a magazine. The number to carry in your head is the $40, not the $30 on the box — a six-magazine load is $240, which is most of the price of a T-21 rifle on its own. The empty magazine is reusable between matches; the ammunition is not, so the marginal cost of reloading is the $30, and only the first magazine costs the full $40.

What the vendor charges for gear

The EQUIPMENT VENDOR sorts under OVERVIEW / EQUIPMENT / GEAR / ITEMS / LOOSE AMMO. These are prices seen on the tab, not recalled from a video.

ItemNotesPrice
Level 1 HelmetThe armour tiers are numbered, so a Level 2 and up almost certainly exist above this.$200
Level 1 ArmorTwice the helmet. Together with the vest this is the whole starting protection layer.$400
Small Tac Vest"Small" implies a size ladder like the backpacks.$100
BackpacksFour buyable tiers seen on the rack. $0 / $350 / $650
Operator Backpack5×3 grid, 15 slots, 0.8 kg. "A rugged mid-capacity pack for sustained operations." Sits behind an unlock fee of $25,000 — thirty-one times its own price. $800

A full starting protection set is $700 — helmet, armour and vest together — and the tool confirms that figure independently, because the vendor prints the total value of what you have equipped in the bottom right of the screen, and it read exactly $700 with those three items on and nothing else.

The number in the bottom right is your kit's price

While you are in the vendor, the figure above the BACK button is the total value of everything currently equipped. Three separate frames pin it down beyond doubt:

Reads What was equipped
$700Level 1 Helmet $200 + Level 1 Armor $400 + Small Tac Vest $100. Exact.
$600A T-21 rifle and nothing else. Exact.
$640The same T-21 after adding one $40 loaded magazine. Exact.

Use it as a death meter. That figure is what you are carrying and therefore what a death costs you, and you can read it before you deploy without adding anything up yourself. Against a measured net of roughly $100–270 a minute, a kit priced at $640 is between three and six minutes of play; price the kit against how long you expect to live with it.

Which ammunition

Three types, ignoring arrows, shotgun shells and launcher rounds. The choice is entirely about what you expect to be shooting at.

FMJThe default. Even damage to flesh and to armour.
Pick it when you have no idea what you will meet.
HPMore damage to unarmoured flesh, weak against armour.
Pick it when the population is still poor — in the opening days of a beta almost nobody has armour yet. Its value falls as everyone levels up.
LockedThe vendor sorts ammunition under ALL / STANDARD (FMJ) / FLESH DAMAGE (HP) / ARMOR PIERCING (AP), and the better rounds are gated hard. One 9×19 mm variant carried an unlock fee of $5,000, and another required War Dog level 75. Ammunition is a long-term progression track in its own right, not a shopping decision you make on day one.

For 5.56×45 mm the whole ladder has now been read off the tab directly: Standard (FMJ) is on sale at $30 a box, Flesh Damage (HP) costs $5,000 to unlock, and Armor Piercing (AP) is locked behind War Dog level 8 — a gate you pass in your first session or two, so AP is far closer to hand than the 9×19 mm figures suggest. The HP tooltip states its trade-off outright: increased damage against flesh, decreased damage against armored targets.
APLess damage to flesh, more to armour and to vehicles.
Pick it when you intend to shoot vehicles. Worth noticing that killing a vehicle is the largest single payout we have measured, at $6,250 (three events, two recordings) — this is the only ammunition that helps you collect it.

Shots to kill

0%

Health is a flat 100. Per-round damage is the community figure, not read from the files. Armour reduction is no longer a guess — the four tiers are 30%, 40%, 55% and 65%, datamined along with the zones each one covers, so the buttons above set real values. Coverage is the part that decides fights: Level 1–3 protect the three torso zones only, so a pelvis or arm hit ignores them entirely, and only Level 4 extends to the pelvis and upper arms. The Damage bench works the whole thing through per weapon and range. Piercing rounds beat armour and do less to flesh; Flesh rounds are the reverse.

Squad

Four cheapest-viable kits costed together, with a check on whether the squad can actually do the jobs the zone will ask of it.

Break-even

Minutes of play is the honest one — it assumes no kills and no luck, just being in the game earning at the pooled rate from every session captured. The kill figures above it assume you win fights. The rate updates whenever export.py runs, so this figure stays tied to the pooled telemetry.

Bankroll exposure

Income rates used

Doctrine presets

Named loadouts saved in this browser. Share copies a link with doctrine + kit encoded.

Pick a tool on the left, then click the map. Drag markers · pan empty ground · scroll to zoom.
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Generals on this ground

None of this is measured from WARDOGS. It is what these commanders held to be true in their own era, set against what this board can actually check on this game's numbers. Each entry says which — a famous name should not lend weight to an untested claim.
  1. 1. Know the ground before you need itSun Tzu, The Art of War, c. 500 BC

    “He who occupies the field of battle first and awaits his enemy is at ease.” Sun Tzu classified ground into types and insisted the general walk it in his mind before committing. The map is not a picture of the fight; it is the fight, decided early.

    MEASURED HERE. Bakurani carries 60 surveyed locations and Ozeti 55, anchored to within 2.99 m. Place your markers before you queue, not after contact.

  2. 2. The one at the centre has the shorter marchAntoine-Henri Jomini, 1779–1869 — and Napoleon in practice

    Jomini's interior lines: a force at the centre can mass against one opponent and beat him before the others arrive. It is the oldest argument for taking the middle and holding it.

    MEASURED HERE, and it is not symmetric. On the Bakurani rotation the spawns sit 2,659 m, 4,079 m and 4,425 m from the middle. Alpha is 66% closer than Charlie and closest in both rotations we can check. Whoever spawns at Baghi already has Jomini's advantage handed to them.

  3. 3. The secret of war is in the communicationsNapoleon Bonaparte, 1769–1821

    Napoleon meant roads and supply, not radios. An army moves on the lines that feed it, and a position off those lines is a position with a clock running.

    MEASURED HERE. Every spawn has a vendor, fuel and vehicle board within ~120 m — except Liknisi, whose nearest fuel is 1,757 m. Draw a route on the board and it prints the distance and the travel time at your chosen vehicle.

  4. 4. March divided, fight unitedHelmuth von Moltke the Elder, 1800–1891

    Moltke moved his corps on separate roads so they did not choke each other, and timed them to arrive together. He also wrote that no plan survives first contact — which is why he planned the concentration, not the battle.

    Partly checkable. The route tool will time separate approaches for you so they can be made to converge; whether they actually do is not something this tool can know.

  5. 5. Mass, do not dribbleHeinz Guderian, 1888–1954 — “Klotzen, nicht kleckern”

    Force committed piecemeal is force wasted. Guderian's whole argument was that a concentrated blow at one point beats the same strength spread along a line.

    NOT CHECKABLE HERE. Nothing in this tool models where the enemy is or what your team does. It is the most quoted rule on this list and the one it can say least about.

  6. 6. Sweat saves bloodErwin Rommel, 1891–1944

    Rommel's reconnaissance doctrine: the effort spent finding out beforehand is paid back in casualties you do not take. He flew his own recce and distrusted reports he had not checked.

    MEASURED HERE. Spotting awards 25 XP and often about $100 on the tick; a spotted target destroyed pays about $800 when the feed settles — you are paid for another player's trigger pull. Binoculars cost $75. The reconnaissance is literally profitable.

  7. 7. Administration decides what strategy may attemptField Marshal William Slim, 1891–1970

    Slim rebuilt a beaten army in Burma on the argument that supply and health set the ceiling on everything a commander is allowed to plan.

    MEASURED HERE, and it is the largest number in this tool. A supply run pays about $1,083 a minute against $27 for standing on the objective — and at that income the LEVEL, not the money, is what gates 164 of 167 unlocks.

  8. 8. Get inside the other side's decision cycleColonel John Boyd, 1927–1997 — the OODA loop

    Boyd argued that the faster side does not merely act sooner: it makes the slower side's decisions irrelevant before they are executed. Tempo is itself a weapon.

    Partly checkable. The board will show you the time difference — a Z20 Lakota reaches the middle in 21 seconds where a Ural takes 2 minutes. What you do with the four spare minutes is yours.

  9. 9. The Hot Zone moves, so the ground you fortified is temporaryCarl von Clausewitz, 1780–1831 — the culminating point

    Clausewitz's culminating point: an advance carries only so far before it is weaker than the defence it faces. Ground taken past that point costs more to keep than it returns.

    MEASURED HERE. Capturing Tower terminals yields code digits, and a finished code drags the Hot Zone onto that Tower. The doubled-cash ground is not fixed. Ask which Tower your team can hold before committing an 800-supply launcher to covering the current one.

Loadout

Damage

Shots-to-kill against armour, plus field reports of what actually drops vehicles and structures.

What destroys what

This bench costs weapons against player armour. It said nothing about vehicles or structures, so “what actually kills that tank” had no answer in a tool built for deciding what to spend money on. Every row below is a statement someone made on camera, with the source; none of it is datamined and none of it is inferred.

Structures are a separate question and this tool already answers it: every buildable carries its C4 / IED / Claymore / AT Mine kill counts on the FOB bench piece card. Absolute toughest shells are the Bunker / IFS / Recon Tower at 14 C4; per supply the Bremmer still leads at 7 / 13. Claymore needs ~100 hits on a FOB — use it on infantry, not walls.

Damage bench

How many shots, against what armour, at what range. A body is 100 health. The thing most tables get wrong is coverage: Level 1–3 vests cover only the three torso zones, so a pelvis or arm hit ignores them completely, and only Level 4 reaches the pelvis and upper arms. Helmets cover the head, and only Level 3 and 4 also cover the neck.

Where you hit Multiplier Armour there Damage Shots to kill Time

Every weapon, same shot

The same target, armour and range, ranked by how quickly each weapon gets there. Hit location follows the row you pick above.

WeaponClassDamage ShotsTimeNeeds

Vehicle rounds

These are in the files, but there is no published vehicle armour or hitbox model to solve them against — so base damage is all that can honestly be shown. No shots-to-kill, because working one out would mean inventing the armour it was fired at.

RoundBase damageDrag modelRicochet angle
Range falloff, every weapon at once — the selected one lit, the rest faint for comparison. Only three points per weapon are published: full damage out to a hold range, then a straight ramp to 20% at 1,200 m. The dots are those three. The straight segments between them are the file's model, not a measured curve.

Measured rates where we have them; sliders for the rest. Every figure updates live from the Field Log rate table when you edit payouts there.

Tabletop

Bakurani, Ozeti and Zestafona with a simulated fight — red, green and blue squad triangles pushing a drifting Hot Zone on the real terrain map. Stashed here with the other sims for now.

Open tabletop →

Hot zone movement

How much a rotation earns when you split time between Hot Zone ($800/min), Control Zone ($400/min), and travel (nothing). Relocations cost travel time at the Hot rate.

This one is a model, not a measurement. It runs your own minutes through the $800/$400/nothing rates and nothing else. The dashed line is the kit you currently have loaded in the Kit Bench; where the earnings cross it is the point the rotation has paid for itself.

Drill build

Build phase vs standing on an active drill ($320/cycle, Hot Zone rate). Compare drill uptime income to time spent swinging.

