WARDOGS Actual
● Season 1 · Early AccessField Manual82 entries in this chapter · 10 new

Money & XP

Where the money and the XP actually come from, and what to do with both.

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82 entries ·
How Career level relates to the sub-tracks
CONFIRMEDMoney & XPCONFIRMED on the summing rule (Airwingmarine in two videos, counted once; Maplewood and RageGamingVideos' pre-launch video independently, added 14 Sep; MetaForge's Career table consistent); the deep-versus-broad advice is still splitanypatch risk medium

Career level is the sum of your six role levels. Raising any role raises Career. Career then gates its own separate unlock list: armour, helmets, backpacks, vests, ammo types, optics and pistols.

Step by step

  1. There is no wasted XP. Whatever you play feeds Career, and Career is what gates the gear every build needs (armour, ammo, backpack capacity). This is the single strongest argument against agonising over track choice on day one.
  2. The New Recruit discount window is tiny. Six tracks summing to 10 happens fast.
  3. Broad beats deep for Career specifically. AllThings.how states it plainly: "six shallow tracks reach Wardog 60 faster than one deep track." That is a direct consequence of the summing rule combined with a convex per-track XP curve. Career 150, the top of MetaForge's table, means averaging level 25 across all six.
  4. But deep beats broad for any specific unlock. TheTacticalBrit's RuneScape analogy is right: spreading XP across trees via weapon choice earns you less progress per tree. RageGamingVideos is blunter post-patch - in the betas he could unlock the medic defibrillator, the recon Mosin and the support hammer all on day one; under the Season 1 curve, spreading your play will leave you with none of them. His own launch-day tips video leans the other way: with progression nerfed he recommends spreading rather than hyper-focusing, because the overall level built from the spread gates armour and backpacks.
  5. Resolution and recommendation: run one deep track and let the others accumulate passively. Airwingmarine's four-class hybrid is the concrete build: an assault rifle plus RPGs plus extra medical supplies plus a spotting scope progresses Infantry, Support, Medic and Recon on a single life. RageGamingVideos' pre-launch version is the same idea: assault rifle in hand, binoculars in the third slot, about three times the normal bandages plus looted fast revives, spent only on other players, feeding Infantry, Recon and Medic plus spot assists.
  6. Before committing to a grind, hover the unlock and check whether it sits on Career or on a class track. Maplewood warns some unlocks follow the overall level and some only a class level.

Numbers

Career 150 is the top of MetaForge's table, which means averaging level 25 across all six roles. "Six shallow tracks reach Wardog 60 faster than one deep track." Six roles at 50 would give Career 300. Maplewood's own spread: Assault 28, Medic 20 and more, all adding into his overall level [BETA].

Why it works

The passive accumulation is free because so many XP sources overlap. Pick one of four hybrid tracks to push deliberately and the other three come along for the ride, while Career climbs off the total.

Where it falls apart

The arithmetic does not fully close. If role tracks run to 50 and Career is a plain sum, six maxed roles would give Career 300, but MetaForge's Career table stops at 150. Either roles cap below 50, or Career is weighted rather than a plain sum, or the table is simply incomplete. Nobody in the corpus tests this. See Open questions.

History

  • 2026-09-14 · Rating changedRageGamingVideos (39 tips) and Maplewood added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on the summing rule (Airwingmarine in two videos, counted once; Maplewood and RageGamingVideos' pre-launch video independently, added 14 Sep; MetaForge's Career table consistent); the deep-versus-broad advice is still split.
refs: oA09eaxgcng-46, RyeL_HZXAAc-01, RyeL_HZXAAc-02, RyeL_HZXAAc-28, BrTNezWMpuk-21, 5CsJz4KC9dQ-04, LIBNkZE1aGI-27, 3ubf2twZumk-23, seNduUq_8Ck-17, seNduUq_8Ck-16, 7W0KgoBf-wM-02, 7W0KgoBf-wM-01
Church roof position
CONFIRMEDMoney & XPConfirmed by the official changelog and two creatorsrecon, buildernumbers may be staleglitchpatchedbug-abuse

Out-of-bounds sniping and building spot used widely in the beta. PATCHED in Season 1 ("Fixed an exploit that let players reach an unintended position on the church roof").

Why it works

It gave an unintended out-of-bounds firing and building position.

Where it falls apart

Any guide recommending it is out of date. Was bug-abuse; now moot.

Supply-crate cheap-item XP farm
CONFIRMEDMoney & XPHigh confidence, official changelog; GhostGaming reads the patch line on camerasupport, drivernumbers may be staleglitchpatchedexploit

Buy two crates, put a single bandage in one, collect a flat 25 XP whenever anyone bought it regardless of contents. PATCHED in Season 1.

Numbers

Flat 25 XP per purchase. PATCHED in Season 1: items sold under $75 now give 1 XP, and the whole purchase XP curve was rescaled from 25-250 to 1-200.

Why it works

The payout was flat per purchase regardless of item value, so a one-bandage crate paid the same as a full one.

Where it falls apart

Dead. High confidence, official changelog.

History

refs: ZO7H54kLhqM-16, ZO7H54kLhqM-17
The hotzone double-payout rule
CONFIRMEDMoney & XPCONFIRMED (7 creators plus MetaForge, WARDOGS Hub, games.gg)anypatch risk low

The hotzone is the small yellow circle that roams inside the big control zone. Every cash payout, every XP award and your own headcount for team scoring are doubled inside it. There is no action this does not apply to.

Step by step

  1. Open the map. The control zone is the large circle in the middle; the hotzone is the smaller yellow circle drifting inside it.
  2. Get inside the yellow circle. The player counter bottom-left ticks up by two for you, not one. That is your confirmation you are inside.
  3. Do whatever you were already doing. Revive, build, spot, drop passengers, shoot. All of it pays 2x.
  4. When the hotzone drifts, do not blindly follow it into open ground. Holding a strong position on the edge beats standing in the exact centre with no cover.

Numbers

[BETA]: passive zone presence pays $160 per tick in the control zone and $320 per tick in the hotzone, one tick every 22 seconds; a further $250 on entering the control zone. Revives $400 open field / $800 control zone / $1,600 hotzone. Defib revives $600 / $1,200 / $2,400. Spot-assist kills $400 / $800 / $1,600. Passenger delivery $75 outside / $150 control zone / $300 hotzone. One creator quoted a kill at "3k in the hotzone versus 1.5k anywhere else". A medic's personal best of $148,000 in a single life was set specifically inside the hotzone.

Why it works

The hotzone is the game's designed convergence mechanic. It doubles scoring headcount so teams must fight there, and it doubles payouts so individuals want to. Winning and earning point the same direction, which is unusual and is the single most exploitable fact in the game.

Where it falls apart

The multiplier cuts both ways. Kills and actions outside the operating area are worth substantially less, and the corpus names one exception in the other direction (artillery tank kills stay above $10,000 wherever you make them [BETA]). Also, the hotzone is where every other player wants to be, so the 2x is priced into a much higher death rate. A cheap kit makes the trade good; an expensive one can make it bad.

refs: eR3U1uR6Wn8-02, uumlRZ4zUYQ-33, 1y5uNoJ7ciA-04, 3ubf2twZumk-35, 7gr8hwvS3xU-11, LIBNkZE1aGI-03, BrTNezWMpuk-04, Msg78ysR_hQ-21, 5CsJz4KC9dQ-06, 1gl4NEHtzhI-33, 1y5uNoJ7ciA-20
Hotzone medic
CONFIRMEDMoney & XPCONFIRMED (6 creators plus WARDOGS Hub, MetaForge, PC Gamer; Geck0 added 13 Sep)medicpatch risk medium

Carry revive items and bandages into the hotzone, stay behind cover, and pick people up. Payouts double, the kit is cheap enough that dying is irrelevant, and you keep earning from the people you revive after you have revived them.

Step by step

  1. Buy the free Emergency Resuscitator (one per life, $0) plus five bandages ($200 each) and the free faction rifle. Total cost roughly $1,000.
  2. At Medic 2, unlock the Field Resuscitator ($10,000 blueprint, $500 per use). A revive pays around $1,000, so it is profitable from the first use. Carry two per life.
  3. Get into the hotzone and find a piece of hard cover with teammates dying in front of it. A contested FOB that the hotzone has drifted onto is the best spot in the game: an endless supply of people getting sniped off the wall, all within reviving distance, all paying double.
  4. Revive people somewhere they can survive. Do not tap-revive into a line of fire.
  5. Bandage teammates, never yourself. Self-aid pays zero cash and zero medic XP.
  6. Spam the tip button on pilots and drivers who move you. Tips stack; you can press it more than once.

Numbers

[BETA]: revive $400 open / $800 control zone / $1,600 hotzone. Defibrillator revive $600 / $1,200 / $2,400. Bandage heal on a teammate ~$200-$400 (one demonstrated heal paid $323). IFAK $800. Per-revive alternatives quoted elsewhere: ~$800 (Soulgrot), $900 (PC Gamer), $1,000 (WARDOGS Hub) - all three are the same order, treat $800-$1,000 as the open-field base. Session results: $250,000-$320,000 per game, $80,000 per life average, $148,000 personal best single life. Kit cost under $2,000. Emergency Resuscitator $0 (one per life); bandages $200 each; Field Resuscitator $10,000 blueprint, $500 per use. Geck0 [BETA]: medical items used on a friendly return roughly twice their cost or more in cash, and chipping enemies from cover while reviving steadily is his most reliable earner.

Why it works

Three income streams stack on one action. The revive payout itself; the downstream assist cash and medic XP you keep earning every time the revived player kills someone, heals someone or destroys a vehicle for the rest of their life; and player tips. All three are doubled in the hotzone. Meanwhile there is a survival streak multiplier: consecutive revives without dying pay progressively more.

Where it falls apart

Medic only earns when teammates are getting wounded around you. In a quiet lobby, a stomp, or a solo/duo queue away from the front it is the worst method in this list, not the best. It also assumes revives stay this lucrative; the revive payout is the most obvious lever Bulkhead has if medic income is found to be out of line, and every figure above is beta-era.

History

refs: 1y5uNoJ7ciA-19, 1y5uNoJ7ciA-20, 1y5uNoJ7ciA-103, 1y5uNoJ7ciA-101, 7gr8hwvS3xU-23, 7gr8hwvS3xU-24, 7gr8hwvS3xU-25, k84PEdHQjWM-16, 50LO5xjceGg-06, 5CsJz4KC9dQ-07, Msg78ysR_hQ-11, BrTNezWMpuk-83, I9rkQ7U-Tzk-27, I9rkQ7U-Tzk-07
Spawn-vehicle delivery and guarding
CONFIRMEDMoney & XPCONFIRMED (8 creators: Soulgrot, jackfrags, RageGamingVideos, motiv8, Gigabeef, Airwingmarine, plus Geck0 and SwoleBenji added 13 Sep); RageGamingVideos' two launch-week videos and LiteralWedgeOfCheese added 14 Sep, the first two the same channel as his existing source; the unlock trigger wording is DISPUTED, see whydriver, anynumbers may be stale

When any faction reaches 20 points, your team's M113 spawn APC appears at your base. Drive it into the control zone or the hotzone, park it somewhere defensible, get out and protect it. You get paid on arrival and then every single time a teammate spawns on it, for the rest of the match.

Step by step

  1. Watch your own team's score. At 20 points the APC appears in your base. There is only one per team.
  2. Take it. Do not wait for someone else; it is the highest-earning job available to a level-0 player and it costs you nothing.
  3. Drive it into the control zone, ideally into the hotzone. It must be stationary inside the circle to function as a spawn. If the zone is too hot to hold, Geck0 parks it at a friendly FOB instead, or pushes it forward while keeping it out of enemy line of sight.
  4. Park it with hard cover on the likely approach. It can generate its own smoke screen, which almost nobody knows: spin it while deploying smoke to build cover before you dismount.
  5. Get out and defend it. Every teammate who spawns and survives pays you cash and driver XP.
  6. Optional loop, and the strongest version of this method: use the APC as mobile cover. Park it between a downed teammate and the enemy's line of sight, hop out, revive or heal, hop back in and reposition toward the hotzone; hop out again to spot with binoculars. RageGamingVideos runs this to earn driver, medic and recon XP at once and restocks bandages and revives off downed enemies. The APC is effectively a mobile fortress in the first days of a season because almost nobody has explosives unlocked yet.
  7. If your team has a FOB garage near the zone, park the spawn vehicle inside it. LiteralWedgeOfCheese uses a garaged spawn vehicle as a driver XP farm toward the Driver 35 [S1] tank: nobody can grief its placement and it pays driver credit all match.

Numbers

[BETA]: ~$3,000 instant on arrival in the control zone; $100-$250 per teammate spawn; ongoing assist credit for what spawned players go on to do. SwoleBenji splits the spawn payout in two: a payment when a teammate deploys and a second, roughly $250, when they survive their first 10 seconds, plus direct tips, all counted as driver XP [BETA]. Trigger at a game score of 20. Personal spawn-vehicle teleport cooldown is ~10 minutes with a 10-second spawn timer. Destroying it pays the enemy $7,500 (RadioGLHF), ~$15,000 (DemoMan0351, wardogsdb, MetaForge) or about 20k with 14k for an assist (SwoleBenji) [BETA]. RageGamingVideos, 11 Sep [S1]: camped in the hotzone it pays double what the wider combat zone pays, and you get one shot at it per round in launch week.

Why it works

It is the only method where you are paid a royalty on other people's play, at scale, without spending anything. Soulgrot calls it "beyond broken" and says whoever controls the respawn vehicle will be the richest player in the match. Gigabeef confirms the 20-point trigger independently of Soulgrot. The trigger is described two ways. Soulgrot and Gigabeef say it appears when any faction reaches 20 points; Geck0 and SwoleBenji, recording in launch week, tie it to your own team's score, and SwoleBenji reads the in-game requirement as a minimum game score of 20. Go with the newer, more specific reading and watch your own team's score. If an APC ever appears while your team is under 20 and another faction is over it, the older reading was right. Once it stops paying because everyone who was going to spawn on it already has, SwoleBenji drives the spent vehicle into the enemy and blows it up rather than leaving it idle.

Where it falls apart

It is also a win condition, which means the enemy wants it dead. Two IEDs ($600) destroy it, so you are parking a bounty worth somewhere between $7,500 and about 20k [BETA] depending on who you ask. The method decays sharply through a season as explosives unlock across the playerbase, and Steam forum players were already asking for the spawn vehicle to be delayed to 60-70 points because it removes pilot income; Geck0 makes the same point from the taxi side, since spawn vehicles cut the passengers available to anyone driving or flying people in. This is the single most likely method on this list to be nerfed.