Builder / FOB

Hammer income ($1/hit, $40/completion measured) plus optional drill ticks. Team kills are −$1,800 (−$2,700 in Hot Zone).

Progression / XP

Rough XP pace from killfeed labels — a band for planning, not a published $/hr or XP/hr claim. Kill XP swings; treat the number as directional.

Match P&L

Same calculator as Field Log, tied to your current Kit Bench loadout.

How much we actually know

Every payout above is drawn from the individual amounts seen on screen, not from an average. Where a line rests on two events, the simulation says so rather than smoothing it away.

Planning tools that sit beside Kit Bench and Simulations. Everything uses measured numbers where we have them.

Kit for these planners

Death/rebuy, damage log, and commute math use this loadout — not necessarily what is on Kit Bench right now.

First match checklist

Unlock planner

Death & rebuy

Bounty & revive

Spotting ROI

Damage log check

Press B after a fight. Paste lines here; we compare to Damage bench STK for your current primary.

5.56 ammo tiers

Session XP goal

Squad plan link

Encodes your four squad doctrines + current map commute. Paste in Discord before a match.

Field

Logistics

What a vehicle costs, what it hauls, and whether the run pays for itself.

Logistics bench

What a vehicle costs, what it hauls, and whether the run pays for it. A pallet is 1,800 supplies; the value you get back for delivering one is the figure everything else here turns on, so it is yours to set.

Best vehicle
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Capacity / run
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Trips to repay
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Supplies / min
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Vehicle Needs Cost Trunk Crates Per run Speed Round trip Fuel Supplies / min Runs to repay

Route planner & fuel rings

Pick a hauler, set A→B on the Map Board commute overlay, and this reads the distance back and costs the drive. Distance is over the road — a route you drew if there is one, else the zone surface road network path, else straight line times the route factor on the Map Board. The rings are round trips a tank, not one-way range: one tank one way is bigger than the map for most vehicles, so it never constrained anything. Flat ground, no idling.

Field

Artillery

Range and bearing are geometry. Elevation is a lookup — treat mils as guidance, not gospel.

Own mils: L81 + SPH only Vanguard FOB reload cost: open AA / launcher envelopes: planner placeholders

Firing solution

Put the crosshair on a spot and the map prints a coordinate like x80.79 y81.79. The gun's goes on the left, the target's on the right. Ten units to the kilometre, so one unit is a hundred metres — confirmed off a real map screen, where x80.79 sits in grid square 8. Range and bearing are plain geometry and are exact. The elevation is not — see What is actually known underneath.

Working from whole grid squares instead? Type 8.5 for the middle of square 8. Anything under 17 is read as a grid reference and multiplied up, because a real coordinate that low is the extreme corner of the map.

Click the map to drop your gun.

Drag to pan, wheel or pinch to zoom, or use the buttons above. At whole-map zoom the mortar's entire envelope is about 29 pixels across and the band this page can solve is four — so zoom in before you place anything you care about.
Click once for the gun, again for the target. The rings are that weapon's reach: solid is as far as it will throw, dashed is the dead ground it cannot drop inside. The shaded band is where this page can actually give you an elevation — outside it the geometry is still exact but the elevation is someone else's number.

Or skip the grid and type a range straight in:

Range—
Bearing—
Bearing, mils—
Back-bearing—
WeaponIn range? ElevationConfidence

Lining the gun up

Same drill for both platforms. The first four steps are geometry and are exact; only step 5 depends on a firing table.

  1. Read your own position. Open the map and put the crosshair on your gun. The readout gives x and y, ten units to the kilometre.
  2. Read the target the same way, or have a spotter paste theirs.
  3. Drop both on the board above — click once for the gun, once for the target. If the target sits outside the solid ring you cannot reach it; inside the dashed ring it is too close and the shell lands long.
  4. Traverse to the azimuth. The number under Bearing is a compass bearing, 0° north and 90° east. Mils are given alongside because the gun is graduated in mils — 6400 mil to the circle, so 1° is a touch under 18 mil.
  5. Set the elevation from the table below for the range you just got. Where a platform reaches the same spot on two arcs you get two elevations: the low one is faster and flatter, the high one clears terrain in between.
  6. Fire, then correct off the splash rather than off the table. Elevation moves range, traverse moves it left and right, and they do not interact.
PlatformReachElevation Handling
L81 Mortar132–684 m 150–850 mil One arc, always high. Short range, quick to lay, and the dispersion is wide (50 MOA) so it is an area weapon — walk it onto the target.
SPH-2780–2,629 m 20–1,390 mil Two arcs to most targets, and far tighter (10 MOA). It cannot drop anything inside 780 m, so it is a battery piece, not close defence.

Aiming the mortar: you do not have to nudge it with W and S. The mouse moves the tube, and far more precisely — worth knowing before you spend a whole beta doing it the slow way.

Why your rounds scatter: spread is angular, so it grows with range. At 50 MOA the mortar is roughly a 10 m group at 700 m; the SPH-2 at 10 MOA is about 7 m at 2,500 m. Neither is a sniper — aim at the middle of what you want gone.

What is actually known

Most elevation figures on this page are still not mine. This tab reads out other people's numbers and is explicit about which ones stand up. Where the L81 sight is on screen in recorded footage it draws its own range/mil ladder, and those rungs are measured — read straight off the gun, several frames agreeing, no interpolation. Everything outside them is still someone else's figure, labelled rather than quietly mixed in.
Every elevation both guns can be set to, against the range it reaches. Dots are the actual table entries — nothing between them is measured, it is interpolated. The SPH-2 has two arcs that reach the same ground: the low one is faster, the high one clears terrain. The shaded strip is the gap between the mortar's ceiling and the SPH-2's floor, where neither gun reaches.
wardogs-calcwardogshubVerdict
Mortar range132–684 m132–684 m Identical to the metre — which means one copied the other, not that two people measured it
Mortar elevation290–900 mil150–850 mil They disagree
SPH-2 range780–2629 m780–2629 m Same again
SPH-2 elevation290–1000 mil20–1390 mil They disagree badly

The mortar table is usable. Fourteen entries from 110 m to 700 m, falling steadily as elevation rises, which is what high-angle fire does. This page interpolates between them.

The SPH-2 table is not. It opens with 290 mil at 2500 m and then jumps to 900 mil at 2352 m — six hundred mils of elevation for a hundred and fifty metres of range. No trajectory behaves like that, so the first entry is a placeholder rather than a reading. What is left runs 900–1000 mil, and covers 2138–2352 m of a gun said to reach from 780 m. This page will give you a solution inside that band and will tell you it has nothing outside it, which is the honest answer.

All three worlds are 16 km square — Bakurani, Ozeti and Zestafona. The grid and the coordinate readout are the same on each, and a rotation changes which spawn towns are live rather than the ground, so a firing solution worked out here applies wherever you are and the gun limits do not change by map either.

Sources: mils table from djzet/wardogs-calc / apollyon (MIT), spot-checked on the L81 sight; zone physics from wardogs.zone artillery (drag sim, ToF, full envelope). Range and bearing here are geometry. Range them in with a first round regardless.

Firing economics

Build cost from datamined wheel totals. Mortar reload ~20 FOB ammo/round (provisional). Vendor also sells boxed 81mm and 20×102mm at $600/10 — inventory SKUs, not the FOB conversion. SPH-2 reloads with inventory 155mm HE ($120/2), not FOB ammo. ARTILLERY KILL measured for mortar and SPH. Vanguard FOB-reload cost still open.

Gunners on this problem

None of this is measured from WARDOGS. It is artillery doctrine from the people who worked it out with real guns, set against what this page can check. Where the tool can test a claim it says so; where it cannot, it says that instead of borrowing the authority of the name.
  1. 1. A gun you cannot move is a gun you will loseJean-Baptiste Vaquette de Gribeauval, 1715–1789

    Gribeauval rebuilt French artillery around mobility — lighter carriages, standard calibres, interchangeable parts — on the argument that a battery which cannot displace is a battery the enemy gets to choose the time to destroy.

    MEASURED HERE. The mortar reaches only 132–684 m, so it must sit 74–85% of the way to the objective to cover it. That is deep in contested ground, and it is exactly why it has to be able to move.

  2. 2. Mass the guns at one pointNapoleon Bonaparte, 1769–1821 — trained as an artillery officer

    The grande batterie: Napoleon concentrated guns against a single sector rather than spreading them along the line, because a breach is worth more than uniform damage.

    Partly checkable. The Map Board will draw each gun's ring, so overlapping envelopes are visible — but whether massed fire actually breaks a position is not something this tool models.

  3. 3. Surprise beats weight of shellGeorg Bruchmüller, 1863–1948 — “Durchbruchmüller”

    Bruchmüller replaced week-long bombardments with short, predicted, meticulously registered barrages. The long shoot warned the defender and churned the ground you then had to cross; the short one arrived before he could react.

    Partly checkable. Every shot spends supplies somebody hauled, so a long shoot is expensive here too — but this tool has no measure of surprise.

  4. 4. The round that lands is a bearing back to the guncounter-battery fire, formalised in the First World War

    Sound ranging and flash spotting turned every fired round into evidence. From 1917 the assumption was that firing reveals you, and the only answer is to move.

    Partly checkable. The Stingray is the exception: it launches vertically, so it can be walled in completely and still fire — the one emplacement where being invisible costs nothing.

  5. 5. Know the minimum range as well as the maximumevery gunnery manual since smoothbores

    Indirect weapons have a hole in the middle. A battery sited on the objective covers everything except the objective, which is the classic way to render a gun useless while it is still working perfectly.

    MEASURED HERE. Mortar 132 m minimum, SPH-2 780 m. And there is a gap: the mortar stops at 684 m and the SPH-2 does not start until 780, so nothing you own reaches between them.

  6. 6. Two arcs reach the same groundhigh-angle versus low-angle fire, universal

    The same range can be had from a flat, fast trajectory or a steep, slow one. The low arc arrives sooner; the high arc clears what is in between.

    MEASURED HERE. The SPH-2's two arcs are plotted on the envelope chart and meet at its maximum range of 2,629 m. Where both reach, the page gives you both elevations.

  7. 7. Register the gun before you need itthe registration shot, standard practice by 1916

    Fire a ranging round on a known point when nobody is shooting at you, and the correction is already in hand when it matters.

    MEASURED HERE, in the sense that matters: most elevation figures on this page are not ours. Two rungs are — 300 mil at 609 m and 350 mil at 578 m, twelve agreeing frames each. Range them in with a first round regardless.

Field

FOB Bench

Plan walls and supply before you buy the truck. Structure HP and C4 counts where measured.

Vanguard ammo-supply reload: unmeasured Build-time / hits per piece: open AA engagement ranges: not published

Pieces

marks a cost nobody has recorded yet. Select a piece and type the real number in during the beta — it saves.

Ground

No ground chosen. Drop a marker on the Map Board and press Design a base here — the plot then shows the real terrain, and hauling becomes a distance rather than a guess.

Plot

60 m

A square, not a circle — the game draws a green box and anything inside it draws on the FOB’s supplies. You do not set this in game, so the slider is a what-if, not a setting. 60 m is an assumption: no figure for the build area appears anywhere in 346 transcripts.

Drawing from a stocked FOB is free (leave at $0). Buying loose packs from the vendor is $10 per 50 for Build / Ammo / Fuel / Mechanical (item database). Pallets are $400 for 1,800.

A pallet holds 1,800 supplies and costs about $400. Drop from under ~90 m free-fall or the pallet can destroy on impact. A logistics truck takes two, a helicopter one. Your FOB also lands with 1,400 Build already in it, which is subtracted below.

Base sheet

Nothing placed yet

Pick a piece on the left and click the plot to start.

Supplies0
Packs to carry0
Trips on foot0
Cash$0
Pieces0

Hold Shift and drag to lay a run. Ctrl-click multi-selects. Ctrl+D duplicates, Ctrl+M mirrors, [/] rotate the selection about the FOB. Deselect / Esc clears the palette piece and plot selection so clicks stop placing.

Ghost snaps to sockets and wall ends. Box wall / Ring FOB lay enclosures. Ctrl-click multi-selects for Copy / Mirror / Rot. Overlaps are refused unless Stack rests you on top. Share / PNG / JSON export the layout. The dashed square is the FOB build area.
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Selected piece

Nothing selected.

Bill of materials

The FOB itself

Against the FOB caps

Getting it there

Build order

Phases run in the order that keeps you alive: something to spawn on, then cover, then the things that shoot.

Templates

Drops a ready-made pattern onto the plot so you can price it before you haul anything. Spawn-bay templates leave an empty pad for the team spawn vehicle; bunker-on-Hesco stacks when Stack is on.

Eleven rules for a base that holds
None of this is measured from WARDOGS. It is military engineering, from the people who worked it out the expensive way. What IS measured is whether each rule survives contact with this game — every entry says which, and the ones this tool cannot test say so rather than borrowing authority from the ones it can.
  1. 1. Never build a straight wallSébastien Le Prestre de Vauban, 1670s

    A straight curtain cannot be observed along its own base. An attacker pressed against it is invisible from behind it, and building it taller changes nothing. Vauban's bastions exist for this one reason: so that every stretch of wall is covered by fire from another stretch.

    MEASURED HERE. Ten Hesco in a line score 0% of wall feet overlooked. The same ten bent into two angled faces score 25%, and with two flanking towers instead, 48%. Turn on Dead ground from where I stand and watch the notch at the foot of a straight run.

  2. 2. Flanking towers beat a bigger wall, and cost lessthe bastion trace, generalised

    Two positions set back at the ends of a wall look ALONG its face. That is what a bastion does with geometry rather than height, and it is the cheapest fortification upgrade there is.

    MEASURED HERE. Curtain + flanking towers: 197 supplies for 48%. A closed square redoubt buys 75% but costs 410. Best value per supply of any pattern in the Templates list. The Stepped star fort template closes the same geometry into four bastions on square footprints.

  3. 3. Build for the demolition charge, not the bulletcounter-mobility, and every siege engineer since gunpowder

    Walls fall to explosives, not to rifle fire. A structure chosen for its hit points is chosen against the wrong threat.

    MEASURED HERE (via wardogs.zone C4 Structure table, 2026-09-09). C4 resistance does not track hit points. A Bunker / IFS / Recon Tower eats 14 charges (most absolute); a Bremmer takes 7 at 13 supply — still the best per-supply shell at 0.54 charges/supply vs large Hesco’s 0.21. The FOB has ~2.3× the Bremmer’s hit points and falls to 5 C4 or 1 IED; a Gate at 5,320 hp falls to only 2 C4.

  4. 4. Depth, not thicknessRoman castrum through to the Hindenburg Line

    Layers that each cost the attacker time under fire from the next: wire to stop the run, hedgehogs to stop the vehicle, Hesco to stop the round, something roofed to fall back into. No single layer is meant to hold.

    The Defence in depth template prices all four at 431 supplies, so you can see what depth costs before you haul it.

  5. 5. Site the guns for what they can actually reachthe fires plan, universal

    A weapon sited where it cannot reach is a weapon you paid for and do not have. Every indirect weapon also has a MINIMUM range - the hole in the middle of the doughnut that people forget.

    MEASURED HERE. The mortar reaches 132–684 m, so a tube on your own wall covers everything except the ground in front of it, and it must displace 74–85% of the way to the objective to cover that. The SPH-2 cannot fire inside 780 m. Place a gun marker on the Map Board and the ring is drawn with its hole punched out.

  6. 6. Put the crest between you and direct fireWellington, Waterloo 1815

    A reverse slope forces the enemy to come over the ridge to see you, and then meets them at close range on your terms instead of letting them shell you at leisure.

    PARTLY CHECKABLE on the Map Board (zone DEM + LOS tool). The FOB Bench plot is still flat.

  7. 7. A gate is a hole you dug yourselfthe sally port, and every fort that ever had one

    Every entrance is a breach you built and have to defend. Offset two wall stubs behind it so anything coming through must turn, and arrives slow and side-on.

    The Chicane sally port template does exactly this. The watchtower in it is there to watch the turn, not the gate.

  8. 8. Fire along the line, never across itenfilade, from Vauban to the machine gun

    A defender shooting down the length of an approach engages far more attackers per shot than one shooting across it. Angle a wall so that what you cover is the ground in front of the NEXT wall.

    NOT CHECKABLE HERE — it needs a model of where attackers come from, and nothing in this tool knows that.

  9. 9. Anything that shoots, reveals itselfthe counter-battery clock

    The round that lands is also a bearing back to the gun. Indirect fire buys you time and spends your position. Shoot and move.

    Partly checkable: the Stingray is the exception, because it launches vertically and can be walled in completely. It is the only emplacement where a 100% dead-ground score is a good thing.

  10. 10. Hold the centre and you have the shorter moveJomini's interior lines; Napoleon in practice

    A force at the centre can mass against one opponent before the others arrive. Three factions around one objective is that problem exactly.

    MEASURED HERE, and it is NOT symmetric. On the Bakurani rotation the spawns sit 2,659 m, 4,079 m and 4,425 m from the middle — Alpha is 66% closer than Charlie, and Alpha is closest in both rotations we can check.

  11. 11. The fort is a logistics problem wearing a wallMartin van Creveld, Supplying War

    Positions fall when supply stops, not when courage does. A base you cannot resupply is a base with a timer on it.

    MEASURED HERE. A FOB lands with 1,400 build supplies already in it, which covers every pattern in the Templates list. What it does not cover is the running cost: a Stingray burns $5,000 and 900 mechanical supplies every shot, and somebody has to fly those in.

Which emplacement?

Everything you can bolt to a FOB, side by side. No other WARDOGS tool covers these at all — the biggest wiki mentions “stingray”, “talon”, “CIWS” and “drill rig” zero times each — so where a figure is missing here it is missing everywhere, and the cell says so instead of guessing.

EmplacementTo build To keep firingWhat it is for Siting

Build tools

The hammer carries the supplies. With a Medium Hammer out, the panel bottom-right reads // BUILD SUPPLIES with a durability bar and a supply count — 8,870 in the frame we have. So build supplies are a pool you carry on the tool, not a stock held by the FOB, and running dry mid-structure is a thing that can happen to you.

How fast that pool drains per structure is still unmeasured. The two minutes of build footage that should have answered it turned out to be a stalled capture — twenty-nine byte-identical frames — so the count never moved. It is an easy fix next session: keep the hammer out and let the recording run while you put up one structure start to finish.

Which hammer you carry decides what you are allowed to build, so price the tool into the kit before the structure.

Saved bases

Saves to this browser. Share link encodes the layout in the URL (#base=) so a squad can open the same plot.

Pre-queue

Match Brief

Three choices. One card. Kit, first move, and how long Hot Zone needs to repay a death — from measured numbers in this tool.

Role clock ranking (sampled)
  1. Holding — Control / Hot Zone presence (most wall-clock hours)
  2. Building / FOB — second densest clock time
  3. Medic / fighting / passenger — real, lower hours in the sample

Trust this order more than any absolute $/hr. OCR earn rates still run hot — they are not published as gospel on this page.

Your match setup

Play today

Start Here

Everything below was read off gameplay footage or the game's own files, not guessed. Where something is still unmeasured it says so. If you only take one thing away: the kit you buy matters far less than what you do with it.

Steam patch watcher. Economy and unlock lines are checked against Bulkhead’s Steam news feed. Run python patchnotes.py (or refresh.py --steam) after a changelog; this card updates when a post is applied. Season 1 live: FOB $7,500 · URAL Driver 3 / $35k · Large Hammer Support 8 / $75k · SPH-2 Career 90 / $500k.

Your first hour, in order

Assembled from six creators who played the closed alpha. Alpha behaviour, so expect drift.

Before you queue
  • Go to the firing range first. Vehicles and helicopters can be practised there without spending a penny. Learn to land before fifteen people are counting on you.
  • Join the server with fewer players, not the full one. Small servers fill fast because people leave when matches end — a queue behind a hundred people does not.
  • You pick a faction each round, so it is not a commitment. If you are playing with anyone, agree it out loud first.
First loadout
  • Free rifle, level 1 helmet and armour, bandages, one spare magazine, one stack of loose ammo. Then stop. You do not have $10,000 — you have ten chances to make an expensive mistake.
  • Take the free resuscitator. You get one every single spawn and it costs nothing.
  • Buy binoculars, $75. They pay for themselves off other people's kills — cheapest earner in the game, and the bottom of the optics ladder (Monocular $150 / Range Finder $400 with ~2.5–6× zoom / IR $1,200 behind Recon gates).
  • Buy armour even though it is tempting to go naked. Dying more often is not a saving. Level 1 is also worth most right now, while nobody has armour-piercing ammunition yet.
  • Even the rich run cheap. A level 25 player with $229,183 banked was carrying an AK74 — a $1,600 rifle — with a monocular, level 1 helmet and no sidearm, for a total kit value of $8,042. Wealth does not change the maths; whatever you carry can be taken.
  • Build the best kit you can afford to lose, not the best kit you can afford. Whoever kills you takes it, and expensive corpses are hunted.
Getting to the fight
  • The base is a long way out. We timed journeys on live beta streams, measuring the gap between buying a kit at the vendor and the Control Zone arrival bonus firing. That brackets what the creators claimed — about a minute by helicopter, three or more on the ground — and the very fastest runs are almost certainly spawn-vehicle deploys rather than driving. On foot is not a plan.
  • If you are riding along, buy a parachute. Most pilots this weekend have never flown. Bail early rather than ride it down — but remember a parachute is good for exactly one use.
  • At 20 team points a spawn vehicle appears at your base. Drive it into the Control Zone for about $3,000 on park (BC2ZwhadkRA), then keep earning on teammate spawns, survives, and Deployed Player Assists. If the enemy camps it, spawn in, move to the driver's seat and drive it somewhere else.
Once you are in
  • Reloading does not refill your magazines. An empty mag goes back in the pouch and you will absolutely load it again by accident. Press C to top up mags and stack loose ammo.
  • Getting into the Control Zone pays $250 just for arriving, then $160 a cycle. Walk in before you go looking for a fight.
  • The Hot Zone pays double and counts you as two players. It is the most profitable ground on the map and, for exactly that reason, the most dangerous.
  • There are three teams. If the other two are grinding each other down over the objective, letting them finish is often worth more than joining in.
When you go down
  • Do not give up. Being downed is not being dead — you only respawn if you give up or the timer expires, and that timer is long. Giving up is what actually costs you the kit.
  • If nobody is coming, post a bounty. $500 was the going rate in the alpha.
  • Revive other people for the same reason. Even a revive somebody else finishes pays you an assist, and a defibrillator makes it quick — without one it takes an age.
When you are broke
  • This is the recovery play, and it is a real one: buy a pistol and a defibrillator and nothing else. Revive people, spot with binoculars, stay near your team.
  • Loot the dead. You can pick up and use weapons you have not unlocked yet. Going in with nothing and walking out with someone else's rifle is a legitimate way to play a round.
  • You do not have to finish a match. Matches run up to two hours, you keep everything you have earned, and the only thing you forfeit is the winning team's end-of-match bonus.