History

  • 2026-09-14 · Numbers changedRageGamingVideos (money strategy), LiteralWedgeOfCheese (tower FOBs) and RageGamingVideos (39 tips) added. The figures now include what they report.
  • 2026-09-13 · Rating changedSwoleBenji (new player guide), RadioGLHF (solo mortar base) and Geck0 added. Rating moved from LIKELY to CONFIRMED: CONFIRMED (8 creators: Soulgrot, jackfrags, RageGamingVideos, motiv8, Gigabeef, Airwingmarine, plus Geck0 and SwoleBenji added 13 Sep); the unlock trigger wording is DISPUTED, see why.
refs: 7gr8hwvS3xU-46, uumlRZ4zUYQ-07, 5CsJz4KC9dQ-44, 5CsJz4KC9dQ-07, 5CsJz4KC9dQ-15, 6RGWKiTVvhA-22, 6RGWKiTVvhA-23, RcJjcjSc730-62, 3ubf2twZumk-39, I9rkQ7U-Tzk-45, I9rkQ7U-Tzk-40, S1HARqxz4zU-43, S1HARqxz4zU-46, S1HARqxz4zU-48, S1HARqxz4zU-51, frGH2_OxyVA-12, Cuq8Sk5hn1E-24, Cuq8Sk5hn1E-26, 7W0KgoBf-wM-15, 2kcqFQstVBc-15
Helicopter transport
CONFIRMEDMoney & XPCONFIRMED (5 creators plus PC Gamer, skycoach, wardogs.zone; Geck0, StratzFPS and Silk added 13 Sep, WarDoggin on the team-kill fine; Maplewood, and RageGamingVideos' launch-build payouts from a second video of his, added 14 Sep)pilotpatch risk medium

Buy the cheap Little Bird, fill every seat, drop them in or next to the hotzone, repeat. The transport fee alone does not make you rich; the passenger assist cash does.

Step by step

  1. Learn to land in the free range first. A team kill or a crash with passengers costs $1,500 per player killed.
  2. Buy the MH-6 Little Bird ($6,250, no level gate, 6 seats). Do not buy an armed helicopter to start; Season 1 doubled the armed Little Bird unlock to $50,000 while cutting the Z20 Lakota to $35,000, which is a deliberate push toward transport.
  3. Announce on VOIP that you are flying. Wait for a full cabin. Never lift with empty seats.
  4. Fly to the hotzone, not the control zone. Passenger delivery pays double there.
  5. Carry a parachute ($100) in every kit so Rebuy restocks it and you never miss a ride hunting for one.
  6. If you cannot fill the cabin, fill it with cargo instead: buy an ammo crate, load it, sell it at a markup, or cache IEDs near enemy FOBs for a later life.

Numbers

[BETA, several of these are ALPHA]: passenger delivery $75 outside / $150 control zone / $300 hotzone; $250 round-trip bonus per passenger; $750 minimum return bonus; $100 per teammate spawn. A full MH-6 run to the hotzone $1,500; a full Z20 Lakota run $3,600. Skycoach quotes higher: $500-$1,000 per passenger, $500 survival bonus, $750 kill bonus per transported player, $4,000-$6,000 for a full Little Bird load. WARDOGS Hub reports a beta pilot's first match ending at +$95,000 and Pilot 8. Prices [S1]: MH-6 $6,250 no gate; armed Little Birds Pilot 4, $50,000 unlock (up from $25,000); Z20 Lakota Pilot 10, $35,000 unlock (down from $50,000), $7,400 spawn; AH-6R rockets Pilot 20, blueprint $200,000 [S1] or $250,000 [BETA] (DISPUTED, see the helicopter roster card; the Season 1 changelog does not mention it); Havoc Pilot 35, $500,000 unlock, $18,000 spawn. Air-vehicle player kill XP was cut from 300 to 250 [S1]. Team kill or crash with passengers costs $1,500 per player killed. Parachute $100. Helicopters de-render for defenders at roughly 1,000 m. StratzFPS [ALPHA]: $165 for every teammate who deploys from the helicopter, plus tips and assists; one drop-off plus assists paid $2,750 and turned a life that started at -$6,000 into +$900, reaching +$2,400 later. WarDoggin [S1]: backing a vehicle into a teammate cost $1,500 on the launch build, so the team-kill fine survived Season 1. RageGamingVideos, 11 Sep launch build [S1]: $390 and 50 XP per passenger deployed in the hotzone, $1,000 and 200 XP when that passenger survives, and an assist of $1,500 for each hotzone kill a dropped passenger makes, $750 outside the hotzone. The $750 [S1] matches skycoach's kill bonus per transported player [BETA].

Why it works

Three payouts per passenger - the delivery fee, the survival bonus if they live ~15 seconds, and an assist share of whatever they go on to do. Multiply by six or thirteen seats. Maplewood describes the same payout for drivers: the drop-off, then a share of what the passengers do, so a passenger who downs a helicopter pays the driver a large cut.

Where it falls apart

Sources genuinely disagree on whether a full load breaks even or profits outright. DemoMan0351 is precise that transport alone is "not break even" and that the aircraft only pays for itself once passenger kill bonuses land; skycoach's $4,000-$6,000 [BETA] per full load would be comfortably profitable on its own. Skycoach sells boosting services, so treat its totals as marketing and its unit payouts as plausible. RageGamingVideos' launch-build figures tilt it toward profit: six passengers who all survive a hotzone drop would pay $8,340 [S1] against a $6,250 [S1] Little Bird, but that assumes every passenger lives and rests on one creator's single run. Resolution: assume transport alone roughly breaks even and that your profit is entirely the assist stream until a second launch-build measurement agrees. That means dropping passengers somewhere they will survive and fight matters more than the number of runs you make. Second caveat: this method degrades badly through a match and through a season. Anti-air grows as players unlock it, lock warnings are easy to miss (WARDOGS Hub's pre-launch guide said there were none; IceManIsaac's cockpit footage shows lock tones, see the flares card), and helicopters de-render for defenders at roughly 1,000 m which cuts both ways. A single RPG hit typically finishes a Little Bird. Third: Silk, post-launch, says most pilots who complain that helicopters lose money are using their airframe for the wrong job. Geck0 adds two cheap fixes: practise in the testing grounds before paying for anything, and check the main base for a free car or the large helicopter spawn first, because a free airframe makes every run pure profit. The free spawn is Geck0's claim alone, so look before you pay $6,250 [S1].

History

  • 2026-09-14 · Numbers changedMaplewood and RageGamingVideos (money strategy) added. The figures now include what they report.
  • 2026-09-13 · Numbers changedSilk, WarDoggin, StratzFPS (heli tips) and Geck0 added. The figures now include what they report.
  • 2026-09-12 · Numbers changedEach of the two disputed AH-6R prices now carries its own patch label, $200,000 [S1] or $250,000 [BETA], instead of one label covering both.
  • 2026-09-12 · Numbers changedThe AH-6R blueprint was stated as $200,000 [S1] with no doubt while the helicopter roster Card calls it DISPUTED; it now names both prices. It also no longer says there is no missile lock tone, which cockpit footage contradicts. The Skycoach per-load total gained its [BETA] label.
refs: M0dhrSMKfLs-49, M0dhrSMKfLs-51, Msg78ysR_hQ-09, Msg78ysR_hQ-10, Msg78ysR_hQ-12, 6RGWKiTVvhA-19, 5CsJz4KC9dQ-46, 5CsJz4KC9dQ-48, 5CsJz4KC9dQ-49, _YbhJ9sXxIE-07, oA09eaxgcng-37, I9rkQ7U-Tzk-38, I9rkQ7U-Tzk-41, wcsY2EeIlyc-07, wcsY2EeIlyc-08, 4CHoWpu4Imw-34, 7Vj9U-eawv4-12, Cuq8Sk5hn1E-07, Cuq8Sk5hn1E-09, seNduUq_8Ck-35
FOB building and operating emplacements
CONFIRMEDMoney & XPCONFIRMED (5 creators plus PC Gamer, WARDOGS Hub); RadioGLHF's two further beta videos added 13 Sep are the same channel as his existing two, so they add data, not independence; LiteralWedgeOfCheese's Support-levelling video added 14 Sepsupport, buildernumbers may be stale

Buy the FOB at match start, build it yourself, then never leave it. You spend once and earn all match from construction payouts, passive zone income if it is near the zone, and every kill your emplacements make.

Step by step

  1. Opening shopping list, as run every game by SirSmoken in the beta: a hammer, a FOB, a Ural truck, and two pallets of building supplies. Drive the whole load to where your team's first FOB should go. [S1 prices: FOB $7,500, Large Hammer $2,400 per buy, Ural $5,000 spawn]
  2. Place the FOB and build. Hit the yellow X prompts as they appear: roughly 10% progress per X hit versus 1-2% per normal hit.
  3. Stand at maximum reach and back slowly away as you hit each X. The game only spawns the X somewhere you can currently reach, so this keeps them clustered in front of you.
  4. Build the perimeter first (walls, one gate, minimal doors, wire at the gaps), then towers, then advanced emplacements.
  5. Operate what you built. A CIWS or SAM is guaranteed income all match as long as you are supplied, with no spotter required. Mortars need spotters.
  6. Build near the zone if you can defend it: builders earn construction cash and passive zone cash at the same time.

Numbers

Build payouts [BETA] are reported two ways and they do not reconcile. Skycoach: ~$1 per hammer hit, ~$6 per marked build point, ~$15 per structure completion. PC Gamer: "$15 per hammer swing" and "$1,200-$1,500 for completing build". MetaForge: hammer hit $50, building normal hit 1 XP, critical X hit 7 XP. Take the shape, not the amounts: per-swing income is trivial, completion bonuses are where the money is. Session results [BETA]: over $200,000 in a match operating mortars and SAM from a FOB while buying exactly one kit all match (level 1 armour, free resuscitator, bandages, a hammer, a shotgun and ammo). A player who did nothing but build finished a match at $80,000. Anti-air payback: one downed helicopter covers the FOB plus materials; two or three also cover the Ural and the hammer. [S1] cost changes: FOB blueprint $2,500 to $7,500; Large Hammer per-buy $1,600 to $2,400; Large Hammer unlock $25,000 to $75,000 and moved from Support 7 to Support 8; Medium Hammer unlock $10,000 to $25,000. The Ural went the other way, $50,000 to $35,000 unlock. Roughly 10% progress per X hit versus 1-2% per normal hit. RadioGLHF solo offensive anti-air tower [BETA]: the life began about $6,000 in debt after a Ural, FOB and supplies (-$14,000 by his later count), passed $100,000 and finished about $120,000 net after the debt; the video title claims a $200,000+ match. RadioGLHF solo mortar base [BETA]: 52 shells fired, 6 enemy mortars and 1 drill destroyed, just under $30,000 net after repaying the truck and supplies. LiteralWedgeOfCheese [BETA]: almost $100,000 in his first match doing nothing but building, on a beta he says had sped-up progression.

Why it works

It is the only method where your capital keeps working after you stop paying attention to it. A built emplacement earns while you reload, and supplies you personally purchased and placed pay you every time someone else uses them.

Where it falls apart

Season 1 tripled the entry cost, and the FOB alone now consumes 75% of a new account's entire bankroll. The one Season 1 test in the corpus is RadioGLHF's solo anti-air tower video, which concludes the build is "still profitable" and that one tower's profit "will cover that extra cost for the next 10 rounds" - but he was kicked from the server partway through and it is a single match by a 7,358-view creator. That is thin evidence for a launch-week strategy that costs $7,500 up front. Recommendation: do not buy the FOB yourself on a fresh account. Earn to about $40,000 on medic and spotting first, then run the SirSmoken opening. Second caveat: AquaFPS's honest counter-example. His SAM crew finished a match down $4,000 and $900 net while a friend playing conventional sniper/medic made $98,000. His defence is that they were harassed by three players all round. Read that as: the FOB method's returns are conditional on holding the position unmolested, and a contested FOB can lose money outright. RadioGLHF's two beta-era solo builds show the spread for one skilled builder: the offensive anti-air tower netted about $120,000 [BETA] in a life, the mortar base just under $30,000 [BETA]. If the enemy is flying, build the anti-air version; the mortar version paid a quarter as much.

History

refs: nL7dAQVa5ig-01, nL7dAQVa5ig-02, nL7dAQVa5ig-04, 1y5uNoJ7ciA-38, 1y5uNoJ7ciA-105, RcJjcjSc730-27, RcJjcjSc730-70, 1gl4NEHtzhI-42, 1iu0_rgIHEg-01, 1iu0_rgIHEg-04, RNt9B5cB5a0-05, RNt9B5cB5a0-06, RNt9B5cB5a0-19, oA09eaxgcng-25, oA09eaxgcng-32, oA09eaxgcng-33, oA09eaxgcng-36, wiWNoWiQy_Q-02, rNZhaDGmiIk-25, gPNtdv9e5lM-16, gPNtdv9e5lM-38, frGH2_OxyVA-17, IO7-_TwxpII-08
Logistics and crate reselling (the vendor play)
CONFIRMEDMoney & XPCONFIRMED (5 creators; WarDoggin, SwoleBenji and RadioGLHF added 13 Sep, and WarDoggin's 11 Sep run reproduces the beta pallet payouts on the launch build; RageGamingVideos' 11 Sep money video, RadioGLHF's AA tower video, Maplewood and GhostGaming added 14 Sep)driver, pilot, supportpatch risk medium

Haul pallets and crates to an active FOB, and set your own markup on anything you sell out of a crate. You are paid for the delivery, paid the markup on every item withdrawn, and paid an assist every time someone uses your ammo to kill or your meds to heal.

Step by step

  1. Buy a truck (Ural, $5,000 [S1] spawn) and two pallets. Pallets, not crates, are the meta: players will not pull supplies out of an ammo box by hand but they will use a pallet. RageGamingVideos gives the reason: a player who collects a pallet is paid money and XP for doing it, while a crate asks them to inspect it and buy.
  2. Haul building supplies and ammo to a FOB that is actively being used. "Actively being used" is what makes it pay; a pallet outside the gate does nothing. Drop and deposit the pallets the moment you arrive, before you start building: the deposit pays you, and RadioGLHF banks it first because a sniper can end the run at any second.
  3. Better version: bring the logistics, then pick them back up, buy them yourself, and place them into the FOB. The extra purchase step is what attaches the credit to you. Everyone who consumes that ammo then pays you cash and XP. RageGamingVideos' pre-launch version: pick the crate the FOB's crews need, such as anti-air or mortar ammo, buy it yourself and put it in the FOB, and every kill made with your supplies pays you XP.
  4. For selling: buy an empty crate, purchase items into it, and set the markup percentage shown in the bottom right of the UI. Drop it where fighting is actually happening, not at a dead FOB. Front-line drops carry the biggest markup: RageGamingVideos flies relevant ammo and medical crates straight to the main fight, and Maplewood runs it as a shop, driving a Kodiak of supplies to a FOB and telling the team where to buy.
  5. Restocking your own FOB: set the margin to 0% or you charge yourself twice.