Seven things that will cost you before you understand them

  1. Your own barbed wire fines you. If a teammate dies on wire you placed, it counts as a team kill and you lose money. Wire is the cheapest thing you can build, which is exactly why people spam it into their own routes.
  2. Enemies can hear you. Voice is proximity-based. Anyone nearby is listening, including the people you are hiding from. Squad chat is the only private channel.
  3. Your loadout is a bounty on you. Bodies are priced and lootable, and the killer can see what you were worth before deciding to take it. A $9,000 kit is a $9,000 prize.
  4. Prices in the firing range are not real prices. Everything reads $0 in there. Use it to check weights, ammunition types and what a tool can actually build — never to plan a budget.
  5. Everything is half price below level 9. The vendor calls it the New Recruit Discount and prints "EXPIRES: LVL 9" next to it, so you do get warned — but only while you are standing at the vendor. Every price in this tool is the full price; tick the discount box in Kit Bench to see what you actually pay right now. A T-21 listed at $600 rang up at $300 on a live beta stream.
  6. The free rifles only zero to 100 m. They also take no optic. The "just use the free gun" advice quietly stops working the moment a fight opens past a hundred metres.
  7. A kill does not pay a fixed amount. Across 45 kill events the feed printed $1,500, $1,750 and $2,000 five times each, plus $2,250, $3,000 and $3,500. Nothing in the capture records distance or weapon beside the payout, so the cause is not known.
  8. Spotting pays even when the enemy kills your target. You mark someone, anyone kills them, you get paid. Binoculars cost $75 and earn off other people's fighting.

Unlock fees are the real cost, not the price tag

Read off the vendor's ITEMS tab. This changes how to read every price in this tool.

  • A Remote Detonator costs $550. Unlocking it costs $15,000. That is twenty-seven times the item's price, paid once before you may ever buy one. The sticker price is almost irrelevant next to the gate in front of it.
  • Budget for unlocks, not for loadouts. Against a measured net of roughly $100–270 a minute, a single $15,000 unlock is an hour or more of profitable play. Deciding which unlocks to buy matters far more than shaving a few hundred off a kit.
  • The fee scales with the category. Read off four vendor tabs: gear $5,000, attachments $7,500, loose ammo $10,000, items $15,000. So the cheapest way to widen what you can carry is gear, and ammunition is deliberately expensive to open up — which fits it being gated behind War Dog level as well.
  • The ITEMS tab sorts under Launcher, Medical and Building. Prices from the files: M67 Frag $200, C4 $250, IED $300, Enox $450, AT Mine $650 (Support 25 / $75k unlock), Claymore $900 (Recon 22 / $50k unlock), Halligan $1,100 (doors only — not gates), Remote Detonator $550 behind its $15,000 gate. Blast from wardogs.zone: C4 250 / 6 m, IED 300 / 8 m, AT Mine 300 / 7.5 m, Claymore 150 / 3 m (FOB needs ~100 claymores — do not).
  • The Remote Detonator needs C4 to be worth anything — it detonates placed charges and does nothing on its own. Two purchases, one capability. It pays Support XP.
  • A backpack is a grid, not a slot count, and we have every dimension: Pouch 3×2, Scout 2×4, Field 3×3, Operator and Assault 3×5, Ruck and Gunner 4×6, Arsenal 5×6. That is 6, 8, 9, 15, 24 and 30 cells — and the 8, 15 and 24 seen on screen are exactly Scout, Operator/Assault and Ruck/Gunner. 421 of 536 items carry a footprint too, so the Kit Bench now checks whether a loadout fits. Two corrections live here. This page first called it a slot count, which is the wrong model — wardogs.zone's planner lays out a grid. It then said we had neither pack dimensions nor item shapes, which was also wrong: both are in the data as g/gw/gh, and the check had been looking for fields named slots and cap that are always null. Area is necessary but not sufficient, so over capacity is a definite no and under capacity is a "should fit". Magazine footprints are still missing and are excluded rather than assumed.

Three maps, each running rotations — and the regions they sit in

This is the thing most guides get wrong, including an earlier version of this page.

Map Charted hereRuns as
Bakurani
Kolchia — farmland and villages
60 locations
surveyed, anchored
Bakurani · Mindori · Tevza
Ozeti
river valleys and ridgelines
55 locations
surveyed, anchored
Berlin · Madrid · Paris
Zestafona
North America — Detroit area
56 zones + death pins
zone tiles + growing live xy
Detroit
  • A rotation is not a different map. A match runs one rotation, and it decides which trio of spawn towns is live — the terrain underneath does not change. Bakurani runs as Bakurani, Mindori or Tevza; Ozeti as Berlin, Madrid or Paris. The kavkazi label some sources use is the region Bakurani sits in, not a fourth map.
  • It is also why Manticore looks like it has two spawns. Chuta belongs to the Bakurani rotation and Liknisi to Mindori. They are never both in play, so a plan built around one is wrong the moment the other is running — pick the rotation on the Map Board before you place anything.
  • The Map Board terrain is wardogs.zone tiles (watermark-free stitch at z=3), not the hub plate. The Roads layer is zone’s road overlay; commute pathfind uses the zone surface mask (asphalt / gravel / dirt). You can still drop your own screenshot over the board from the Map Board rail.
  • All three maps are 16 km square on a 1 km grid, coordinates in units of 100 m with y increasing north. So a firing solution, a fuel figure or a haul time works out the same wherever you are; only the geometry is per-map.
  • More maps are coming, which is why the region is recorded too. Kavkazi, Europe and North America are where these three sit — not alternative names for them. MetaForge serves Bakurani from an API whose record ids are prefixed kavkazi-, which is the region; as other continents arrive, the region is what will group them. Legacy ids (kavkazi, europe, zestafona) are kept so saved plans and share links keep working. Zestafona now carries wardogs.zone northamerica data: 56 zone polygons, 3 towers, Detroit rotation (Austin / Boston / Chicago spawns), garages and deploys, plus published control-zone centres. Same UV×16320 conversion as Ozeti. Death heat now has live pins (plus Tab-map presence anchors); treat the terrain as zone-sourced until more pins densify the board.

Still open (honest gaps)

  • Vanguard FOB reload cost — belt 500 / reserve 4,000 measured; supplies-per-reload still null.
  • AA / launcher engagement ranges — Map Board rings are planner placeholders; Bulkhead has published none.
  • Build time per piece — hammer tier matters; no hits-per-structure or seconds table yet.
  • Own artillery mils tables — L81 + SPH use shipped ballistics; third-party mils apps are not re-derived here.
  • Kill cash vs zone FAQ — measured kills swing; wardogs.zone posts a clean outside/control/hot formula. Toggle both on Profit Methods.

Fortress and field doctrine, and which of it this tool can check

None of this section is measured from WARDOGS. Everything else on this page is read off the game or its files; this is reasoning from military engineering, included because the geometry problems are genuinely the same ones. Each principle below either names the tool that checks it, or says plainly that nothing here does.
  • A straight wall hides its own foot — Vauban, 1670s. Bastion forts have angled faces for one reason: a straight curtain cannot be observed along its own base, so an attacker pressed against it is invisible and height does not help. A straight Hesco run does exactly this.
    Check it: FOB Bench → Dead ground from where I stand. Rays are cast from your eye; a piece taller than eye level blocks, a shorter one does not. What it does not do is score whether each wall face is overlooked from elsewhere — which is the real bastion test. Bending a wall around yourself raises your dead-ground figure while improving your cover, so do not read a lower percentage as a better fort. Measured here, a straight run gave 34% and the same pieces in two angled faces gave 55%.
    So a second measure was built: how much of your own wall is overlooked from somewhere else — which is the bastion question. Ten identical Hesco blocks, four arrangements, same pieces every time:
    Ten Hesco arranged as Wall feet overlooked Dead ground
    A straight curtain 0%
    Vauban's problem, exactly
    31%
    Two angled faces25%15%
    Curtain + two flanking towers 48%
    the historical fix, and the cheapest
    34%
    Closed square redoubt 75%19%
    A straight wall really does score zero — nothing overlooks its own foot. Note the towers make dead ground worse (31→34%) while making flanking far better: the two measures answer different questions and pull against each other, which is why both are shown. The comparison is only fair between layouts built from the same pieces, so this number is deliberately NOT printed next to the templates — a five-piece mortar pit scores 100% simply for barely having walls.
  • Put the crest between you and direct fire — Wellington, Waterloo 1815. A reverse slope means the enemy must come over the ridge to see you, and meets you at close range on your terms rather than shelling you at leisure.
    Checkable on Map Board: wardogs.zone DEM on all three maps (Elevation / sniper LOS panel + LOS rail tool). Bakurani still has 286 spot heights for labels; the continuous DEM is what crest LOS uses.
  • Minimum range is a hole, not a footnote. Every indirect weapon has one. The mortar cannot drop closer than 132 m and the SPH-2 not inside 780 m, so a gun sited on the objective covers everything except the objective.
    Check it: Map Board → place an L81 Mortar or SPH-2 marker. The covered ground is drawn as a ring with the hole punched out, radii straight off the ballistics table.
  • Depth beats a line. Layers that each cost the attacker time — wire, then hedgehogs, then Hesco, then something hard to stand behind — survive a breach that one wall does not.
    Check it: the FOB Bench prices every layer, so you can see what depth actually costs in supplies before you haul any of it.
  • Interior lines — Jomini, and Napoleon in practice. A force at the centre can mass against one opponent before the others arrive. Three factions spawning near-equidistant around a 1 km Control Zone is that problem exactly, and whoever holds the middle is the one with the shorter move.
    Partly checkable: the spawn geometry is surveyed; who actually wins the middle is not something this tool can tell you.
  • Logistics is the constraint — van Creveld, Supplying War. Campaigns stop when supply stops, not when nerve fails. This tool has been making that argument in numbers without naming it: a Ural hauls two pallets at 79 km/h, a Z20 Lakota moves thirteen at 445.
    Check it: the Logistics tab, which is the whole doctrine as arithmetic.
  • Fire along a line, not across it — enfilade. A defender shooting down the length of an approach engages far more attackers per shot than one shooting across it. Angle a wall so the ground in front of the next wall is what you are covering.
    Not checkable here. It needs a model of where attackers come from, and nothing in this tool knows that.
  • Indirect fire reveals its own position — the counter-battery clock. The round that lands is also a bearing back to the gun. Shoot and move; a mortar that stays put is a mortar someone else has already ranged.
    Not checkable here, and worth saying because everything else on the Artillery tab is about the shot going out, not about what comes back.

Bakurani, as the full map shows it

Read off the full map in a live match. This is the skeleton of the theatre — not enough to rebuild the Map Board, but enough to plan a deployment.

  • The grid runs 1 to 16 on both axes at 1 km a square, so the theatre is roughly 16 by 16 km. The detailed terrain sits in the middle of that, about 12 by 11 km — the outer ring is edge, not playable ground.
  • The three factions spawn in a triangle around the centre. Manticore sits west near grid 3,7; Valkyra east near 12,7; Lonestar south near 8,3. The objective sits in the middle, around 8,7.
  • Nobody has a shorter walk. The spawns are near enough equidistant from the centre, which matches the measured journey times — a median of about two minutes regardless of faction. If a side is winning it is not because they spawned closer.
  • Because Manticore and Valkyra sit opposite each other on the same latitude, the east-west axis is the contested one, and Lonestar approaches from the south into whatever those two have already started.

The map legend, and the request system nobody mentions

Read off the legend (B on the map screen). The middle column is the interesting one — it is a whole communication layer that none of the guides cover.

World markersRequests you can broadcast Infantry
Tower
Spawn
SpawnVehicle
FOB
Ping
DangerPing
Defend
Follow
Attack
Healing
Ammo
Squad
Fuel
Repair
Dropoff
Backup
Player
Teammate (blue)
Squadmate (orange)
  • You can request Healing, Ammo, Fuel, Repair, Dropoff and Backup, and they appear as markers on everyone's map. That is the missing half of the logistics economy: a driver or pilot does not have to guess who needs supplies, and every one of those requests maps onto something that pays — healing, resupply, refuelling, repairing and transporting are all income lines in this tool.
  • If you are playing logistics, the requests are your job queue. Kitting up is where the money goes, so work that pays without spending anything is the whole game, and this is how it finds you. (This used to cite a measured 96% burn rate. That figure has been withdrawn — because it was a sum of every upward tick in a balance read by OCR, and a handful of misreads carried most of it. The point stands on its own; the number did not.)
  • Teammate and Squadmate are different icons — blue against orange. Your squad is a subset of your faction, so "more players in the zone" counts every blue marker, not just your own squad.
  • DangerPing is separate from Ping, and there are Defend, Follow and Attack markers. There is more tactical communication here than a proximity shout.

Armour: the game may never give you a number

Read off an item tooltip on a live stream. This changes what is worth chasing.

  • Armour is described in words, not percentages. The Level 1 Helmet reads "Low Damage Reduction — Protects the Head". There is no number in the tooltip at all. So the "armour reduction per tier" this tool has carried as unmeasured may not exist as a published figure — it is a qualitative ladder, and the only way to a percentage is measuring damage taken yourself.
  • Helmet and body armour are separate items in the same ARMOR category, with separate durability bars on the HUD. They deplete independently, so losing one does not mean losing both.
  • A Level 1 Helmet weighs 1 kg, body armour 3 kg and a tac-vest 0.82 kg. Against a Lightest band that ends somewhere under 10 kg, armour is most of your weight budget before you have carried a single magazine.
  • If you want the real reduction figure, the damage log on B is the only instrument that reaches it. Nothing on a stream can.

Vehicles: speed, fuel and how far they actually go

Read straight off the Vehicle Vendor's stat panel on live beta streams. Range is capacity divided by economy — the figure the vendor does not print, and the one that decides whether you make it back.

VehicleSeats Max km/hFuel L L per kmRange
Bobcat
quad bike
2 75182 9 km
Kodiak
SUV
4 15450— —
Ural Defender
heavy truck
3 79854 21 km
MH-6
helicopter
6 3501054 26 km
Z20 Lakota
helicopter
13 4451204 27 km
  • The quad is the efficient one. Two litres a kilometre against four for everything else, and cheapest at $500 — but only 9 km of range and 75 km/h, so it is a shuttle, not a journey.
  • Helicopters are four to six times faster than trucks and carry further. The MH-6 at 350 km/h against the Ural at 79 is the whole reason the measured journey times split between about a minute and three or more. Stay under about 50 m AGL and lock-on seekers reportedly cannot track you (AwHkAKqdGRk — caption-only).
  • The Z20 Lakota carries thirteen (2 crew + 11 passengers). If a squad is moving together, that is one trip instead of three.
  • The vendor also lists counter measures and weaponry per vehicle, which is where the flare systems and the minigun variants are described.

Read by OCR from stat panels, so treat single figures with care: the Ural Defender's top speed read 73 by machine and 79 by eye on the same panel. Ranges above use the eye-checked numbers.

Looting, and what a body is worth

Read off a live looting screen. This is the part of the game the numbers in this tool are really about.

  • The game prints a cash value on every body, and on your own kit. A dead player was tagged $1,770 while the man looting him was carrying $4,799. That is not flavour text — it is the number someone weighs before deciding whether you are worth the fight.
  • Backpacks differ enormously. We have now seen one at 8 slots and another at 24. The first backpack upgrade is not a small quality-of-life buy, it is a tripling of what you can carry out.
  • You loot everything — weapon, optics, helmet, armour, vest, backpack, even the parachute. Going in cheap and leaving in someone else's kit is a real strategy, not a joke.
  • F toggles the weight view while looting, so you can see what picking something up will cost you in mobility before you take it. Quick Transfer moves an item without dragging.

The map, and how to drive it

Read off an expanded map on a live beta stream. Note it does not open to the whole theatre — it expands to a circular window around you, so it is a local planning tool rather than a way to survey the match.

  • There are two map views and they are scaled differently. The one you get in the field is a circular window around you with 100 m grid squares. The full map screen is square, shows the whole theatre, and its squares are 1 km — sixteen of them on each axis. Do not read a route off one and pace it out with the other.
  • The map gives you exact decimal coordinates, and they are in hundreds of metres. A readout of x90.61 means 9,061 m across the theatre — so one whole unit is 100 m and the decimal is metres. Checked on two worlds: on Ozeti a readout of x90.61 / y48.58 sat between the 9 and 10 grid lines and between 4 and 5, which is exactly where 9.06 km and 4.86 km belong.
  • The grid labels change with zoom, the readout does not. At full extent the axes are numbered in kilometres (1 to 16). Zoom in and they renumber in hundreds of metres. The x/y readout stays in hundreds of metres throughout, so it is the thing to call over comms — with Mark Coordinate beside it, you can give a position to within a few metres instead of saying "near the big building".
  • Because one grid unit is 100 m, that decimal is directly a distance: the gap between x82.64 and x83.64 is exactly one hundred metres.
  • The map tints to your faction's colour — red for Valkyra, green for another. Handy when you are watching someone else's footage and need to know whose side you are seeing.
  • B toggles the legend. If you cannot tell what an icon means, that is the key.
  • N toggles zoom and the scroll wheel zooms freely. X recenters on you, which is what you want after dragging around.
  • H toggles the health overlay, and you can ping straight off the map for your squad.

Things that quietly run out

None of these announce themselves. Each one has cost somebody a kit.

  • Defibrillators and repair tools run on batteries. Medium battery is $150; high-capacity is $300 behind Career 45. When the charge dies the tool is dead until you fit another — buy spares with the tool, not after. Defibs can also team-kill if you shock the wrong body.
  • Parachutes are single use — Basic $100 (uncontrolled) or Sport $1,000 (Career 36, steerable). Deploy with Space; cut with C (bindable). Land or cut and that one is spent.
  • You never heal on your own. There is no passive regeneration at all — bandage $200, IFAK $800 (Medic 9, $25k unlock, two full heals), Medical Bag $2,000 (Medic 24, $75k unlock; place it, costs more on self). Field Resuscitator $500 (Medic 2, $10k unlock); Defib $1,600 (Medic 11, needs battery). Adrenaline $250 (Medic 14) for a short unlimited tac sprint. One free Emergency Resuscitator per life.
  • Vehicles run dry of both fuel and ammunition. Top up at a base, or carry a gas can from the vendor so you are not walking home.

Field craft that pays for itself

  • A magazine and its ammunition are bought separately and assembled. The vendor walks you through it: pick the magazine, pick the ammunition, and it produces a loaded one. On a live beta stream a magazine was $15, a box of 9×19 mm $17, and the loaded result came to $23 at the recruit discount, holding 17 rounds. Buying a magazine alone leaves you with an empty magazine and a warning triangle on your weapon.
  • Your backpack shows capacity as slots used over slots total — 4/8 on the stream we read. That is the number the Kit Bench is checking when it warns your kit will not fit.
  • Loose ammo is twice the ammunition for the same space. A magazine takes two slots and holds about thirty rounds. Loose ammo also takes two slots and holds forty to eighty, depending on calibre. The suggested load is three loaded magazines — one in the rifle, two in the pack — and one stack of loose to refill them from.
  • You can strip magazines you find, including dead players', as long as the calibre matches.
  • Do not stock up in the first few days. Everyone else is carrying ammunition and medical kit, and all of it drops. Buy thin and loot.
  • Hold out for a revive rather than respawning. Respawning loses the entire kit and you buy it again from scratch. If nobody is coming, put a bounty on yourself — the whole team sees the price you are offering.
  • Start a revive even with no revive item, and even if someone else will finish it. The assist pays cash and medic XP either way.
  • A vest is quick slots. That is what you are buying. A better vest is more things reachable without opening the pack.
  • You can rebuy your last loadout in two clicks at the vendor. Do not rebuild it by hand.
  • Press B for the damage log. It lists what hit you and for how much, shot by shot. That is the only instrument any of us has for pinning down armour reduction and real shots-to-kill — check it after a death and you are measuring something nobody has published.
  • Bribes go up in $50 steps. The downed screen shows a running total and each press of F1 adds fifty. F gives up, E calls for help.
  • Cash lies on the ground. Loose money shows as $50 and $100 markers in the world and on the minimap, free to walk over.
  • Tips arrive in small change. Tips seen live were $5, $10, $15 and $20. Pleasant, but nobody is retiring on gratitude — play for the payouts and treat tips as a bonus.

Money

  • You get $10,000 once, for the account. It never refills.
  • Cash persists between matches. Dying costs you the gear you bought, not your balance.
  • You cannot be locked out. There is always a free rifle to get you moving again.
  • Below level 9 the equipment vendor is half price. Buy what you intend to keep while it lasts.
  • Unspent cash converts to gold bars at a reset. The rate moves daily — captions put early seasons around $80–90k a bar and later reads around $200–270k (one HUD ~$266k). When you convert matters.

How to read these figures

Payouts were read by watching the balance change on live streams. Several events often land inside the same second, so a large figure is usually a sum rather than one reward.

  • The zone tick hides inside almost everything. Across 264 payouts pooled from six beta streams, the recurring large values were 4,160, 10,160, 30,160 and 50,160 — every one a round number plus the $160 Control Zone tick. Subtract 160 and the real reward is usually obvious.
  • $160 came up 121 times and $320 twenty-three times. Those two are as well established as anything here: the Control Zone and Hot Zone ticks.
  • Round tens of thousands are tips, not rewards. $10,000, $20,000, $30,000 and $50,000 all appeared, tagged as tips. Streamers tip each other heavily; do not plan your income around it.