Numbers

[S1] WarDoggin, 11 Sep: Ural $5,000 plus two pallets at $400 each is $5,800 spent; the FOB drop-off paid $2,500 per pallet and unloading paid $1,800 per pallet, so $8,600 came back and the round trip netted $2,800. That is the same ~$3,900 per pallet as the beta, before the truck. Adding a backpack, wrench and gas tank put him $5,650 down before he drove off. [BETA]: pallet cost $400, delivery ~$2,500, supply usage bonus ~$1,800, net ~$3,900 per pallet. Big truck carries two pallets per run. Crates ~$5,000 each, ~$20,000 of base sales to break even at the demo's 25% markup. Beta forum figures: pallet pickup 1,800 and drop-off 1,800. Crate delivery pays both vehicle-class XP (driver or pilot) and support XP off the same delivery. Pilot small armoured supply crate went $5,000 to $10,000 [S1]. Ural $5,000 spawn. Supply-crate items sold under $75 now give 1 XP instead of 25, and the whole purchase XP curve was rescaled from 25-250 down to 1-200 [S1]. TheTacticalBrit reports selling a set of bandages for $2,000. RadioGLHF [BETA]: $2,000 banked from pallet deposits into his own FOB alone. SwoleBenji [BETA]: pallet income keeps paying while you do something else, such as holding the capture circle or manning a spawn vehicle. Medic unlocks a sales crate for $10,000; his examples sell at a 75% markup ($300 item for $525, $1,600 item for $2,800) and, by his account, the sales pay no class XP.

Why it works

One delivery creates three or four separate income events, and the markup is a lever you control with no cap. TheTacticalBrit reports selling a set of bandages for $2,000 [BETA] and says "you can mark up the profit margin as much as you humanly want." RageGamingVideos, recording on the launch build on 11 Sep, rates pallet logistics the safest high-return method because you are out of combat almost all the time. He expected weak demand in the opening days while builders lacked the big hammer, then found after one day that large hammers, mortars, anti-air and drills were already creating it.

Where it falls apart

This is the method most dependent on other people. If nobody buys from your crate, you have simply burned the money; there is no refund path described anywhere in the corpus. Price gouging your own team in the hotzone works right up until they stop buying. And the beta XP farm attached to this loop is gone: supply-crate items sold under $75 now give 1 XP instead of 25, and the whole purchase XP curve was rescaled from 25-250 down to 1-200 [S1]. GhostGaming reads that rescale as a cap on how far cheap items such as building supplies can be marked up. The bounds match the XP event change (25 XP down to 1 XP [S1]), so read it as an XP curve, not a markup cap, and try a high markup on building supplies before trusting either reading. Two more risks from the 13 Sep batch. Any player, friend or enemy, can blow up a sales crate with explosives and wipe out its stock (SwoleBenji), so never leave a stocked crate reachable and unwatched. And SwoleBenji's claim that crate sales pay no class XP conflicts with the Season 1 changelog, which rescaled the XP paid per item sold to 1-200; the changelog is newer, so assume sales pay a little XP and check the XP feed on your first sale. WarDoggin's truck price also wobbles inside his own video ($5,000 when he buys it, $3,000 "the normal way" at 2:08 [S1]); budget $5,000.

History

  • 2026-09-14 · Patch label changedRageGamingVideos (39 tips), Maplewood, RadioGLHF (portable AA tower), RageGamingVideos (money strategy) and GhostGaming added. Patch labels on the figures were corrected.
  • 2026-09-13 · Numbers changedWarDoggin, SwoleBenji (new player guide) and RadioGLHF (solo offensive build) added. The figures now include what they report.
refs: 5CsJz4KC9dQ-41, 5CsJz4KC9dQ-42, LIBNkZE1aGI-39, BrTNezWMpuk-59, BrTNezWMpuk-60, 1y5uNoJ7ciA-72, 4E30BgJq52A-18, 4E30BgJq52A-19, M0dhrSMKfLs-48, 7gr8hwvS3xU-21, 7gr8hwvS3xU-22, RyeL_HZXAAc-25, RyeL_HZXAAc-37, oA09eaxgcng-30, oA09eaxgcng-31, _YbhJ9sXxIE-18, 7Vj9U-eawv4-01, 7Vj9U-eawv4-04, 7Vj9U-eawv4-08, S1HARqxz4zU-68, S1HARqxz4zU-92, S1HARqxz4zU-93, gPNtdv9e5lM-24, Cuq8Sk5hn1E-16, Cuq8Sk5hn1E-17, Cuq8Sk5hn1E-18, 7W0KgoBf-wM-25, 7W0KgoBf-wM-32, 3AU8RyTWpMI-05, seNduUq_8Ck-32, ZO7H54kLhqM-17
Spotting and marking
CONFIRMEDMoney & XPCONFIRMED (6 creators plus Clutchbase, MetaForge, PC Gamer; Twinsticks & Ties' 12 Sep zero-kill test, added 13 Sep, is the first Season 1 measurement)recon, anypatch risk low

$75 binoculars in the free specialist slot on every loadout you ever build. Hold the aim over a target until the mark completes. You are paid for the mark and paid much more when anyone kills it. This is the highest return per dollar risked in the game and it requires no skill at all.

Step by step

  1. Buy binoculars. $75, no level gate, 2x2 inventory. They go in the Specialist slot.
  2. Get elevation near the edge of the zone but still inside it: a hill, a tower, a building.
  3. Aim at an enemy and hold. A rectangle fills around the reticule; the mark completes when it fills.
  4. Re-spot. Refreshing a target before its timer expires pays again, and a vehicle can be spotted up to three times back to back and still pay each time.
  5. Prioritise targets by payout: enemy spawn vehicle first, then helicopters, then armour, then enemy FOBs, then infantry.
  6. If you are completely broke, this is your recovery play. Buy nothing but binoculars and spot.

Numbers

[BETA]: mark $100 minimum, with diminishing returns on refreshes (refresh ~$25). Kill on an actively spotted target $400 open / $800 control zone / $1,600 hotzone. Previously-spotted targets pay about half. Clutchbase: infantry tag plus kill assist $500 total and 175 recon XP; spawn vehicle tag plus destruction $5,000 total and 600 recon XP. Stodeh reports spot payouts "sometimes over $2,000 per kill" and an instant $1,000 for spotting the enemy spawn vehicle. jackfrags demonstrates an $800 spotted kill assist. MetaForge: recon spot 25 XP, spotted target killed 150 XP. Binoculars $75, no level gate, 2x2 inventory. [S1] Twinsticks & Ties: binoculars and a parachute only, zero kills, $63,272 net in a 1 hour 8 minute match with 22 assists. See the binoculars-only recon build card for the $187,804 headline and why it is unverified.

Why it works

Two structural quirks make this better than it looks. Cross-faction payout - this is a three-way match, and if you are on green and spot a red player whom blue then kills, you still get paid. Any faction killing your spotted target pays you. And the payout is not gated on your own combat, so it stacks freely on top of whatever else you are doing. The strongest version: sit next to a teammate running anti-air and scan each helicopter just before his missile kills it. DemoMan0351 reports receiving roughly 50% of the XP and money of every player aboard, credited as recon XP. A half-share of a full transport for a two-second scan reads as an unintended interaction. Single-source, 59K-view creator, no corroboration anywhere in the corpus. Flagged in the exploits section.

Where it falls apart

This card used to call spotting a supplement that never makes you rich on its own. Twinsticks & Ties' Season 1 test contradicts that: $63,272 [S1] in 68 minutes of spotting with zero kills. One test in an unstated lobby is not enough to rank spotting above medic, but it is enough to stop treating it as pocket money: in a full lobby it is a real income for a player who cannot aim. The diminishing-return structure on refreshes still means spotting the same target forever does not scale, and the corpus does not say whether Stodeh's three-consecutive-spots rule survived Season 1.

History

refs: k84PEdHQjWM-03, k84PEdHQjWM-05, k84PEdHQjWM-09, k84PEdHQjWM-11, k84PEdHQjWM-12, eR3U1uR6Wn8-08, eR3U1uR6Wn8-19, uumlRZ4zUYQ-17, 6RGWKiTVvhA-05, 6RGWKiTVvhA-06, RcJjcjSc730-52, RcJjcjSc730-53, RcJjcjSc730-55, RyeL_HZXAAc-18, tLf_OoOJsGw-08, M0dhrSMKfLs-39, nKUC4dZC_is-13
7-9. Demolition: spawn vehicles, FOBs, armour
CONFIRMEDMoney & XPCONFIRMED for the mechanic; spawn-vehicle payout DISPUTED ($7,500 RadioGLHF; ~$15,000 DemoMan0351, wardogsdb, MetaForge; about 20k SwoleBenji); most other figures SINGLE-SOURCEsupportnumbers may be stale

Carry a $300 IED in a quick slot on every life you are not building or carrying a launcher. It is the best return-on-investment item in the game.

Step by step

  1. Enemy spawn vehicle: two IEDs ($600) for $7,500 to about 20k [BETA], DISPUTED. DemoMan0351, wardogsdb.wiki and MetaForge all give ~$15,000; RadioGLHF was told $7,500; SwoleBenji says about 20k for the kill and 14k for an assist. $7,500 is exactly half of $15,000, the hotzone doubling, so the likeliest reading is $7,500 outside the hotzone and $15,000 inside it, with SwoleBenji's figure carrying extras. Plan on $7,500; even that is 12x the IEDs. IceManIsaac describes a suicide run on the enemy APC (smoke, run up, place IED, dial the number, detonate, about 30 seconds) paying "tens of thousands of dollars and loads of XP". Also destroys their forward spawn, so the tactical value stacks.
  2. Enemy FOB: one IED ($300) for ~$2,500 plus 500 support XP [BETA]. About 8x. DemoMan0351 and WARDOGS Hub agree on the exact figures. Cheap, repeatable, and the fastest support XP in the game.
  3. Tank engine disable: $7,000 [BETA] for a mobility kill alone, before you have destroyed anything. Full L2A6 destruction $7,000-$17,500. SPH-2 artillery ~$14,000, and artillery kills stay above $10,000 even outside the hotzone.
  4. Loaded transport helicopter: iMaTT read $8,000 and $14,500 [BETA] off screen for two SAM kills in one session. AquaFPS's argument for why: a transport carries six or seven players, so one missile produces something close to an eight-kill payout. An RPG kill on a half-full helicopter pays "more than 10x the rocket's cost" ($2,000 per RPG) plus hundreds of XP. RadioGLHF's first Talon kill on a helicopter paid $3,000 [BETA] with the passenger load not stated, which fits payouts scaling with who is aboard. You are credited with an assist just for having a rocket in the air when it goes down, and pilots who panic-crash from the lock tone still pay you.
  5. Enemy drill (resource extractor): RadioGLHF was paid $4,500 [BETA] for one he did not even notice. One kill, single-source, but a drill is a stationary target, so hit any you pass.
  6. Enemy ammo boxes: unarmored enemy ammo boxes pay to destroy. Check the minimap first - if there is no shopping-cart icon at that location it is not friendly. Killing a friendly box penalises you.
  7. Positioning: set up about 100 m down the road from the enemy spawn, or behind an enemy FOB where supply vehicles must arrive. Vehicle traffic funnels through known chokepoints, and supply vehicles are slow, predictable and often carrying several people.

Numbers

[BETA], best to worst return per dollar: enemy spawn vehicle two IEDs ($600) for $7,500 (RadioGLHF), ~$15,000 (DemoMan0351, wardogsdb, MetaForge) or about 20k with 14k for an assist (SwoleBenji), DISPUTED, most likely $7,500 outside the hotzone and $15,000 inside; enemy FOB one IED ($300) for ~$2,500 plus 500 support XP (about 8x); enemy drill $4,500 (RadioGLHF, one kill); tank engine disable $7,000, full L2A6 destruction $7,000-$17,500, SPH-2 artillery ~$14,000, artillery kills stay above $10,000 even outside the hotzone; loaded transport helicopter $8,000 and $14,500 read off screen; one Talon helicopter kill $3,000 (RadioGLHF, load unknown); RPG $2,000 each, kill on a half-full helicopter pays more than 10x the rocket's cost. RPG-7 sits behind Support 5 plus a $30,000 blueprint [S1]. Position about 100 m down the road from the enemy spawn.

Why it works

The IED is the cheapest item in the game relative to the value of what it destroys, and high-value targets pay both cash and large support XP. RageGamingVideos (10 Sep) adds enemy logistics crates: destroying them pays decent XP and starves the enemy FOB of ammo, which makes enemy FOBs good targets for a gunner helicopter.

Where it falls apart

TacticalNed's warning is the important counterweight. The anti-vehicle kit is expensive (launchers and their ammunition both cost a lot) and the method is entirely contingent on the enemy actually fielding vehicles. He ranks it 5th early precisely because few players drive deep into the zone in the opening days and the RPG-7 sits behind Support 5 plus a $30,000 blueprint. Before the RPG you only have C4, which is very hard to place on a moving target. Only run the anti-vehicle kit when you have already seen armour on the field. Second caveat: dedicated anti-air is usually oversubscribed. With FOBs fielding CIWS and SAM and helicopters hunting each other, you end up competing for kills that were already being taken.

History

refs: Msg78ysR_hQ-18, Msg78ysR_hQ-19, M0dhrSMKfLs-22, M0dhrSMKfLs-57, eR3U1uR6Wn8-29, HkruVf6lIs8-16, RNt9B5cB5a0-05, RNt9B5cB5a0-07, RyeL_HZXAAc-27, 1y5uNoJ7ciA-45, 1y5uNoJ7ciA-47, 1y5uNoJ7ciA-52, 1y5uNoJ7ciA-107, 1y5uNoJ7ciA-108, RcJjcjSc730-37, S1HARqxz4zU-48, frGH2_OxyVA-12, frGH2_OxyVA-15, gPNtdv9e5lM-21, 7W0KgoBf-wM-34
The New Recruit discount
CONFIRMEDMoney & XPCONFIRMED (6 creators plus WARDOGS Hub; SwoleBenji and Geck0 added 13 Sep, Hudi 14 Sep); sources split by one level on the exact thresholdanypatch risk medium

While your Career (Wardog) level is below 9, every price you see is halved. Sources split on whether level 9 itself still gets it, so spend before you reach 9. It ends permanently once you pass it.

Step by step

  1. Binoculars ($75 full price, $38 discounted). Buy several lives' worth.
  2. Your first blueprint unlocks, if blueprints are discounted (see caveat). The candidates with the best half-price saving are Field Resuscitator (Medic 2, $10,000), SKS (Recon 5, $25,000) and RPG-7 (Support 5, $30,000) [S1].
  3. Durable Career-track gear you will use all season: Level 1 Armor + Helmet (Career 3, $17,500 combined), Field Backpack (Career 12, $20,000) [S1].

Numbers

50% off, active below Career level 9, possibly through level 9 [S1]. motiv8: "until you reach level 9 everything is 50% off... once you hit level 10, the discount goes away." Legacy Gaming and WARDOGS Hub both say "below level 9". jackfrags says "50% off up to level 9". Practical reading: plan as if the discount ends the moment you reach level 9. If it is still there at level 9, treat that as a bonus, not a plan. Binoculars $75 full / $38 discounted. Field Resuscitator Medic 2 $10,000; SKS Recon 5 $25,000; RPG-7 Support 5 $30,000 [S1]. Level 1 Armor + Helmet Career 3 $17,500 combined ($8,750 discounted); Field Backpack Career 12 $20,000 [S1]. RPG-7 plus SKS inside the window saves $27,500. SwoleBenji: vehicles bought below Career 9 are half price [BETA]. He also phrases it as everything support-related being 50% off at levels 1-9 [BETA]; Career is the sum of all role levels, so it always reaches 9 before Support does, and his wording is best read as the same Career window rather than a separate per-track discount. Geck0: the new-player discount covers most items [BETA], not all. Hudi (9 Sep, pre-launch) also says below level 9 [BETA] and lists weapons, gear, vehicles and ammo as covered, while hedging on whether Bulkhead would keep it for launch; the launch-week sources above show it survived.

Why it works

Career level is not earned directly. It is the sum of your six role levels. So you do not get nine leisurely levels of half price; you cross Career 9 as soon as your six role levels add to nine, which is roughly one to two matches of ordinary play. Treat the discount as a first-session window, not a first-week window, and spend into it immediately.

Where it falls apart

No source states whether the 50% applies to one-time blueprint/unlock fees or only to per-round vendor prices. Legacy Gaming's wording ("all gear, loadouts, and vehicles") and jackfrags' advice to buy expensive durable items imply blueprints are included, but neither says so explicitly. Geck0's "most items" is the first hint that something is excluded, and blueprints are the obvious candidate. If blueprints are included, a level-5 player buying RPG-7 plus SKS inside the window saves $27,500 [S1], which dwarfs every other early-game optimisation. Test this first. Second caveat: DemoMan0351's advice to skip tier-1 armour and jump straight to tier 2 assumes you will be rich later. Inside the discount window tier-1 armour is $8,750 rather than $17,500 [S1], and you need it now, not later. Buy the cheap tier while it is half price. Third: half price is still a purchase. SwoleBenji notes a discounted vehicle can leave a new player about $3,000 [BETA] down until it earns back, so buy a vehicle inside the window only if you will drive it into the zone.

History

refs: 6RGWKiTVvhA-04, LIBNkZE1aGI-11, uumlRZ4zUYQ-01, M0dhrSMKfLs-59, S1HARqxz4zU-36, S1HARqxz4zU-23, I9rkQ7U-Tzk-01, 3T9uXo_WgdM-17
The per-life buy economy
CONFIRMEDMoney & XPCONFIRMED (6+ creators, wiki, PC Gamer)anypatch risk low

Cash is one persistent account balance that is simultaneously your scoreboard rank and your loadout budget. You buy a kit before each life, you lose everything you were carrying when you die, and the leftover balance rolls into the next life and the next match forever.

Step by step

  1. Spawn screen: buy a loadout from the vendor tabs (Primary, Sidearm, Specialist, Utility, Traversal, Land, Air, Blueprints).
  2. Deploy, earn from every action you take, offensive or supportive.
  3. Die. Everything you were carrying is gone. Your earnings stay.
  4. Press Rebuy to repurchase and equip the entire last kit in two or three clicks.

Numbers

Net income for a life = gross earnings minus the purchase price of everything you brought and lost. A cheap AK-plus-armour-plus-ammo kit was reported at $50,000-$60,000 per life for a strong infantry player [BETA]; a medic averaged $80,000 per life across a session [BETA].

Why it works

There are two separate gates on every item: a level gate (reach the required track level) and a cash gate (pay a one-time blueprint/unlock fee). After that you buy the item at a much lower per-round price every time you spawn. Both the blueprint fee and the per-round price come out of the same balance, which is why unlock pacing matters as much as kit discipline.

Where it falls apart

This assumes you are on a populated server playing objectives. In a dead lobby or far from the zone the income floor collapses to near zero while your kit cost does not, and the ~10 minute personal cooldown on the spawn-vehicle teleport means a careless death can cost you five minutes of walking as well as the kit.

refs: BrTNezWMpuk-08, BrTNezWMpuk-09, BrTNezWMpuk-11, BrTNezWMpuk-12, 50LO5xjceGg-05, 50LO5xjceGg-07, srDzIFGc0EI-29, LIBNkZE1aGI-06, LIBNkZE1aGI-20, 3ubf2twZumk-62, Msg78ysR_hQ-16
Buy binoculars on every loadout
CONFIRMEDMoney & XPquick card: inherits tier and sources from eco-method-6-spotting, cbt-spotting-economicsany, reconpatch risk low

Buy binoculars ($75, no level gate) on literally every loadout; one spotted kill assist returns $400-$800 [BETA], so it repays itself 5-10x per life.

Numbers

Binoculars $75, no level gate. One spotted kill assist returns $400-$800 [BETA]. Repays itself 5-10x per life.

Why it works

The item is cheap enough that a single spot-assist pays for several lives' worth.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Set crate markup to 0% when restocking your own FOB
CONFIRMEDMoney & XPquick card: inherits tier and sources from eco-method-5-logistics-cratessupport, driverpatch risk medium

Set crate markup to 0% when restocking your own FOB, or you pay your own markup twice.

Fly transport only with a full cabin
CONFIRMEDMoney & XPquick card: inherits tier and sources from veh-passenger-economics-fines, eco-method-3-helicopter-transportpilotpatch risk medium

Fly transport only with a full cabin. An empty helicopter is a pure loss; a full one roughly pays for itself and the passenger assists are the actual profit.

Why it works

Transport fees roughly break even; the profit is the assist stream from the passengers you drop.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Move whatever you are doing into the hotzone
CONFIRMEDMoney & XPquick card: inherits tier and sources from eco-hotzone-double-payoutanypatch risk low

Move whatever you are already doing into the yellow hotzone. Everything doubles there: cash, XP, and your body counts as two for team scoring. [S1-confirmed mechanic]

Numbers

Everything doubles inside the hotzone: cash, XP, and your body counts as two for team scoring. [S1-confirmed mechanic]

Why it works

The hotzone multiplier applies to every action with no exceptions.

History

  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Best risk-adjusted method for a new account: hotzone medic
CONFIRMEDMoney & XPquick card: inherits tier and sources from eco-method-1-hotzone-medicmedicpatch risk medium

Best risk-adjusted method for a new account: hotzone medic with a sub-$2,000 kit. Revives pay $400 open / $800 control zone / $1,600 hotzone [BETA].

Numbers

Kit under $2,000. Revives $400 open / $800 control zone / $1,600 hotzone [BETA].

Why it works

The kit is cheap enough that dying is irrelevant while the payouts double in the hotzone.

History

  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Never self-heal
CONFIRMEDMoney & XPquick card: inherits tier and sources from cbt-bandage-othersmedic, anypatch risk low

Never self-heal. Buddy-aid pays cash and medic XP; healing yourself pays zero of both.

Numbers

Self-aid pays zero cash and zero medic XP.

Why it works

The healing payout is attached to healing another player, not yourself.

History

  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Front-load purchases under Career level 9
CONFIRMEDMoney & XPquick card: inherits tier and sources from eco-new-recruit-discountanypatch risk medium

Under Career (Wardog) level 9 everything is 50% off. That window is short because Career level is the sum of your six role levels, so front-load expensive purchases in your first two matches.

Numbers

50% off below Career level 9 (sources split on level 9 itself). Career level is the sum of six role levels.

Why it works

Six role levels summing to nine happens inside roughly one to two matches of ordinary play.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Numbers changedIt said the discount ends at Career level 10 while other Cards said 9. Every Card now says below level 9 and states the one-level split between sources. It also gained its parent's sources.
Season 1 cumulative XP milestones
CONFIRMEDMoney & XPquick card: inherits tier and sources from eco-s1-xp-curveanypatch risk low

Season 1 XP, cumulative to level: L10 35,000, L15 110,000, L20 250,000, L35 500,000, L50 1,000,000 [S1]. Levels 15-20 are the wall: 140,000 XP for five levels.

Numbers

Cumulative XP [S1]: L10 35,000; L15 110,000; L20 250,000; L35 500,000; L50 1,000,000. L15-20 is 140,000 XP for five levels.

Why it works

The curve is steepest between levels 15 and 20.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
At season end cash and XP wipe
CONFIRMEDMoney & XPquick card: inherits tier and sources from eco-what-wipes-what-you-keepanypatch risk low

At season end cash and XP wipe. Leftover cash auto-converts to gold bars. Gold bars and the cosmetics you bought with them are the only things you keep.

Why it works

The in-game Gold Exchange panel states the reset and the automatic conversion.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Pilot
CONFIRMEDMoney & XPCONFIRMED (hotzone transport as the pilot levelling engine: DemoMan0351, Airwingmarine, Molixatus and StratzFPS, plus RageGamingVideos and GhostGaming added 14 Sep)pilotpatch risk medium

Fly full transport loads into the hotzone all match. Delivery XP plus passenger assists is the whole engine.

Step by step

  1. Learn on the free range. Team kills and crashes with passengers cost $1,500 per player.
  2. Buy the MH-6 ($6,250, no gate). Fly full loads into the hotzone all match. Delivery XP plus passenger assists is the whole engine.
  3. Alternate with crate and pallet runs when you cannot fill seats. Crate delivery pays pilot XP and support XP off one delivery.
  4. Pilot 4: armed Little Birds. [S1] the blueprint doubled to $50,000, so do not rush it.
  5. Pilot 10: Z20 Lakota ($35,000 [S1], down from $50,000). Thirteen seats and it carries pallets. This is the unlock to aim for.
  6. Shortcut: if you already have a friend with the attack helicopter, offer to be his gunner. It costs nothing to ask and the kill credit is shared.

Numbers

Team kills and crashes with passengers cost $1,500 per player. MH-6 $6,250, no gate. Armed Little Birds Pilot 4, blueprint doubled to $50,000 [S1]. Z20 Lakota Pilot 10, $35,000 [S1], down from $50,000, thirteen seats. Air-vehicle player kills cut 300 to 250 XP [S1]. RageGamingVideos, 11 Sep launch build: hotzone drops took him from Pilot 1 to nearly Pilot 4 [S1] in one run, at 50 XP per passenger dropped and 200 XP per passenger who survives [S1].

Why it works

Passenger delivery XP plus assists from dropped passengers compounds per seat, and crate runs pay two tracks off one delivery. StratzFPS [ALPHA] adds that flying time itself pays pilot XP, separate from any transport money, so the empty return leg still levels you.

Where it falls apart

Air-vehicle player kills were cut 300 to 250 XP [S1] specifically to slow helicopter grinding, so the transport route is now strictly better than the gunship route for levelling. GhostGaming disagrees with the kill-XP cut but reaches the same conclusion: ferrying passengers was already far faster pilot XP than minigun kills. DemoMan0351's 7 Sep tips repeat the gunner-seat shortcut: sit in a friend's attack helicopter and take the kills.

History

  • 2026-09-14 · Rating changedDemoMan0351 (20 advanced tips), RageGamingVideos (money strategy) and GhostGaming added. Rating moved from LIKELY to CONFIRMED: CONFIRMED (hotzone transport as the pilot levelling engine: DemoMan0351, Airwingmarine, Molixatus and StratzFPS, plus RageGamingVideos and GhostGaming added 14 Sep).
  • 2026-09-13 · Patch label changedStratzFPS (heli tips) added. Patch labels on the figures were corrected.
refs: M0dhrSMKfLs-46, M0dhrSMKfLs-49, M0dhrSMKfLs-52, RyeL_HZXAAc-34, RyeL_HZXAAc-37, _YbhJ9sXxIE-07, _YbhJ9sXxIE-11, oA09eaxgcng-29, wcsY2EeIlyc-09, Cuq8Sk5hn1E-08, Cuq8Sk5hn1E-07, ZO7H54kLhqM-15, xp1h96dJQ8A-06
The Season 1 XP curve
CONFIRMEDMoney & XPCONFIRMED (official wiki Updates page, Steam changelog, three community mirrors, two creators; GhostGaming, Hudi and LiteralWedgeOfCheese added 14 Sep)anypatch risk low

The Season 1 table is cumulative XP to reach that level, not per-level. Levels 15-20 are the wall. Below level 6 nothing changed from the beta.

Step by step

  1. Level 6 is the milestone that matters on day one. Only 5% was added to the grind to reach it, and a lot of unlocks open there. Several vehicle unlocks moved down to level 6 in the same patch (Kodiak Assault 8 to 6).
  2. Do not start a new deep track after the first week. The L15-20 band costs 140,000 XP for five levels, more than the entire journey from 0 to 15. Committing to a second deep track mid-season means you finish neither.
  3. The beta-era "unlock everything on day one" advice is dead. Any video recommending three headline unlocks in one session predates 9 Sep 2026.
  4. Levels 1-20 are the only part worth planning around this season. DemoMan0351's argument that "however much the XP grind gets nerfed, levels 1 to 20 will be basically the same" is exactly wrong post-patch: L10-20 is precisely where the nerf landed. Use his conclusion (commit to a plan now) but not his reasoning.

Numbers

Cumulative XP by level, Beta [BETA] vs Season 1 [S1], slower by, XP per level in band [S1]: L6 8,750 / 9,250 / +5.7% / ~1,540. L10 25,000 / 35,000 / +40.0% / ~6,440 (L6-10). L15 54,750 / 110,000 / +100.9% / 15,000 (L10-15). L20 111,500 / 250,000 / +124.2% / 28,000 (L15-20). L25 192,000 / 325,000 / +69.3% / 15,000 (L20-25). L30 293,750 / 400,000 / +36.2% / 15,000 (L25-30). L35 416,500 / 500,000 / +20.0% / 20,000 (L30-35). L40 551,250 / 650,000 / +17.9% / 30,000 (L35-40). L45 689,500 / 800,000 / +16.0% / 30,000 (L40-45). L50 838,000 / 1,000,000 / +19.3% / 40,000 (L45-50). Time estimates at roughly 11,000 XP per hour: Level 6 ~1 hour; Level 10 ~3 hours; Level 15 ~10 hours; Level 20 ~22 hours; Level 30 ~36 hours; Level 50 ~90 hours. Airwingmarine hit overall level 50 in about 30 hours in beta and expects 36-40 hours at launch. WARDOGS Hub's independent calculation says 90 hours. Bulkhead's target: median player reaching level 20 in 20-25 hours. Two XP event changes [S1]: air-vehicle player kills dropped from 300 to 250 XP; supply crate items sold under $75 dropped from 25 XP to 1 XP, with the whole purchase XP curve rescaled from 25-250 down to 1-200. L15-20 is 140,000 XP for five levels.