What actually pays

  • A kill pays $1,500–$3,500 and never the same thing twice. A headshot printed the same amounts an ordinary kill does, not more. wardogs.zone’s Cash & XP calculator models a $300 outside base (×5 Control / ×10 Hot, split you/them) plus 250 role XP, then server-size scaling and repeat-target decay — that formula base sits under the higher totals the feed prints. See ZONE_REWARD_MODEL.
  • Killing a vehicle paid $6,250 — the best repeated payout measured.
  • Delivering supplies paid $2,500 on every delivery where the amount was legible. It is the only large payout in the game that does not move.
  • A team kill costs you $1,800, and $2,700 inside the Hot Zone.
  • Standing in the zone pays $160 a cycle, doubled to $320 in the Hot Zone, plus $250 just for arriving.
  • Spotting XP is 25 a mark; the feed also prints about $100 on many TARGET SPOTTED ticks (OCR mode). Converting it pays about $800 when the feed settles (XP on the convert varies 75–150).
  • Reviving a teammate pays 200 XP; cash swings $300–$900 (bounty on the body). Healing pays 80 XP and almost no cash. Zone model: medical pays by the patient’s zone (Hot revive = 4× open field).
  • An artillery kill (mortar / SPH) pays $1,250 floor and 350 XP; Hot Zone prints higher cash.
  • Waiting to be revived pays $100. Depositing supplies at a FOB is only $25 / 5 XP — do not confuse it with a truck delivery.
  • End of match (zone model): place cash $1,000 / $500 / $250 plus a cut of cash earned in-match (counted up to $100k). Firing a drill pays $2,500; a running magnet pays Hot Zone rates inside.

Dying and being revived

  • Downed players press F1 to put a bounty on their own body, and set the amount themselves. Watch for bounties — that is where revive money actually comes from.
  • You can loot the dead, and the game shows you what a body is worth before you commit.
  • Which means your own kit is a bounty on you. A $9,000 loadout is a $9,000 prize for whoever wins the fight.

Shooting

  • Health is a flat 100. Unarmoured that is about four chest hits with 5.56, two with 7.62×54.
  • Bullet drop is significant and you zero your sights while aiming. A rangefinder is what makes zeroing useful, not a luxury.
  • Weapons differ enormously in reach: an AK74 zeroes to 1000 m, a T-21 to 300 m.
  • The AK74 at $1,600 beats the M4 at $2,800 on both aim speed and zeroing range. The more expensive rifle is the worse buy.
  • Piercing rounds beat armour and do less to flesh. Flesh rounds are the reverse.
  • Tanks take three or four good hits, and the rear is weakest.

Building

  • An FOB costs $7,500 (Season 1: was $2,500) and lands with 1,400 build supplies already in it (1,200 before the 18 Aug build).
  • Barbed wire is 1 supply, a sandbag wall 11, Hesco 13–19, a gate 69, a bunker 81, a mortar 121, and the Talon anti-air 801.
  • Loose packs are $10 for 50 at the vendor; a pallet is 1,800 for $400. A logistics truck carries two pallets, a helicopter one. Drop from under ~90 m or pallets can destroy on impact.
  • Emptied crates explode, so do not stand on them.

Running a vehicle

  • Press B inside a vehicle to buy ammunition and supplies for it. Emplacement FOB reloads are separate; the vendor also lists boxed 81mm ($600/10) and 20×102mm ($600/10) as inventory ammo for the mortar and Vanguard.
  • Rearming is not cheap: countermeasure flares are $750 each and each pack deploys 3 bursts. Stock load on a heli is often only two packs — buy extras before you leave. You cannot dump two packs in quick succession; wait out the first burst.
  • Damaged vehicles can be repaired rather than written off. Repair ticks print REPAIRED VEHICLE for 1–5 XP a swing and pocket change; engineering XP is the real pay.
  • Refuel from a station at your FOB, or carry a $150 fuel can and use it at the vehicle's fuel point.
  • Transport pays per passenger delivered, so the bigger the airframe the better the earn.

How the zones actually work

  • The Control Zone is fixed for the whole round — a 1.0 km circle (500 m radius), placed at random. It was described here as 2 km² from a marketing figure; the map data says otherwise, and the difference is four times the area. It does not move once the round starts.
  • The Hot Zone drifts randomly inside it, and capturing drill codes or building your own drill is how you steer it instead of waiting.
  • Whoever has the most players in the zone scores a point every 30 seconds. First to 100 wins.
  • A player in the Hot Zone counts as two for that headcount. Ten players in the Hot Zone beat ten in the Control Zone, every time.
  • The Hot Zone doubles cash and XP. It is the only place that doubles both at once.

Practise for free

There is a test range where everything costs $0. Fly the helicopters, drive the tanks, fire the launchers, learn the bullet drop — none of it touches your balance. Do your experimenting there rather than with $18,000 of gunship over a live objective.

The bit nobody tells you

Oil feeds drilling towers, and drills move the Hot Zone. Capture drill terminals for digits of a code, or build your own drill, and the doubled-cash ground comes to you. That is the highest-leverage loop in the game and it is the reason to hold oil.

Talking

Voice is proximity only — there is no team-wide channel. Enemies standing near you hear everything, which cuts both ways: you can negotiate, bluff, or talk your way out of a fight, and people do. Squad chat is the private one. Builders can also raise a loudspeaker to project their voice further.

Levelling

Level gates decide what you may buy at all. An assist is 200 XP against a kill's 250, and a spot someone else converts pays 125 on top. Cash rewards the spectacular; XP rewards turning up — except in the Hot Zone, which doubles both. If you want levels and money at once, that is the ground to be standing on.

Do not overspend

A top player with $245,895 banked was fielding an $8,764 kit: a Galil, the cheapest pistol in the game, and binoculars. The binoculars earn off other people's kills. Spend on the thing that generates income, not the thing that looks expensive.

The numbers that matter

Starting cash
$10,000
Health
100
Zone tick
$160
Hot Zone tick
$320
Any kill
$1,500–3,500
Vehicle kill
$6,250
Supply delivery
$2,500
Team kill
−$1,800
FOB supplies
1,400
Pallet
1,800
Half price under
level 9
Supply cap
20,000

If you remember nothing else

Get into the Control Zone, spot everything you see, and pick people up.

All three pay without needing you to win a gunfight, and all three are available on your very first spawn with the free rifle. The full sequence is in Your first hour on the left.

Run with the outfit

This tool exists because we kept arguing about numbers nobody had actually measured. The arguing happens in The Fishing Crew — squads for Control Zone pushes and logistics runs, and where a new figure gets checked before it lands on this page.

Bring a contradiction and it gets tested. Several corrections here started as somebody saying “that is not what I am seeing.”

Join the Discord → Free, no application. Also where the stream schedule goes up.

Loadout path

Progression

Set your levels. See what unlocks next, cheapest first by effort still required. Role tracks publish XP; career does not.

1 · Your levels

Six role tracks publish exact XP. Career publishes none — those gates show by level only.

2 · What you unlock next

Next upTrackLevel Still neededUnlockPer life

Six separate tracks level at once, and none of them lock you out of anything. What you carry decides which one moves — so the question is never "what class am I", it is "which track do I want moving while I do the thing I was going to do anyway".

Where this came from. This page is transcribed from TacticalNed's pre-launch primer, published 20 August 2026, plus the in-game weight tooltip. That makes it a good deal weaker than the rest of the tool, which is read off the game's own files. Treat it as a well-informed briefing rather than measured fact, and correct it once you are in.

The Wardog track, level by level

Read off the Progression screen on a fresh level-0 account, so this is the actual opening path rather than someone's recollection of it. The six class dials sit beside it — Assault, Medic, Recon, Support, Driver, Pilot — each tracking separately.

Wardog level What it unlocks
1GGX 17 pistol and its magazine. The sidearm is the very first thing the account track gives you.
2No rewards available.
3Level 1 Helmet and Level 1 Armor — both of them, at the same level. This is the level that makes you meaningfully harder to kill, and it is the third thing the account track gives you.
4An optic.
5No rewards available.

The track runs to at least level 150. Backpacks on the GEAR rack sit behind War Dog LVL 73 and War Dog LVL 150, so the five levels below are the opening inches of a very long ladder, not the shape of the whole thing. For scale, one beta session carried the account from level 23 to level 36 — thirteen levels in a sitting — which puts LVL 73 within reach of a determined week and LVL 150 a long way beyond it.

Two of the first five levels give nothing at all. That matters for planning: the account track is not a steady drip, so if you are chasing a specific item the class tracks are usually the faster route. It also confirms what the creators said — pistols and general kit come from the Wardog level, while weapons come off the class tracks.

Unlock levels we have actually seen

The game files we parsed carry no unlock requirements, so these are read off vendor screens one at a time. A padlock in the vendor shows the track and the level, and this list grows as we catch more.

Reaching the level only makes an item purchasable. You still pay a one-off unlock fee on top before it can go in a loadout.

Magazines are gated too, on the same tracks. Two sat at Assault 3 and Assault 6 on a live beta vendor, with a basic one costing $10 full price. So the early Assault levels buy you magazine capacity before they buy you rifles.

What it takes to unlock

Every gate we have, costed two ways: the levelling at whatever XP rate the Simulations tab is set to, and the cash at whatever you choose to earn it doing. The last column says which of the two is actually stopping you — that is the difference between grinding XP and going to do supply runs.

ItemNeedsCash LevellingEarning What stops you

Worth the unlock fee early

Unlocking an item costs a large one-off sum on top of the level requirement, so the first few matter. These four were called out specifically:

  • Level 1 armour and helmet — worth most in the opening days precisely because nobody has good armour-piercing ammo yet. Its value drops as the population levels up.
  • AK assault rifle — and our own file data agrees: it aims faster and zeroes further than the more expensive M4. See the Compare tab.
  • First backpack upgrade — more ammo and more healing means fewer trips back to base, and a trip back to base is where kits get rebought.
  • URAL (Driver 3 / $35k unlock) — Season 1 made the haul truck earlier and cheaper to unlock. Funds everything else on this list.
  • FOB ($7,500 vendor) — still the team spawn/rearm hub, but budget three times the old sticker before you plant one solo.

On the menu but not in the game yet

Visible in the menus during the playtest, not accessible. Expect them at or after the 10 September early-access launch.

  • Loadout presets — buy a saved kit in one action instead of item by item.
  • Investments — reportedly putting cash into in-game stocks and companies and cashing out. Nobody has seen it work.
  • Missions — presumed in-match objectives for cash and XP.
  • Player skills — a skill tree. Glimpsed nodes: weapon swap speed, ready-to-fire speed, recoil reduction, tac sprint recovery, sprint stamina cost. The tree is labelled Infantry, which implies a vehicle tree beside it.
  • Black market — cash to gold bars, gold bars to skins and emotes. Cosmetic only so far.

Play today

Profit Methods

Ranked ways to grow the bankroll from the closed-beta corpus (your recordings + streamer VODs), then the full action table underneath. Cash and XP do not reward the same jobs — plan for both.