Why it works

Developer rationale, quoted from the patch notes: levelling was deliberately slowed from about 10 to 20 and the curve flattened from 35 onward, targeting a medium player at 20-25 hours landing around level 20. Big-ticket items are explicitly reserved for "the top 5% who grind for them." The Airwingmarine / WARDOGS Hub gap is almost certainly Career-level-50 (sum of six tracks, reached fast) versus single-track-level-50 (the 1,000,000 XP figure). Read the table as per-track XP and Airwingmarine's 36-40 hours as a Career figure.

Where it falls apart

One creator's transcript renders the level-6 change as "roughly 57% slower", which does not match the 5.7% in the official table. That is an ASR artifact (the decimal point was lost). The official figure is 5.7%. GhostGaming reads the same table on camera as 5.7% slower for L6-10, 40% for L10-15 and 100% for L15-20 [S1]; those are the cumulative figures at L6, L10 and L15 shifted one band, so use the table. Two creators relay developer statements that explain why beta levels meant nothing: LiteralWedgeOfCheese quotes Bulkhead's Joe saying the beta was condensed into a weekend and level 100 in three days [BETA] would not be possible at launch, and Hudi quotes Brammertron on 29 Aug saying the same and adding that the first 20 levels were about right. The 9 Sep changelog then slowed L10-20 by 40-124% [S1], so that 29 Aug remark is superseded, the same mistake as DemoMan0351's.

History

refs: _YbhJ9sXxIE-05, _YbhJ9sXxIE-06, _YbhJ9sXxIE-11, _YbhJ9sXxIE-23, oA09eaxgcng-21, oA09eaxgcng-26, oA09eaxgcng-27, oA09eaxgcng-28, oA09eaxgcng-29, oA09eaxgcng-44, M0dhrSMKfLs-62, 5CsJz4KC9dQ-01, ZO7H54kLhqM-14, ZO7H54kLhqM-13, ZO7H54kLhqM-15, ZO7H54kLhqM-16, 3T9uXo_WgdM-01, IO7-_TwxpII-01, IO7-_TwxpII-17
What wipes and what you keep
CONFIRMEDMoney & XPCONFIRMED (in-game Gold Exchange panel text, quoted verbatim by WARDOGS Hub and read on camera by Hudi; corroborated by creators and the April 2026 roadmap); whether class levels reset is still openanypatch risk low

Wiped at season end: all cash (auto-converted to gold bars at the prevailing rate), and all level and XP progression on every track including Career. Every blueprint unlock you paid for goes with it. Kept: gold bars, permanently, and any cosmetics you bought with them.

Numbers

Season 1 length: one month, starting 10 September and therefore ending around 10 October 2026, stated by RageGamingVideos, by Hudi relaying Bulkhead's Brammertron, by Maplewood (who calls it too short) and, hedged, by GhostGaming. Seasons 2, 3 and 4 have no decided length. Early Access is roughly 24 months.

Why it works

The official in-game Gold Exchange panel reads: "At the end of a major update cycle your level progression and cash will be reset. The date of any major update and progression reset will be announced ahead of time. Any remaining cash at the end of a cycle will be automatically exchanged for gold bars." Historical precedent supports this: pre-alpha cash did not carry to the full game (official Steam FAQ, Feb 2026), and beta progress did not carry into Early Access. Resolved conflict: a Bulkhead developer (Lossy) posted on 2 Mar 2026 that "XP doesn't reset every season". By 31 Aug 2026 the in-game messaging said the opposite, and players on that same thread flagged the change with no updated dev reply. The in-game Gold Exchange text is the current authority; the March forum post is superseded. If you find a guide claiming XP is permanent, it is quoting that dead post.

Where it falls apart

Season 1 length is no longer single-source: four creators say one month, one of them relaying a named developer. It is still not an announced date, so plan to it and watch for the official announcement. Bulkhead has also said "each season we will have a different XP curve with different item orders", so the Season 1 unlock ladder will not survive the wipe either. Caveat that should temper every long-term plan in this document: the long-term progression and metagame tied to the cash system are still being built, with the developers aiming to flesh them out before 1.0 (roughly 24 months of Early Access). The endpoint of the cash system does not exist yet. Everything here describes an explicitly incomplete system. Class levels are the soft spot in this card: Hudi reports developer posts saying only the WARDOGS level resets and other communications implying class levels reset too. The panel's "level progression" wording does not settle it. His guess, and this card's, is that everything resets. See Open questions.

History

refs: 5CsJz4KC9dQ-05, 50LO5xjceGg-11, 3T9uXo_WgdM-05, 3T9uXo_WgdM-09, 3T9uXo_WgdM-07, seNduUq_8Ck-43, ZO7H54kLhqM-30, ZO7H54kLhqM-29
Exactly which actions feed which track
CONFIRMEDMoney & XPanypatch risk medium

A per-track table of every action that feeds it and every unlock it gates, plus the cross-track facts that change how you build a loadout.

Step by step

  1. Career (derived): fed by nothing directly; it is the sum of the six role levels. Gates pistols, all armour and helmet tiers, backpacks, tac vests, HP and AP ammo types, optics and foregrips, sport parachute, SPH-2 artillery (L90).
  2. Infantry / Assault: fed by kills and assists with assault rifles; grenades; pistols (contested, see caveat). Damage alone pays nothing - you must convert to at least an assist. Gates AK74 L3, Galil L10, M4 L20, FAL L35, muzzle brakes, foregrips.
  3. Medic: fed by healing other players (never yourself), reviving, SMG kills and assists, plus a permanent assist stream from anyone you revived for the rest of their life. Gates Field Resuscitator L2, PP-19 L4, smoke L5, IFAK L9, Defibrillator L11, Stim/Adrenaline Pen L14, MP5 L15, Medical Bag L24, PP-19 drum L29 [S1, was 33], Super-45 L35.
  4. Recon: fed by completing a spot, refreshing a spot before it expires, kills by anyone on a target you spotted, kills and assists with snipers/DMRs/the bow, claymore kills. Gates Monocular L2, SKS L5, Rangefinder L8, Mosin L10, LPVO L11, SVD L12, Bow L17, MRAD scope L18, SV98 L19, Claymore L22, Ghillie L24, MK22 L25, BMR-308 L30, IR Rangefinder L32, AMR-50 L35.
  5. Support: fed by every hammer swing and every completed structure; repairing bases, vehicles and structures; refuelling vehicles; drill repairs; delivering supplies to a FOB; shotgun and LMG kills; kills and vehicle destruction with IEDs, C4 and RPGs; destroying HVTs (enemy spawn vehicles, helicopters, armoured vehicles, enemy FOBs); operating FOB emplacements once you have a level 3 hammer. Gates Light Drill L1, C4 L2, Medium Hammer L3, RPG-7 L5, Large Hammer L8 [S1, was 7], M500 L10, M249 L15, Verba L16, MAAWS L20, AT Mine L25, Heavy Drill L28, PKM L30, MGL-40 L35.
  6. Driver: fed by delivering passengers into the control zone (more in the hotzone), crate and pallet delivery, roadkills, kills from vehicle-mounted weapons, assist credit from passengers you dropped off, small XP for distance driven. Anyone in a crewed vehicle gets driver XP when anyone in that vehicle gets a kill. Gates URAL L3 [S1, was 4], Kodiak Assault L6 [S1, was 8], Dune Buggy L8 [S1, was 10], Kodiak Pickup/Flatbed L10 [S1, was 2], Humvee L15, Large Supply Crate L16 [S1, was 20], URAL Defender L18 [S1, was 30], Music Tape H L23 [S1, moved from Pilot 28], URAL Attack L25 [S1, was 40], Humvee minigun L30 [S1, was 35], L2A6 heavy tank L35 [S1, moved from Career].
  7. Pilot: identical structure to Driver but airborne: passenger delivery into the zone (double in the hotzone), crate and pallet delivery, pilot and gunner kills, assists from dropped passengers. Gates armed Little Birds L4, Z20 Lakota L10, AH-6R rockets L20, Z20 miniguns L25, Havoc L35.
  8. Cross-track: hover any item in the vendor or your inventory and it tells you which class XP it rewards.
  9. Cross-track: crate and pallet delivery is dual XP - it pays the vehicle track (driver or pilot) and the support track off the same delivery.
  10. Cross-track: no class restrictions on loadouts. Any unlocked item goes in any loadout, so a sniper rifle plus a defibrillator is a legal build.
  11. Cross-track: gear levels tracks, not just guns. Using bandages levels medic; using a spotting scope levels recon. This is the route around a bad starting weapon, and it matters because the recon starter rifle (Scout Rifle TD) does not even one-shot an unhelmeted head.
  12. Cross-track: the weapon that lands the kill decides the track, not the one you spawned with. LMGs feed Support, SMGs Medic, assault rifles Infantry, DMRs and sniper rifles Recon, so a weapon you pick up levels its own track (Maplewood).

Numbers

Career gates SPH-2 artillery (L90 [S1], was 55) and the Deagle (L85 [S1], was 90); GhostGaming reads the rest of the Career table as moving a level or two at most [S1]. Infantry: AK74 L3, Galil L10, M4 L20, FAL L35. Medic: Field Resuscitator L2, PP-19 L4, smoke L5, IFAK L9, Defibrillator L11, Stim/Adrenaline Pen L14, MP5 L15, Medical Bag L24, PP-19 drum L29 [S1, was 33], Super-45 L35. Recon: Monocular L2, SKS L5, Rangefinder L8, Mosin L10, LPVO L11, SVD L12, Bow L17, MRAD scope L18, SV98 L19, Claymore L22, Ghillie L24, MK22 L25, BMR-308 L30, IR Rangefinder L32, AMR-50 L35. Support: Light Drill L1, C4 L2, Medium Hammer L3, RPG-7 L5, Large Hammer L8 [S1, was 7], M500 L10, M249 L15, Verba L16, MAAWS L20, AT Mine L25, Heavy Drill L28, PKM L30, MGL-40 L35. Driver: URAL L3 [S1, was 4], Kodiak Assault L6 [S1, was 8], Dune Buggy L8 [S1, was 10], Kodiak Pickup/Flatbed L10 [S1, was 2], Humvee L15, Large Supply Crate L16 [S1, was 20], URAL Defender L18 [S1, was 30], Music Tape H L23 [S1, moved from Pilot 28], URAL Attack L25 [S1, was 40], Humvee minigun L30 [S1, was 35], L2A6 heavy tank L35 [S1, moved from Career]. Pilot: armed Little Birds L4, Z20 Lakota L10, AH-6R rockets L20, Z20 miniguns L25, Havoc L35. Operating FOB emplacements requires a level 3 hammer.

Why it works

Every track is fed by a distinct set of actions, and several actions feed two tracks at once, which is what makes hybrid loadouts efficient.

Where it falls apart

Caveat on pistols: Legacy Gaming says pistol kills award assault XP; IceManIsaac names the Glock 17, M1911, Deagle and Revolver as assault-levelling; jackfrags's hover demo shows "the Glock pays assault XP". But the wiki puts every pistol on the Career track for unlock purposes. Both can be true - unlock gate on Career, XP payout to Infantry - but nobody states it. Do not plan a grind around pistols.

History

refs: 3ubf2twZumk-23, 3ubf2twZumk-24, 3ubf2twZumk-25, 3ubf2twZumk-27, 3ubf2twZumk-32, RyeL_HZXAAc-01, RyeL_HZXAAc-03, RyeL_HZXAAc-07, RyeL_HZXAAc-08, RyeL_HZXAAc-14, RyeL_HZXAAc-20, RyeL_HZXAAc-21, RyeL_HZXAAc-22, RyeL_HZXAAc-23, RyeL_HZXAAc-30, RyeL_HZXAAc-34, RyeL_HZXAAc-37, BrTNezWMpuk-13, BrTNezWMpuk-14, BrTNezWMpuk-15, BrTNezWMpuk-17, LIBNkZE1aGI-19, LIBNkZE1aGI-21, LIBNkZE1aGI-22, LIBNkZE1aGI-23, LIBNkZE1aGI-24, LIBNkZE1aGI-25, LIBNkZE1aGI-26, eR3U1uR6Wn8-04, eR3U1uR6Wn8-05, uumlRZ4zUYQ-34, oA09eaxgcng-46, 5CsJz4KC9dQ-20, 5CsJz4KC9dQ-22, 5CsJz4KC9dQ-24, 7gr8hwvS3xU-27, 7gr8hwvS3xU-34, 7gr8hwvS3xU-35, M0dhrSMKfLs-20, M0dhrSMKfLs-25, M0dhrSMKfLs-27, M0dhrSMKfLs-45, M0dhrSMKfLs-66, seNduUq_8Ck-16, ZO7H54kLhqM-22
Stay for the end screen: the match-end bonus
NewLIKELYMoney & XPLIKELY (SwoleBenji and Hudi independently describe a team placement bonus; Hudi, added 14 Sep, gives the only figures, recorded pre-launch; Bulkhead's Patch 0.11 notes independently confirm an end-of-match cash payout exists)anypatch risk medium

Never quit before the match ends. The end screen pays bonus cash and bonus XP based on what you did that match, and leaving early forfeits all of it.

Step by step

  1. Treat the last few minutes as part of your income. If you need to leave, leave after the end screen, not before it.
  2. If your team cannot place and the leading team has an open slot near the end, SwoleBenji switches to it: the winning side pays the biggest end-of-round bonus, and you keep all class XP and levels already earned.
  3. If the leader is full, he switches to the team in second place for a smaller bonus instead.

Numbers

Hudi [BETA]: the team that places first gets a bonus of about 30% of its match earnings, second 25%, third 20%, and he believes it is paid on team placement, not your leaderboard position. Patch 0.11, announced 12 Sep 2026, adds +5% end-of-match cash on community servers for one week [S1], which confirms the end-of-match payout is a real line item.

Why it works

The end-of-match award is calculated from what you did over the match and only reaches players still on the server, with a larger share for the teams that place. SwoleBenji says switching teams does not erase what you earned, and that contributing to whichever team finishes first earns a bonus.