Beta economy OCR + Season 1 vendor/unlocks (9 Sep 2026). Payout ranks below are feed OCR collapsed to events (5 s gap) — trust the order, not eternal prices. Vendor costs and role gates (FOB, hammers, vehicles) follow the Season 1 changelog. Session endpoint medians (~$57/min own vs ~$272/min streamers) are context only; absolute OCR $/hr stays off the hero copy until validation catches up.

Best profit methods (ranked)

  1. 1. Logistics into the Hot Zone — Highest ceiling. Full truck/heli runs: supplies delivered ~$2,500 when the amount was legible (same number every clean read); pallet cost ~$400 + FOB build bonus when teammates unpack. Passenger drop + survival ($250–$500) + their kills stack on the same trip. Vendor also prints POTENTIAL PROFIT +25% on filled crate slots. Empty seats and short landings leave money on the table.
  2. 2. Sit the Hot Zone / active drill — Steadiest high rate without a vehicle. Hot Zone presence $320 / ~24 s cycle (≈$800/min floor while you stay); Control Zone alone is $160 (≈$400/min). Active drill presence prints the same $320 cycle once the drill has pulled the Hot Zone onto your FOB. Entering the Control Zone is a one-off +$250.
  3. 3. Medic in the fight — Revived teammate cash swings $300–$900 (bounty on the body); XP 200 solid (×192). Cheap kit + free Emergency Resuscitator keeps deaths from wiping the run. Hot Zone doubles support value when the fight is on that ground.
  4. 4. Recon / binoculars — Lowest risk. Spot ~$100 + 25 XP; refresh ~$25; when someone kills your mark, spotted target destroyed ~$800 (thin but directionally clear). Binos ~$75. Good recovery after an expensive death.
  5. 5. Spawn vehicle / deployment after 20 points — Drive the team spawn asset into the zone for deployment assists; passengers and their kills keep paying while you leave it up. Combine with (1) rather than replacing it.
  6. 6. Vehicle hunting (IED / AA) — Vehicle destroyed $6,250 on clean events — biggest single cash line in the corpus. High variance and kit risk; not a primary grind until you can afford the loss.
  7. Do not primary: frag chasing — Kill cash is not fixed ($1,500–$3,500 across 45 events; cause unknown). XP is solid (~250) but assists (200 XP) and spotting unlock faster. Spend for unlocks, not revenge kits — one bad session ran $59k → $2.7k.

Loop that actually compounds: cheap life → Hot Zone ticks and/or one supply run → reinvest in transport or medic tools → keep a cash floor for a second life. Simulations tab models Hot/CZ/travel minutes; Logistics tab costs the haul.

Every payout

Two sources that do not always agree. Measured is feed OCR from beta footage. Zone FAQ is the published formula on wardogs.zone (population-scaled, zone multipliers).

ActionCash XPWhy it matters

Play today

Tips & Guides

How to unlock the guns people ask about, which ones are worth the cash, and the XP loops that get you there. Gates below are from the MetaForge datamine (build 2026-08-30) plus Season 1 / Pre-Load economy moves (9 Sep 2026) — Assault in the UI is the Infantry track in the files.

Three gates every time: hit the role level, pay the one-off unlock, then still pay the per-life equip price. Level alone does not put the gun in your hands. Cash for unlocks comes from Hot Zone logistics (see Profit Methods). Season 1 highlights: FOB vendor $7,500, URAL Driver 3 / $35k, Large Hammer Support 8 / $75k, SPH-2 Career 90 / $500k.

Fastest XP per class

Cash and XP pull different ways. Hot Zone doubles both — every role ranks faster there (or on an active drill that pulled Hot onto your FOB). Career / Wardog level is the sum of six role tracks.

ClassFastest loopWhy
Support Hammer yellow markers + repair (drill/wrench) on a Hot/drill FOB Continuous BUILDING ticks (~1 XP/hit + completion XP). Densest Support feed in the corpus. Riskier spike: RPG / IED / mortar / AA
Medic Revives in the Hot Zone 200 XP per revive (solid). Heals 80 XP each — slower cash, steady XP. Free Emergency Resus keeps you in the loop
Recon Spot everything, refresh marks Spot 25 XP; convert when someone kills your mark (~75–150 XP + cash). Assists 200 XP. Binos $75 — safest climb
Assault AR / pistol / frag kills + Hot presence Kill ~250 XP, assist 200. Halligan breaches also tick Infantry. Live in Hot so kills and zone ticks stack
Driver Deliver supplies + passengers survive Delivery XP often 250–750; passenger survived ~75. Spawn vehicle / tactical deployment ~250 XP mode. Haul into Hot Zone
Pilot Same logistics spine in the air Drop pallets/people into Hot Zone; passenger survive + deployment assists. Bigger airframe = more passengers per trip

Universal ranking (any class):

  1. Be in Hot Zone (or on an active drill FOB).
  2. Assists / spots / builds / revives beat pure frag chasing for XP per risk.
  3. Kill assist = 200 XP vs kill ~250 — most of a kill’s XP without the duel.
  4. Depositing supplies = 5 XP — ignore for leveling (that is not a truck delivery).

If you main Support: XP from swinging + repair while the drill holds Hot; cash from deliveries (~$2,500) + Hot ticks — not hammer completions alone (~$1/hit, ~$40 finish). Simulations → Progression roughs XP/hr from killfeed labels; treat kill XP as a band.

Support FOB money

Support + FOB cash is a logistics loop, not a hammer-only grind. Season 1 FOB vendor is $7,500 — treat it as an income hub, not a vanity wall.

Core loop:

  1. Plant near the fight — where the Hot Zone will be, not at HQ.
  2. Build / run a drill — pulls Hot onto your FOB. Presence pays ~$320 / ~24 s (about $800/min while you stand there).
  3. Haul supplies in — full deliveries read ~$2,500. Pallet ~$400 / 1,800. Depositing into the FOB is only $25 / 5 XP — not the truck payout.
  4. Hammer while the zone sits on you — ~$1/hit, ~$40 completion. Weak cash alone; great Support XP stacked on Hot ticks. Never pure-hammer in the rear.
SpendNote
FOB $7,500Lands with ~1,400 build — enough for first templates
Medium Hammer $25k (Support 3)Faster build / XP
Large Hammer $75k (Support 8)Full fort + Stingray
URAL $35k (Driver 3)Worth a thin Driver detour — funds Support unlocks
  • Skip early: Stingray as profit ($5,000 + 900 mech/shot — misses burn cash); deposit spam; solo FOBs far from Hot Zone.
  • Ladder: Light Drill (1) → C4 (2) → Medium Hammer (3) → RPG (5) → Large Hammer (8) → Verba (16). Big spikes from IED/RPG vehicle kills (~$6,250) when you can afford the loss.
  • Session plan: cheap life → buy FOB when you can rebuy it once → plant on Hot edge → stand drill → one Ural/heli resupply → rebuild what dies → bank Medium then Large Hammer unlocks.

Deeper: Profit Methods + Simulations → Builder / FOB (drill uptime vs build time).

Get the M4

Assault / Infantry 20 · unlock $100,000 · ~107,750 XP on the Infantry curve to that level. Equip price is higher than the AK74 (~$2,800 vs ~$1,600).

  1. Do not wait for the M4 to have a rifle. Free Bushmaster / starter AR works. At Assault 3 unlock AK74 ($10k) — it aims faster and zeroes further than the M4 on measured Compare stats. Farm with it.
  2. Assault XP = AR / pistol / frag kills. Live in the Hot Zone so kills and zone ticks stack. Halligan breaches also tick Infantry.
  3. At Assault 10 pick up the Galil ($35k unlock) if you want a mid-ladder rifle before M4; optional.
  4. Bank $100k while climbing (supply runs). Buy the M4 unlock the moment you hit 20 — then decide if you actually field it. Many players keep the AK74 as the cheap life.
  5. FAL is Assault 35 / $200k — later problem. Same XP loop.

While under Wardog 9, the vendor New Recruit −50% discount applies to gear prices (not always unlocks) — burn it on expensive kit before you age out.

Get Support 16 (9K333 Verba)

Support 16 unlocks the 9K333 Verba MANPADS — unlock $50,000, ~63,500 XP on the Support curve. That is the AA tube streamers use to delete helis cheaply.

Roadmap of useful Support stops before 16:

LvlUnlockCash unlockWhy take it
1Light Drill$10kSupport XP while repairing — no gunfight required
2C4 + Remote Det$15k (det)FOB / vehicle deletes; Support combat XP
3Medium Hammer$25kBuild ticks ($1–$50) + XP while fortifying (Season 1 unlock $10k→$25k)
5RPG-7$30kVehicle kills ($6,250 line) + Support XP
8Large Hammer$75kAll buildables + Stingray / heavy fort work (Season 1: was Support 7 / $25k)
10M500 shotgun$50kClose Support XP gun
15M249 SAW$100kLMG volume before Verba
169K333 Verba$50kLock-on AA — the goal
  1. Fastest Support XP without dying: hammer yellow build markers, repair with drill/wrench, deposit supplies at FOBs, refuel cans. Continuous BUILDING ticks are the densest Support feed in the corpus.
  2. Fastest Support XP with risk: RPG / IED vehicle hunts and mortar / AA emplacement work. SPH-2 gunner XP is also Support-tagged once you have it.
  3. Stack money in parallel: every supply pallet you swing for XP also prints delivery cash. Do not pure-hammer in the rear while the Hot Zone is empty.

Get Driver 3 (URAL money printer)

Driver 3 unlocks the URAL — unlock $35,000 (Season 1: was Driver 4 / $50k). That is the early logistics truck that funds gun unlocks.

LvlUnlockCash unlockWhy take it
3URAL$35kTwo-pallet haul — primary cash printer
6Kodiak [M249]$50kArmed SUV; fun, not the haul meta
8Dune Buggy$25kFast shuttle (Season 1: was lvl 10 / $35k)
10Kodiak Flatbed (Pickup)$35kExtra bed capacity — not day-one (Season 1: was lvl 2 / $15k)
16Large Crate$20kBigger unarmored resupply crate (was Driver 20)
18Ural Defender$75kCovered Ural ladder (was Driver 30)
30Humvee [Minigun]$150kLate combat Humvee (was 35)
  1. Bank $35k first (Hot Zone + one clean delivery loop), then buy the URAL unlock the moment Driver hits 3.
  2. Do not wait for Flatbed. Season 1 pushed Flatbed to 10 / $35k; the URAL is the early printer.

Get Pilot 4 (AH-6M miniguns)

Pilot track for air logistics and gunships. Starter MH-6 flies without a big unlock cash gate; armed birds do not.

LvlUnlockCash unlockWhy take it
2Small Armored Crate$10kSurvives rough landings better (Season 1 unlock $5k→$10k)
4AH-6M [Miniguns]$50kArmed Little Bird (Season 1 unlock $25k→$50k)
10Z20 Lakota$35k13 seats (2 crew + 11 pax) — squad + logi taxi (Season 1; was listed $50k)
15Large Armored Crate$25kBigger armored resupply
25Z20 Lakota [Miniguns]$75kArmed Lakota (4 crew + 9 pax layout)

api_db: Z20 Lakota is the Season 1 transport heli (Pilot 10 / $35k unlock, $7,400 spawn). Older UH-1Y labels on this site were the same airframe under a stale name.