Where it falls apart

Hudi's 30/25/20% [BETA] split is pre-launch and hedged, and SwoleBenji gave no numbers, so treat the size of the gap as unconfirmed. On Hudi's figures first beats third by 10 points of match earnings [BETA], which is worth a late swap but not worth throwing a life away for. A late swap does nothing if the teams are full, and a lobby of players jumping to the leader is exactly what Bulkhead could stop by weighting the bonus to time spent on a team. Commit to staying every match; swap only when your own team is out of contention. Test: finish one match on a losing team and one after a late swap to the leader, and compare the two end-screen payouts.

History

  • 2026-09-14 · Rating changedHudi added. Rating moved from SINGLE-SOURCE to LIKELY: LIKELY (SwoleBenji and Hudi independently describe a team placement bonus; Hudi, added 14 Sep, gives the only figures, recorded pre-launch; Bulkhead's Patch 0.11 notes independently confirm an end-of-match cash payout exists).
  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from SwoleBenji (new player guide) and steam-news-patch-0-11.
refs: S1HARqxz4zU-57, S1HARqxz4zU-53, S1HARqxz4zU-54, S1HARqxz4zU-84, 3T9uXo_WgdM-27
Cross-faction spot payouts
LIKELYMoney & XPGigabeef and motiv8 independentlyreconpatch risk lowglitch

Getting paid when a third faction kills your spotted target. Unpatched, almost certainly intended given three-way matches, and under-used.

Why it works

Three-way matches mean any faction's kill on your spotted target pays you.

Where it falls apart

Entirely fair play.

Buying gear from friends at spawn to bypass unlock gates
LIKELYMoney & XPLIKELY (DemoMan0351 in two videos, counted once, and Maplewood independently)anynumbers may be staleexploit

Players who have not unlocked an item can still buy it out of your crate. Fill a crate with gear you unlocked and sell it at spawn at a markup, or have a friend pass you gear you have not unlocked. Unpatched.

Why it works

This circumvents a deliberate progression gate rather than exploiting a bug, so it is closer to trading than cheating. DemoMan0351's 7 Sep tips repeat it with a .50 cal sold at a markup and say organised competitive teams do it constantly; he also levels Recon off a Mosin a friend buys for him, and Pilot from a friend's attack-helicopter gunner seat. Maplewood's friend rushed the DMR in the last beta, sold it to the whole group and profited heavily while the squad outgunned everyone.

Where it falls apart

It is exactly the kind of thing that gets an item made untradeable. Both examples are beta-era; nobody has shown a locked item bought through a crate on the launch build.

History

  • 2026-09-14 · Rating changedMaplewood and DemoMan0351 (20 advanced tips) added. Rating moved from SINGLE-SOURCE to LIKELY: LIKELY (DemoMan0351 in two videos, counted once, and Maplewood independently).
refs: M0dhrSMKfLs-40, M0dhrSMKfLs-65, xp1h96dJQ8A-05, xp1h96dJQ8A-06, seNduUq_8Ck-33
Squad cross-healing
LIKELYMoney & XPAirwingmarine (asserted) and motiv8 (hedged as "might")medic, squad-leaderpatch risk lowglitch

Heal each other rather than yourselves so both players collect medic XP off the same bandages. Unpatched.

Why it works

This is the designed system working as specified (self-aid pays nothing, buddy-aid pays), so it is clever play, not abuse.

Methods that do not work as advertised
LIKELYMoney & XPany, infantrypatch risk mediumexploit

Three widely-recommended money ideas that do not hold up: the naked-looting start, pure infantry, and buying gear from friends at spawn.

Step by step

  1. The naked-looting start. TheTacticalBrit's "devilish" option: bring nothing at all and pillage your kit off the first body. motiv8 offers the softer version, a cheap starter kit upgraded entirely by looting kills. PC Gamer endorses it as "budget loadout looting". This is real and the margin is literally infinite, but it has an obvious failure mode nobody states plainly: you are defenceless until the first body, and the infantry death spiral (die, respawn far away, spend money or time getting back) eats the savings. Use it as a recovery play when broke, not as a default.
  2. Pure infantry. AquaFPS's framing is the correct one: fighting on foot is structurally a money-losing cycle because the cost is not the lost kit, it is the repeated travel expense of getting back. TheTacticalBrit's $50,000-$60,000 per life on a basic AK [BETA] is real but it is his own benchmark as a player strong at close-range fighting. DemoMan0351 rates the infantry/assault tree 0 out of 10 priority at a season opener.
  3. Buying gear from friends at spawn. DemoMan0351 describes having friends further up a tree sell you their better equipment through ammo boxes, circumventing the tree unlock requirement. His example: a full ghillie suit costs $5,500 to buy but $140,000 of unlocking to access; secondhand through a friend's box, a kit runs just under $7,000. This works but it is an unlock-gate bypass via player trading, and it is the kind of thing that gets closed.

Numbers

TheTacticalBrit's $50,000-$60,000 per life on a basic AK [BETA]. Ghillie suit $5,500 to buy but $140,000 of unlocking to access; secondhand through a friend's box a kit runs just under $7,000. [S1] ghillie now costs $80,000 + $60,000 to unlock at Recon 24, so the $140,000 figure is roughly right but the tree position moved. DemoMan0351 rates the infantry/assault tree 0 out of 10 priority at a season opener.

Why it works

Each of the three has a failure mode its advocates do not state: no protection until the first kill, travel cost rather than kit cost, and a progression gate bypass that is likely to be closed.

Where it falls apart

Note also [S1] ghillie now costs $80,000 + $60,000 to unlock at Recon 24, so the $140,000 figure is roughly right but the tree position moved.

refs: BrTNezWMpuk-77, BrTNezWMpuk-84, 6RGWKiTVvhA-14, 6RGWKiTVvhA-15, RNt9B5cB5a0-01, M0dhrSMKfLs-01, M0dhrSMKfLs-03, M0dhrSMKfLs-40, M0dhrSMKfLs-65, k84PEdHQjWM-42
The ten money methods, ranked
LIKELYMoney & XPanypatch risk medium

Ranking logic: dollars per minute of attention, divided by the capital you have to risk to run it, weighted toward methods a level-0 account can actually execute today.

Step by step

  1. 1. Hotzone medic (revive/heal) - $1,600/revive in HZ; $80k/life avg, $148k peak life [BETA]; kit under $2,000; skill floor very low; suits absolutely everyone, day one.
  2. 2. Spawn-vehicle delivery + guarding - $3,000 on arrival + $100-250 per teammate spawn, all match [BETA]; $0 at risk (team asset); skill floor very low; suits solo players, bad shooters.
  3. 3. Helicopter transport - $300/passenger to HZ, +$250 round trip, +$750 return bonus; full Z20 run $3,600 [BETA]; $6,250-$7,400 at risk; skill floor high (flying); suits anyone who can land.
  4. 4. FOB building + operating emplacements - $200,000+ per match on one kit; a pure builder cleared $80,000 [BETA]; $7,500 FOB + hammer [S1] at risk; skill floor low; suits patient players, squads.
  5. 5. Logistics and crate reselling - ~$3,900 net per pallet; crate markup is free money [BETA]; $400/pallet, ~$5,000/crate at risk; skill floor low; suits drivers, pilots, vendors.
  6. 6. Spotting / marking - $100 per mark, $400-$1,600 per spotted kill [BETA]; $75 at risk; skill floor very low; suits broke players, snipers.
  7. 7. Spawn-vehicle kills - ~$15,000 for two $300 IEDs [BETA]; $600 at risk; skill floor medium (infiltration); suits aggressive solos.
  8. 8. Vehicle and helicopter kills - tank $7,000-$17,500; Havoc $9,000-$22,500; SPH-2 $14,000; loaded heli $8,000-$14,500 [BETA]; $2,000/RPG at risk, more for AA; skill floor medium; suits support mains.
  9. 9. FOB destruction - ~$2,500 + 500 support XP per $300 IED [BETA]; $300 at risk; skill floor medium; suits roamers.
  10. 10. Ramming enemy helicopters - "over $23,000 in about 30 seconds"; your helicopter at risk; skill floor high; pilots only, single-source.

Numbers

Every dollar figure is [BETA] unless marked otherwise, because Bulkhead has not published per-action payouts for Season 1. Table figures: $1,600/revive in HZ, $80k/life avg, $148k peak life, kit under $2,000; $3,000 arrival + $100-250 per spawn, $0 kit; $300/passenger to HZ, +$250 round trip, +$750 return bonus, full Z20 run $3,600, $6,250-$7,400 kit; $200,000+ per match, pure builder $80,000, $7,500 FOB + hammer [S1]; ~$3,900 net per pallet, $400/pallet, ~$5,000/crate; $100 per mark, $400-$1,600 per spotted kill, $75 kit; ~$15,000 for two $300 IEDs, $600 kit; tank $7,000-$17,500, Havoc $9,000-$22,500, SPH-2 $14,000, loaded heli $8,000-$14,500, $2,000/RPG; ~$2,500 + 500 support XP per $300 IED, $300 kit; "over $23,000 in about 30 seconds".

Why it works

Cross-check: TacticalNed's own ranked list from a dedicated money video is hotzone medic (1), piloting (2), FOB emplacements (3), sniping and spotting (4), anti-vehicle (5). games.gg's launch-day money guide independently gives the path Hot Zone Medic, Heli Transport, FOB Support, Recon, Anti-Vehicle, Driving. Two independent sources landing on nearly the same order is the strongest single piece of corroboration in this cluster. RageGamingVideos' 11 Sep money video argues the same weighting from the other end: a safe method repeated beats a high-payout method you fail about half the time, so pick by how much of a skill check you want, not by the headline payout.

Where it falls apart

This ranking differs from both cross-checks only in promoting spawn-vehicle delivery, because it is the one high-rate method with literally zero capital at risk.

History

refs: Cuq8Sk5hn1E-01
Under-exploited: the buy-your-own-logistics trick
LIKELYMoney & XPunder-explored, two creatorssupport, driver, pilotpatch risk mediumintel

Bringing supplies to a FOB, picking them back up, purchasing them yourself, and placing them attaches the credit to you, so every consumer pays you.

Why it works

Two creators (RageGamingVideos, DemoMan0351 on the pilot version) describe it, and RageGamingVideos repeats it in his 10 Sep tips (same channel, so still two creators): buy the relevant ammo crate after dropping it, deposit it, and the emplacement crews' kills pay you XP; nobody has quantified it against simply delivering the pallet.

History

refs: 7W0KgoBf-wM-25
Under-exploited: cross-faction spot payouts
LIKELYMoney & XPunder-explored, corroborated mechanicreconpatch risk lowintel

This is a three-way game and spot credit does not require your own faction to make the kill.

Why it works

A spotter positioned between the two enemy factions, spotting both while they fight each other, is paid by both sides' kills and is in no danger from either. Nobody in the corpus describes deliberately doing this.

First 60 minutes
LIKELYMoney & XPanypatch risk medium

Goal: end the hour with more than $10,000, Career 6+, and the New Recruit discount spent rather than wasted.

Step by step

  1. Before you deploy, buy binoculars ($75 [S1], half price at $38). Buy the free faction rifle, one magazine, and five bandages. Total under $1,500 [BETA]; Hudi's stricter launch-day target is under $1,000 a life [BETA] while the discount lasts. Do not buy armour yet, do not buy a FOB, do not buy a vehicle.
  2. Match 1, first life: go to elevation near the edge of the zone, inside it, and spot continuously. Prioritise the enemy spawn vehicle, then helicopters, then armour, then infantry. Re-spot targets as their timers run down. Target: Recon 2 for the Monocular.
  3. First life, second half: move toward the hotzone. Revive and bandage every teammate you pass. Never bandage yourself. Tip any pilot or driver who moves you, and press the tip button more than once.
  4. On your first death: press Rebuy. Do not upgrade the kit yet.
  5. Around 20-30 minutes in, check your Career level. If it is still under 10, spend now: Level 1 Armor + Helmet (Career 3, $17,500 full, $8,750 discounted) and the Field Resuscitator blueprint (Medic 2, $10,000 full, $5,000 discounted) are the two best half-price purchases available to a new account. If your balance will not cover both, take the Field Resuscitator.
  6. When the score hits 20 points, if your team's spawn APC is sitting unclaimed, take it. Drive it into the control zone, park it behind cover, dismount and defend it. Zero cost, roughly $3,000 on arrival, and a royalty for the rest of the match.
  7. Do not buy a helicopter, a FOB, or a hammer in your first hour. All three are net-negative on a $10,000 bankroll under Season 1 prices.

Numbers

Binoculars $75, half price $38. Opening kit total under $1,500. Level 1 Armor + Helmet Career 3, $17,500 full, $8,750 discounted. Field Resuscitator Medic 2, $10,000 full, $5,000 discounted. Spawn APC at 20 points, roughly $3,000 on arrival. Expected: Career 6-8, Recon 3-5, Medic 3-5, and a balance somewhere between $15,000 and $50,000 depending on lobby quality. Hudi's stricter budget: under $1,000 a life while the discount lasts [BETA].

Why it works

The half-price window closes as soon as six role levels sum to ten, so the hour is structured around spending into it while earning with zero-capital methods.

Where it falls apart

Assumes full 100-player servers with active objectives, which is true in launch week (peak concurrency 300,000-337,157) and may not be true later in the season or on community servers. Every income figure in this document scales with lobby activity, and medic and pilot scale with it hardest. Hudi adds a harder floor: a server with about 45 players pays 80% rates and a 10-player server pays nothing [BETA], so pick a full server before you start the hour.

History

refs: 3T9uXo_WgdM-19, 3T9uXo_WgdM-24
First day
LIKELYMoney & XPanypatch risk medium

Goal: pick your one deep track, clear the two blueprints that unlock your income engine, and leave the day with enough working capital that the L15-20 wall is affordable.

Step by step

  1. Finish spending the discount in the first two matches. It is gone by Career 10 and Career is the sum of six tracks, so it will not last.
  2. Choose one deep track now. Recommendation for a new player: Medic, because it is the one track where the levelling activity and the top money method are the same action, so you are never choosing between XP and cash. Recommendation for a player who does not want to rely on teammates: Support, because building, repairing, logistics, explosives and HVT kills all feed it and none of them require anyone else to cooperate. Recommendation for someone who wants to be rich later: Driver, for the reasons in the driver plan.
  3. Before committing, go to the firing range and test both level-35 weapons on your candidate tracks. You can try weapons you have not unlocked. That single step is the whole anti-regret procedure and it takes five minutes.
  4. Clear your engine blueprint. Medic: Field Resuscitator at 2 ($10,000), then push to 11 for the Defibrillator ($50,000). Support: RPG-7 at 5 ($30,000). Recon: SKS at 5 ($25,000).
  5. Run the hybrid loadout for everything else: assault rifle plus RPG plus extra medical supplies plus a spotting scope. It progresses Infantry, Support, Medic and Recon on one life, and Career off the total.
  6. Keep the kit under $10,000. DemoMan0351 sustained ~$10,000 kits in the playtests as a player ahead of the curve. If you are dying with an expensive kit, drop to a cheaper one rather than bleeding cash: the cheap builds play the same way.
  7. Target for end of day one: Career 12-20, one track at 5-8, and $80,000-$150,000 banked.

Numbers

Field Resuscitator Medic 2 $10,000; Defibrillator Medic 11 $50,000; RPG-7 Support 5 $30,000; SKS Recon 5 $25,000. Keep the kit under $10,000. Target end of day one: Career 12-20, one track at 5-8, $80,000-$150,000 banked.

Why it works

One deep track plus a hybrid loadout maximises both the specific unlock you need and the Career total that gates armour and ammo.

Where it falls apart

Assumes full 100-player servers with active objectives, which is true in launch week (peak concurrency 300,000-337,157) and may not be true later in the season or on community servers.

First week
LIKELYMoney & XPanypatch risk medium

Goal: reach the unlock that defines your role before the L15-20 wall, and build enough capital that the wall is a time problem rather than a money problem.

Step by step

  1. Days 2-3: push your deep track to 10-11. Medic 11 (Defib), Support 8 (Large Hammer, $75,000) or 10, Recon 10 (Mosin), Pilot 10 (Z20 Lakota), Driver 10. These are the levels where each track stops being a hobby.
  2. Grind Recon this week specifically, even if it is not your deep track. It is objectively easier to earn recon XP before the playerbase stacks armour and helmets. If you want recon at all this season, front-load it.
  3. Days 3-5: run the FOB opening once you can afford it comfortably. Large hammer, FOB ($7,500), Ural, two pallets of building supplies, driven straight to where the team's first FOB should go. Build it, then operate a CIWS or SAM from inside it and do not leave. That single kit should be your only expenditure for the match. Do not attempt this under about $40,000 of reserve.
  4. Drill strategies are strongest right now. Early in a wipe, opponents do not yet have the mortars and artillery that destroy drills. That window closes as the season matures, so if you want to pull the hotzone onto your own fortified FOB, do it in week one.
  5. Watch for the tank meta. The L2A6 sits at Driver 35 and the SPH-2 at Career 90 with a $500,000 blueprint [S1]. Almost nobody will have either in week one, which means two things: anti-armour income is thin now, and anyone who does unlock a tank early will be the richest player on the server. Prioritise Support toward MAAWS (L20) if you want to farm them when they arrive.
  6. Do not start a second deep track after day 7. The L15-20 band is 140,000 XP, more than 0-to-15 combined. A second track started in week two finishes nowhere.
  7. Begin thinking about gold only once your balance exceeds your remaining unlock wishlist. Not before.

Numbers

Support 8 Large Hammer $75,000. FOB $7,500. Do not attempt the FOB opening under about $40,000 of reserve. L2A6 at Driver 35; SPH-2 at Career 90 with a $500,000 blueprint [S1]. MAAWS at Support 20. L15-20 band is 140,000 XP.

Why it works

Both the recon grind and the drill strategy are easier in week one than later, and the L15-20 wall means a second deep track started after day 7 finishes nowhere.

Where it falls apart

Caveat on all three plans: they assume full 100-player servers with active objectives, which is true in launch week (peak concurrency 300,000-337,157) and may not be true later in the season or on community servers. Every income figure in this document scales with lobby activity, and medic and pilot scale with it hardest.

Player skills: permanent progression that is coming, and may already be counting
NewLIKELYMoney & XPLIKELY (Hudi and Maplewood independently, plus the April 2026 roadmap listing Player Skills); the claim that current actions already count is Maplewood's aloneanypatch risk medium

Role-based player skills are planned and, per Hudi, will not reset between seasons. Maplewood says Bulkhead already track every action, so revives you do today should count once the system ships. Keep doing the role actions, revives above all.

Numbers

No figures. Examples given: medic revive speed, inventory weapon handling, pilot fuel efficiency (Hudi). Arrival: Hudi thinks during Season 1 but could not find his source again; neither is in the launch build.

Why it works

Playing a role earns points toward that role's skills, and the skills sit outside the seasonal wipe, which would make them the first permanent progression besides gold bars. If Maplewood is right about back-end tracking, every revive this season is already banked toward it.

Where it falls apart

Neither creator shows the system and both relay developer statements second-hand. Do not change your money plan for it; just stop skipping the revives and support actions you would otherwise skip.

History

refs: 3T9uXo_WgdM-31, seNduUq_8Ck-44
The $10,000 is a one-time account grant
LIKELYMoney & XPanypatch risk low

Your $10,000 is a one-time account grant, not a per-match allowance. Spend it like seed capital.

Numbers

$10,000, once.

Why it works

Cash is persistent across matches, so the grant never refreshes.

Do not convert cash to gold too early
LIKELYMoney & XPanynumbers may be stale

Do not convert cash to gold until you have more cash than remaining unlocks you actually want. Converting early costs you working capital; converting in the final week costs you exchange rate.

Why it works

Cash compounds through the unlock-then-earn loop; gold is a dead asset until spent.

Drive the team spawn APC into the control zone
LIKELYMoney & XPdriver, anynumbers may be stale

Drive the team spawn APC (appears when your team's game score hits 20) into the control zone: ~$3,000 on arrival plus $100-$250 every time a teammate spawns on it [BETA], at zero equipment cost.

Numbers

APC appears at a game score of 20 (your own team's score per the newest sources; older sources say any faction). ~$3,000 on arrival plus $100-$250 per teammate spawn [BETA]. Zero equipment cost.

Why it works

You are paid a royalty on other people's play without spending anything.

History

  • 2026-09-13 · Numbers changedGeck0 and SwoleBenji say the spawn APC appears when your own team's score reaches 20, not any faction's. The Card now follows them and names the older claim.
Support is the fastest track to raise Career level
LIKELYMoney & XPsupport, builderpatch risk medium

Support is the fastest track to raise your Career level, because building, repairing, refuelling, logistics, explosives and HVT kills all feed it.

Why it works

More distinct actions feed Support than any other track.

Driver - the most tedious grind, and the patch's quiet winner
LIKELYMoney & XPinferred; SwoleBenji (added 13 Sep) agrees driver levels slowly solo, and his stop-at-4 advice is STALEdriverpatch risk medium

Driver is the most tedious grind in the game, but Season 1 moved every driver unlock forward, which cancels out the XP nerf for driver and for nobody else.

Step by step

  1. Take the team spawn APC out every time it appears. This is the single highest-value driver action.
  2. Haul pallets. Two pallets per big-truck run to a FOB that is actively being used.
  3. Take passengers to the zone when anyone will ride with you, and aim for the hotzone.
  4. Roadkills count. So do kills from vehicle-mounted weapons.
  5. The shortcut that matters: anyone in a vehicle earns driver XP whenever anyone in that vehicle gets a kill. Crew a friend's tank or gun truck and you bypass most of the grind. DemoMan0351 calls this his best driver advice.
  6. Garage the team spawn vehicle inside a FOB near the zone when you can. LiteralWedgeOfCheese calls it an excellent driver XP farm toward the Driver 35 [S1] tank, because nobody can grief its placement and it pays driver credit all match.

Numbers

Driver unlocks all came forward [S1]: URAL 4 to 3, Kodiak Assault 8 to 6, Dune Buggy 10 to 8, Large Supply Crate 20 to 16, URAL Covered 30 to 18, URAL Attack 40 to 25, Humvee minigun 35 to 30. The L2A6 heavy tank moved from Career 35 to Driver 35. TacticalNed reports routinely finishing a match with $270,000+ profit while tanking [BETA]. The Kodiak Flatbed moved from level 2 to level 10 with its price raised $15,000 to $35,000.

Why it works

Molixatus's conclusion is the most actionable thing in the Season 1 patch analysis. The XP curve roughly doubled but driver unlocks all came forward. The two changes cancel out for driver and for nobody else. Additionally the L2A6 heavy tank moved from Career 35 to Driver 35, and driver is one of the least-played roles, so tanks will be much rarer this season and anyone who gets one early will be extremely rich.

Where it falls apart

DemoMan0351's warning is real. Driver is the most tedious grind in the game because you cannot make people ride with you instead of taking a helicopter. Reliable driver XP means logistics runs, not taxi work. And the one driver nerf in Season 1 is the Kodiak Flatbed, moved from level 2 to level 10 with its price raised $15,000 to $35,000 - a double nerf nobody can explain, which suggests it was doing something unintended. SwoleBenji's launch-day guide says driver level 4 is the practical target with no benefit beyond it. That advice was built on the beta ladder (truck at Driver 4 for a 50,000 unlock, large crate at Driver 20, tank on Career 35, artillery on Career 55) and is STALE now that the L2A6 sits at Driver 35. He does agree that driver levels slowly without friends to carry. A tank is not free money either: he recalls about $30,000 [BETA] per tank spawn, from memory, and his $500,000 [BETA] unlock figure matches the SPH-2 artillery tank's Season 1 price rather than anything published for the L2A6. He also relayed the rumour that launch would put tanks behind a vehicle-level requirement, which the Season 1 changelog then confirmed.

History

refs: M0dhrSMKfLs-41, M0dhrSMKfLs-42, M0dhrSMKfLs-44, M0dhrSMKfLs-45, RyeL_HZXAAc-30, _YbhJ9sXxIE-12, _YbhJ9sXxIE-14, _YbhJ9sXxIE-15, 5CsJz4KC9dQ-02, 5CsJz4KC9dQ-42, 1y5uNoJ7ciA-96, oA09eaxgcng-24, LIBNkZE1aGI-26, S1HARqxz4zU-25, S1HARqxz4zU-58, S1HARqxz4zU-05, S1HARqxz4zU-07, S1HARqxz4zU-08, S1HARqxz4zU-09, S1HARqxz4zU-60, S1HARqxz4zU-88, S1HARqxz4zU-101, 2kcqFQstVBc-15
Infantry / Assault - do this last
LIKELYMoney & XPinfantrypatch risk medium

Let Infantry accumulate passively off the free rifle. It is the lowest-priority track at a season opener.

Step by step

  1. Carry the free Bushmaster in every loadout regardless of your actual role. It is not a good gun but it costs nothing, and it banks assault XP from any fight you fall into while driving, flying, spotting or building.
  2. Damage alone pays nothing. You need at least an assist.
  3. AK74 at Infantry 3 ($10,000), Galil 10 ($35,000), M4 20 ($100,000), FAL 35 ($200,000).

Numbers

AK74 Infantry 3 $10,000; Galil 10 $35,000; M4 20 $100,000; FAL 35 $200,000. DemoMan0351 rates it 0 out of 10 priority at a season opener.

Why it works

DemoMan0351 rates it 0 out of 10 priority at a season opener, because the tree is essentially assault rifles plus attachments and other trees also give attachments.

Where it falls apart

His one exception is midseason, when the playerbase has stacked armour and you want a rifle firing armour-penetrating ammunition - but the AP ammo itself comes from the Career track, not Infantry, so the assault grind is still not the bottleneck. Maplewood breaks from the free-rifle advice: when you are low on money he takes a discounted T-21 over the Bushmaster, but gives no price or threshold. The T-21 is $600 [S1] with no unlock, so a broke player should keep the free rifle until the discount is seen in the vendor.

History

refs: M0dhrSMKfLs-01, M0dhrSMKfLs-03, 5CsJz4KC9dQ-20, 5CsJz4KC9dQ-22, RyeL_HZXAAc-03, LIBNkZE1aGI-22, seNduUq_8Ck-07
Medic - the track that pays you to level it
LIKELYMoney & XPmedicpatch risk medium

Medic is the one track where the levelling activity and the top money method are the same action.

Step by step

  1. Carry the free Emergency Resuscitator (one per life) plus five bandages from match one.
  2. Bandage teammates only. Self-aid pays zero XP and zero cash and costs you the bandage. Buddy-aid pays both.
  3. Squad trick: when you and a squadmate are both hurt, heal each other rather than yourselves. Both of you get healed and both of you get the medic XP off the same bandages. Airwingmarine states this flatly; motiv8 hedges with "might". Two creators, so LIKELY.
  4. Medic 2: Field Resuscitator ($10,000 blueprint, $500 per use, revive pays ~$1,000). Carry two.
  5. Medic 5: smoke grenades. DemoMan0351 calls these game-changing and says unlock them immediately.
  6. Medic 9: IFAK ($25,000, $800, full heal). Medic 11: Defibrillator ($50,000, $1,600, instant revive). The Defib is the milestone; it is what makes the 250,000-320,000 per match numbers possible.
  7. Carry an SMG throughout. SMG kills and assists feed medic directly, so an aggressive gunfighter levels medic without healing anyone.
  8. Revive people where they can survive. Their subsequent kills, heals and vehicle kills pay you medic assist XP for the rest of their life.

Numbers

Field Resuscitator Medic 2, $10,000 blueprint, $500 per use, revive pays ~$1,000. Smoke grenades Medic 5. IFAK Medic 9, $25,000, $800, full heal. Defibrillator Medic 11, $50,000, $1,600, instant revive. Medical Bag Medic 24. The Defib is what makes the 250,000-320,000 per match numbers possible.

Why it works

Healing, reviving and SMG combat all feed the same track, and revived players keep paying you assist XP for the rest of their life.

Where it falls apart

DemoMan0351 argues the medic weapon tree is low priority because the free AMP-9 is already good and the SMG unlocks trade away its weight advantage. He is arguing against pushing past the guns, not against medic. Level medic for the Defib at 11 and the Medical Bag at 24, then stop caring.

refs: RyeL_HZXAAc-07, RyeL_HZXAAc-08, RyeL_HZXAAc-10, RyeL_HZXAAc-13, 6RGWKiTVvhA-12, 6RGWKiTVvhA-13, M0dhrSMKfLs-05, M0dhrSMKfLs-10, M0dhrSMKfLs-11, M0dhrSMKfLs-12, M0dhrSMKfLs-13, M0dhrSMKfLs-14, 5CsJz4KC9dQ-24, LIBNkZE1aGI-24
Recon - fastest track that needs no combat skill at all
LIKELYMoney & XPreconpatch risk medium

Spot continuously from elevation inside the zone. Recon levels off marks and off anyone's kills on your marked targets, so it needs no combat skill at all.