Best assault rifles — and how to get them

GunGateUnlockVerdict
Bushmaster / free AR0$0Starter. Fine for first Hot Zone lives.
AK74Assault 3$10kBest early buy. Beats M4 on aim speed + zero range in Compare. Default farm rifle.
GalilAssault 10$35kSolid mid unlock; 50-rnd mag later at 15.
M4Assault 20$100kAttachment ecosystem / preference. Not automatically “better” than AK74.
FALAssault 35$200kLate Infantry prestige rifle. Save bank first.

Farm: Assault-tagged rifles only. Hot Zone presence so every fight pays zone cash too. Magazines are gated separately (STANAG 30 at Assault 6, $10k unlock) — buy mag capacity before optics vanity.

Best snipers / DMRs — and how to get them

GunGateUnlockVerdict
SKSRecon 5$25kFirst real marksman. Cheap climb weapon.
Mosin NagantRecon 10$50kBolt classic; pairs with spotting for XP.
SVDRecon 12$50kBest early semi DMR. 10-rnd mag at Recon 16.
Compound BowRecon 17$75kSilent / meme-viable; still Recon XP.
SV98Recon 19$100kProper bolt with mag. Scope ladder: 6–10× MRAD at Recon 18 ($40k unlock) / MOA at 26 ($45k).
MK22Recon 25$150kMid-late precision.
BMR-308Recon 30$125k.308 platform before .50.
AMR 50Recon 35$200kAnti-materiel endgame. Expensive deaths.

Fastest Recon XP: binoculars / monocular / rangefinder spotting. Spot (~$100 + 25 XP) + spotted kill (~$800 + 150 XP) pays you for other people’s triggers. Tools: Monocular Recon 2 → Range Finder 8 → IR Range Finder 32. Glass the Hot Zone edge; do not dry-camp far from tickets.

Ghillie body/head at Recon 24 ($80k+$60k unlocks) — buy after you can afford deaths.

General tips that actually move the needle

  • Cash and XP are different games. Logistics prints money; spotting/assists/builds print levels. Do both in the Hot Zone.
  • Level every thin track. Wardog level is the sum of six roles — that is what gates L2A6 (35) and SPH-2 (Career 90), not Driver alone.
  • Ural at Driver ~3 ($35k unlock, Season 1) unlocks the money printer early. Unlock cash for guns comes from the truck, not from more AR attachments. Kodiak Flatbed (Pickup) is Driver 10 / $35k — not a day-one truck.
  • FOB vendor is $7,500 (Season 1). Budget the kit + unlocks around that, not the old $2,500 sticker.
  • SPH-2 is Career 90 / $500k — late game. Do not plan mid-ladder around artillery tank.
  • AH-6M miniguns unlock is Pilot 4 / $50k (Season 1 doubled the unlock cash). Fly the free MH-6 first.
  • AH-6R rockets unlock is Pilot 20 / $250k (api_db) — not $200k.
  • Z20 Lakota unlock is Pilot 10 / $35k (Season 1) — 13-seat transport with optional logistics crates. Minigun Lakota is Pilot 25 / $75k.
  • Patch 0.11 server browser: Official and Community are separate tabs; community IDs persist; text search works. Community servers had a +5% end-of-match cash apology week after 0.11 (check if still live).
  • Keep a cheap second life. One of your sessions went $59k → $2.7k. Never buy a swing kit you cannot rebuy twice.
  • Reload does not refill mags — empty mags go back; C tops them up. Magazines are two purchases (empty + ammo box).
  • Downed ≠ dead. Hold for revive (+$100 wait pay). F1 raises your revive bribe; giving up drops the kit.
  • Team kill is −$1,800 (−$2,700 Hot Zone). Your own wire will fine you.
  • Spawn vehicle radar dish. You do not need to scrap the whole SV — shoot the radar dish on top and the spawn dies. Cheaper than 2× IED when you can get a clean angle.
  • Compare tab before spending unlock cash on “upgrades.” Numbers beat branding.

Deeper boards:

Servers — what you can query (key / login)

Research snapshot 2026-09-15. Three different surfaces; do not mix them. Full dump: data/server_query_research.json on this site.

SurfaceAuthWhat you get
In-game browser
Official / Community tabs (Patch 0.11)
Steam + game client login. No separate API key. Join UI, filters, text search (community), persistent server IDs, empty/full toggles. Official filters removed (no modded official modes yet). This is how players join.
WardogServers list API
api.wardogservers.com
Reads: OpenAPI says Bearer API key by default; live today returns public reads (root access: public). Ingest/publish always needs a separate ingest key. Never put a private key in browser JS. GET /v1/servers, /v1/snapshot, /v1/stats, /v1/regions, history series. Fields: name, type (official/community), region, players/max, passwordProtected, serverId = join code (short int on official, UUID on community), map.base/variant, mode.experience, rulesets. No player names, no RCON, no live score.
Dedicated RCON HTTP
wardogs.tech reference · default :7776
Bearer = RCON password on every call. One token = full admin (kick/ban/config). No login step, no read-only key. Plain HTTP (no TLS) — bind loopback / tunnel. HTTPS browser pages cannot call it (mixed content). GET /v1/status (map, scores, player counts), /v1/players (name, steamId, faction, K/D, cash, ping), rotation, bans, audit, config document. Write routes vary by build — call GET /v1/capabilities first. 2026-09-14 removed several write endpoints in favour of config edits.
Steam Web API
IGameServersService / ISteamUser
Steam Web API key (yours). IP ↔ server SteamID helpers; player summaries for avatars/names from RCON steamIds. Not a WARDOGS server browser by itself.
Classic A2S UDP None if the host advertises. Not confirmed as the primary WARDOGS list path. Community listers ingest via their own collectors; treat A2S as unknown unless you prove a host answers.

Join codes (Patch 0.11): Official join codes are short numbers (example 836293). Community codes are long UUIDs and now persist across map change/restart. Paste into the in-game join-by-ID field — no API key required to join.

Map labels on the public list are often rotations, not board names: Madrid / Berlin / Paris = Ozeti; Detroit = Zestafona; Bakurani / Mindori / Tevza = Bakurani. Ruthless and Quartermaster both resolve those via the shared map-name helpers.

Live probe this session (no key): ~2.6k servers / ~159k players on /v1/stats; /v1/servers returns official+community rows with map/region/fill. Sources: WardogServers OpenAPI, wardogs.tech RCON, Patch 0.11 notes.

Loadout

Compare

Every figure here is measured — aim times and zeroing from the files, prices off the vendor. Empty attachment cells mean Unknown, not zero.

Offline sniper lane. Aim flick is open now. Holdover scenarios unlock only when measure_rifle_drop.py has enough points (and movers need measured time-of-flight). No invented drop tables.

Setup

Lane

Click to fire. Impact uses measured drop + lead, not the reticle centre.

Beta capture sheet

The questions this tool cannot answer, and what to grab to settle each one. All of them are answerable from inside a single session — they are only still open because nobody knew to look while they were in there. Saved in this browser as you type.

What things pay

The game keeps its own score. There is a green or red number on the HUD showing profit or loss for your current life — read that, not your balance, and you get the answer without arithmetic. Two of the figures below are player-set rather than fixed: a downed player bribes with F1 to get revived, and pilots get tipped for a good insertion.

Every break-even figure in the Kit Bench comes from this table. Seeds started as community estimates; rows marked counted on What Pays were read off the killfeed OCR corpus. Watch your cash ticker in game, type what you actually saw, and your Field Log edits still override the shipped numbers.

ActionPaysSource

Still unknown

BuildablePlaceFinish

Reading the money off the screen

Pooled economy figures from your recordings come from OCR on the HUD balance cluster, so it is worth knowing exactly how reliable that is — and where it went wrong.

The corner is not one number in a fixed place. It is a right-aligned cluster of pills whose count changes with context, which slides every pill sideways as it does:

Where you are What the corner shows
In a match[ net for this life ± ] [ balance ]
At the vendor[ net ] [ balance ] [ War Dog level ]
In the tutorial[ balance ] on its own

A fixed crop therefore reads the balance in one screen, the account level in the next and half of each in a third. Reading the whole strip and taking the last dollar amount fixes it, because the level pill carries no dollar sign and so cannot be mistaken for money. Checked against fourteen frames legible by eye — 32,974 / 15,927 / 34,686 / 26,861 / 19,655 / 15,995 and others — every one came back exact, on 88% of frames.

What is still not trustworthy: the sign on the net pill. The green up arrow and red down arrow sit hard against the digits and OCR reads them as a minus about as often as it does not, so the same balance came back with the net flipping direction frame to frame. The size of that number is sound; which way it points has to come from the balance moving. If you want the profit-or-loss figure for a life, read it off the screen yourself — the game is telling you plainly and the machine is the one struggling.

Measurements

These are the values the tool currently guesses at. Fill any of them in and everything that depends on it re-prices immediately.

Match ledger

Four numbers after a match. After twenty of them this tells you which way of playing actually makes you money — measured from your own results, not from my table.

Back up everything

Your logged numbers, kits, map plans and bases live in this browser only. Copy them out before you clear anything.

Will a match pay for itself?

Runs your current Kit Bench loadout through a whole match using the rates on the left. Covers kit rebuys, gun kills, zone time, revives, vehicles, and artillery kills — not building ticks or drill uptime. The full set of economy sims lives on the Simulations tab.

Stream overlay

Add this page as a browser source in OBS with #overlay on the end of the address. It strips everything except a transparent cost-and-break-even card you can park in a corner.

What levels you fastest

An assist is 200 XP — counted 73 times off the feed — against a kill's 250, which is still an estimate rather than a count. Spotting pays 25 XP, and a spot someone else converts pays 150 XP on top: both counted, and the second corrects the 125 this tool used to quote. Cash rewards the spectacular; XP rewards turning up. Level gates decide what you may buy at all, so assists and spotting unlock faster than hunting kills does.

How solid is this data?

FilesRead straight out of the alpha build. Trust it unless a patch moves it.
SeenYou watched it happen in game. Beats everything else.
GuessCommunity reports or my estimate. Replace it when you can.

The footage is closed; what can be read out of it is not. The beta ended on 23 August 2026, so the evidence is fixed at roughly 476 GB of your own recordings plus 206 mined streamer sessions. That is not the same as saying nothing can improve. On 24 August a re-read of the same recordings — no new capture, not one extra frame — measured twenty XP figures the tool had been guessing at, found that a repeated cost had been logged as a kill several hundred times, and established that the money counter had been read off the wrong pill in a good share of the streamer corpus. A Guess here means nobody has counted it yet.

— $0
ItemCategoryType DetailWeightPrice

Where these numbers come from. Item names, prices, weights, attachment compatibility and calibres are read from a closed-alpha build of WARDOGS (7 Aug 2026). Vehicle prices are from alpha vendor recordings. Income rates are the community-recorded payout ranges, not an official table — Bulkhead has never published one, and has flagged the cash economy as the first system likely to be rebalanced. Map geometry — the 60 named locations, their outlines, the five towers, faction spawns, safe zones, vendors, fuel points, vehicle boards, ladders and wire — is drawn from surveyed alpha coordinates, converted from world centimetres to metres and re-drawn here as vectors. Everything is a planning estimate. Re-check it in game.

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