Step by step

  1. Buy binoculars ($75) on your first life. Do not buy the Scout Rifle TD; the starter sniper is bad enough that two creators independently say skip it, and it does not one-shot an unhelmeted head.
  2. Get elevation near the edge of the zone but inside it. Spot continuously.
  3. Recon 2 gives the Monocular ($7,500 blueprint, $150), a faster spotting scope. Buy it immediately.
  4. Two or three matches of pure spotting reaches Recon 5, which unlocks the SKS ($25,000), level 1 armour and the monocular.
  5. From Recon 5, run the SKS with your team while continuing to spot. Stodeh argues this levels recon faster than sitting back with a bolt action, and he is right for the reason that spotting income does not stop when you move.
  6. Recon 8 gives the Rangefinder ($15,000, $400). Recon 10 gives the Mosin ($50,000), the first rifle that one-taps to the head.
  7. Rushing further: skip the Compound Bow at 17 ($75,000) and save for the SV98 at 19 ($100,000), two levels later.

Numbers

Binoculars $75. Monocular Recon 2, $7,500 blueprint, $150. SKS Recon 5, $25,000. Rangefinder Recon 8, $15,000, $400. Mosin Recon 10, $50,000. Compound Bow Recon 17, $75,000. SV98 Recon 19, $100,000. Two or three matches of pure spotting reaches Recon 5.

Why it works

Spotting pays recon XP for the mark and for anyone's kill on the marked target, so progress is not gated on your own aim.

Where it falls apart

Timing note: grind recon early in a season, before the playerbase stacks good armour and helmets. It is objectively easier to earn recon XP in week one than in week four. This is the strongest season-timing argument in the corpus.

refs: k84PEdHQjWM-07, k84PEdHQjWM-13, k84PEdHQjWM-27, k84PEdHQjWM-39, RyeL_HZXAAc-18, M0dhrSMKfLs-30, M0dhrSMKfLs-31, M0dhrSMKfLs-36, eR3U1uR6Wn8-05, LIBNkZE1aGI-25
Support - fastest track in the game, and the fastest route to Career level
LIKELYMoney & XPLIKELY (Airwingmarine names it his fastest; WARDOGS Hub's Season 1 post corroborates with a concrete test; WBC, added 13 Sep, disputes the no-shotgun step)support, builderpatch risk medium

Build, repair, refuel, deliver and blow up high-value targets. Support is the fastest track in the game and the fastest route to Career level.

Step by step

  1. Buy a hammer and get to any friendly FOB build site. Every swing pays XP; completing a structure pays a bonus.
  2. Hit the yellow X markers, not the flat surface. Roughly 10% progress per X hit versus 1-2% per normal hit, and the X is worth ~7 XP against ~1 XP for a normal swing.
  3. Do not take shotgun fights at range. Support's early guns are shotguns, and shotguns lose at the ranges this game is fought at, so build instead; between Support 5 and 15 you have no LMG. The exception, from WBC: early in a match and early in a season, while enemies wear no armour or weak armour, the double barrel wins close-range fights around your FOB and every kill with it pays Support XP. Carry it for FOB defence, not for the open field.
  4. Add every incidental support action: repair vehicles, repair structures, refuel vehicles, deliver supplies to a FOB.
  5. From Support 5, carry an RPG-7 and hunt HVTs: enemy spawn vehicles, helicopters, armoured vehicles and enemy FOBs. These pay "a massive amount" of XP relative to infantry kills, and HVT hunting is the reason DemoMan0351 calls Support the most underrated tree in the game.
  6. Carry a $300 [BETA] IED on every life for FOB demolition: 500 support XP each.

Numbers

Roughly 10% progress per X hit versus 1-2% per normal hit; X worth ~7 XP against ~1 XP for a normal swing. $300 IED for FOB demolition: 500 support XP each. Benchmark: WARDOGS Hub reports one building-only match reaching "nine points short of Support 7" without firing a shot. [S1]: Large Hammer moved to Support 8 and its blueprint tripled to $75,000; Medium Hammer's blueprint went to $25,000. Between Support 5 and 15 you have no LMG.

Why it works

More distinct actions feed Support than any other track, and HVT destruction pays a large XP multiple over infantry kills.

Where it falls apart

Season 1 made this more expensive at the entry, not slower. Large Hammer moved to Support 8 and its blueprint tripled to $75,000 [S1]; Medium Hammer's blueprint went to $25,000 [S1]. You can still build with the free/small hammer and the FOB ships with one, so the XP rate is unchanged. The money side of this plan got worse; the XP side did not. The shotgun advice is split: the earlier sources say never fight with Support's shotguns, WBC says the double barrel is the early Support levelling weapon. Both hold inside their own range band, which is why step 3 reads as a range rule rather than a ban.

History

refs: RyeL_HZXAAc-20, RyeL_HZXAAc-21, RyeL_HZXAAc-22, RyeL_HZXAAc-23, 7gr8hwvS3xU-34, 7gr8hwvS3xU-35, M0dhrSMKfLs-19, M0dhrSMKfLs-20, Msg78ysR_hQ-18, wiWNoWiQy_Q-02, oA09eaxgcng-36, s55B5GhLTSg-16
What the eight tracks are, and which is not a track
DISPUTEDMoney & XPCONFIRMED for six role tracks; DISPUTED naming; SETTLED belowanypatch risk medium

There are six role tracks you level (Recon, Support, Medic, Pilot, Driver, Infantry), one derived account track (Career), and one thing that is not a track at all (Vendor).

Step by step

  1. Career - also called the Wardog level or "your main WARDOGS one". You do not earn it directly. It is the arithmetic sum of your six role levels. Every point of XP you earn anywhere feeds it, which is why there is no such thing as XP wasted on the wrong class.
  2. Vendor - this is not an XP track and nothing levels it. On the official wiki's Updates page "Vendor track" is the heading for items sold at the general vendor with no class gate: the Forward Operating Base blueprint and the Large Hammer's per-round purchase price. The wiki's own category page lists the vendor tabs as Primary, Sidearm, Specialist, Utility, Traversal, Land, Air and Blueprints. If a guide tells you to "level Vendor", it has misread a price-list heading.
  3. Infantry - the wiki's name for the assault-rifle track (item pages read "Inf 3", "Inf 10"). Every creator in the corpus calls it "assault". Same thing.
  4. Engineer - does not exist. DemoMan0351 refers to an "engineer tree" repeatedly and rates it "the best tree in the game", naming the Spectre optic, the bipod grip, heavy machine guns, the grenade launcher and HVT XP as its contents. Every one of those sits on the Support track on the wiki and on WARDOGS Hub. He is using "engineer" as a synonym for Support. No wiki page, no other creator and no web source names an Engineer track.

Numbers

Six role tracks, one derived Career track, one non-track (Vendor). The Season 1 changelog (9 Sep 2026) uses the headings Career, Vendor, Recon, Support, Medic, Pilot and Driver. The assault-rifle track gets no heading there because nothing on it moved, so the official name is still unpublished. This site calls it Infantry, after the wiki item pages, with Assault as the common alias. Wiki item pages read "Inf 3", "Inf 10".

Why it works

Career is the arithmetic sum of your six role levels, so every point of XP anywhere feeds it.

Where it falls apart

Vendor is flagged in Open questions because a hidden trader reputation system cannot be ruled out.

History

  • 2026-09-12 · Numbers changedAdded the track headings from the official Season 1 changelog. The assault-rifle track has no official name yet, so this site keeps calling it Infantry, with Assault as the alias.
refs: M0dhrSMKfLs-20, M0dhrSMKfLs-25, M0dhrSMKfLs-27, 3ubf2twZumk-23
Buildable AA missile launcher as an XP and money printer
DISPUTEDMoney & XPcorroborated in spirit, contradicted in outcomesupport, buildernumbers may be staleglitch

DemoMan0351 calls it "hands down the best XP and money farm in the game" and explicitly says to abuse it before it gets changed. Support track. Unpatched.

Why it works

Corroborated in spirit by RageGamingVideos (beta anti-air dominance), iMaTT and LiteralWedgeOfCheese, and contradicted in outcome by AquaFPS, whose SAM crew finished the match down money. RadioGLHF's portable AA tower video frames the same bet more modestly: kill enough helicopters before they notice you to break even, and everything after that is profit.

Where it falls apart

Fair play; it is a built emplacement doing its job.

History

refs: 3AU8RyTWpMI-20
Gold bars: what they are and when to convert
DISPUTEDMoney & XPCONFIRMED on the floating one-way rate (four creators since 14 Sep), DISPUTED on what gold buysanynumbers may be stale

Cash converts into gold bars at a floating rate. Gold bars survive the wipe and buy cosmetics from the Gold Market. Convert your surplus early or mid-season, never in the final week.

Step by step

  1. Do not convert anything while you still have unlocks you want. Cash in hand is working capital that compounds through the unlock-then-earn loop; gold is a dead asset until you spend it on a skin. An early conversion that leaves you unable to afford the RPG-7 costs you far more than a few percent of exchange rate.
  2. Once your earn rate exceeds your remaining unlock wishlist, convert the surplus in chunks rather than one lump, to average out a floating rate you cannot predict.
  3. Convert everything you are not going to spend before the final week, and specifically before the wipe date is announced. The announcement is what triggers the mass cash-out and the price spike.
  4. Anything you miss converts automatically at the wipe anyway. The automatic conversion is the worst rate you will get, not a disaster.

Numbers

Hudi [BETA]: a black and gold AK skin for Season 1 costs about 30 gold bars, roughly $7,500,000 in cash at beta exchange rates, which works out at about $250,000 per bar [BETA]. Bulkhead's Howard reportedly will not lower that price for the short season, because the skin is meant to mark a heavy Season 1 player. The rate moves daily (Hudi) or week to week (TheTacticalBrit).

Why it works

What they buy is DISPUTED. WARDOGS Hub and Legacy Gaming both say cosmetics only, and the developer line quoted by WARDOGS Hub supports it: "No Battlepass. No Pay to Win. No Nikki Minaj Skins. No Bullshit. Earn cosmetics by playing." TheTacticalBrit says gold bars "are traded for in-game usable items and for exclusive cosmetics nobody else will have." TacticalNed refers to "the black market", and the April 2026 roadmap lists a Black Market and a Vault as planned features. Take the cosmetics-only position for now - the dev quote is explicit and a usable-items gold market would be pay-to-win-adjacent in a game whose studio has publicly pledged no monetisation during Early Access. TheTacticalBrit is most likely describing the roadmap's Black Market. DemoMan0351's 7 Sep tips say a main-menu Black Market with a cooldown was already live in the beta, so it may have shipped in some form, but nobody ties it to gold. Hudi (9 Sep) backs the cosmetics-only side: gold buys skins, emotes and vehicle paints with no gameplay impact, and Bulkhead has said several times it plans never to sell gold or cash for real money, which he flags as unverifiable. Maplewood agrees gold is a skin sink. That is four sources on cosmetics-only against TheTacticalBrit. Timing: DemoMan0351 says convert early or mid-season, because gold gets much more expensive toward a wipe when everyone cashes out at once. TheTacticalBrit independently confirms the rate is "reactive to the in-game market" and changes week to week. Hudi adds that the rate updates daily and that an exchange can never be reversed or refunded; Maplewood says buy when the rate is low because you cannot sell back. Four creators now describe a floating one-way rate, so that mechanic is CONFIRMED; the convert-early timing is still DemoMan0351's argument.

Where it falls apart

Nobody in the corpus has actually observed a season wipe in the live game. The entire timing argument rests on beta-era observation of the exchange plus a plausible mechanism. If the automatic end-of-cycle conversion happens at a fixed rate rather than the market rate, the whole "convert early" argument collapses. See Open questions. Hudi states the forced end-of-season conversion happens at the market rate at that moment, which supports the convert-early argument, but he recorded before launch and nobody has watched a wipe.

History

refs: BrTNezWMpuk-22, LIBNkZE1aGI-07, Msg78ysR_hQ-22, 1y5uNoJ7ciA-01, 3T9uXo_WgdM-06, 3T9uXo_WgdM-10, 3T9uXo_WgdM-11, 3T9uXo_WgdM-02, 3T9uXo_WgdM-03, seNduUq_8Ck-43, xp1h96dJQ8A-07
Build payout figures do not reconcile
DISPUTEDMoney & XPopen question, sources conflictsupport, builderpatch risk mediumintel

Skycoach says ~$1 per hammer hit and ~$15 per structure completion; PC Gamer says $15 per hammer swing and $1,200-$1,500 per completed build; MetaForge says $50 per hammer hit. These cannot all be true.

Step by step

  1. Test: build one HESCO wall section solo and record the per-swing and completion payouts.

Numbers

Skycoach ~$1 per hammer hit, ~$15 per structure completion. PC Gamer $15 per hammer swing, $1,200-$1,500 per completed build. MetaForge $50 per hammer hit.

Why it works

Three written sources give mutually incompatible figures.

Do gold bars buy anything other than cosmetics?
DISPUTEDMoney & XPopen question, sources conflict; four sources against one since 14 Sepanynumbers may be staleintel

TheTacticalBrit says usable items; WARDOGS Hub, Legacy Gaming, Hudi, Maplewood and the developer quote say cosmetics only (skins, emotes, vehicle paints).

Step by step

  1. Test: open the Gold Market and list the categories.

Why it works

The sources directly conflict and no one has enumerated the Gold Market categories.

History

refs: 3T9uXo_WgdM-02, seNduUq_8Ck-43
Best single return on investment: IEDs on spawn vehicles and FOBs
DISPUTEDMoney & XPinferred; the spawn-vehicle figure is disputed, see eco-method-7-9-demolitionsupportnumbers may be stale

Best single return on investment in the game: two $300 IEDs on an enemy spawn vehicle for $7,500-$15,000 [BETA], probably the low figure outside the hotzone. One IED on an enemy FOB pays ~$2,500 plus 500 support XP [BETA].

Numbers

Two $300 IEDs on an enemy spawn vehicle for $7,500 (RadioGLHF), ~$15,000 (DemoMan0351, wardogsdb, MetaForge) or about 20k (SwoleBenji) [BETA]. One IED on an enemy FOB pays ~$2,500 plus 500 support XP [BETA].

Why it works

The IED is cheap and the high-value target payouts are enormous relative to it.

History

  • 2026-09-13 · Rating changedRating moved from SINGLE-SOURCE to DISPUTED: inferred; the spawn-vehicle figure is disputed, see eco-method-7-9-demolition.
The $10,000 starting bankroll: once per account, not per match
DISPUTEDMoney & XPDISPUTED, but settled below; SwoleBenji's fresh-character recording (added 13 Sep) fits Position Aanypatch risk low

You get $10,000 once, when the account (or the season) starts. It is not refreshed each match and it is not refreshed on respawn.

Numbers

$10,000 once [S1, carried over from beta unchanged]. Season 1 FOB blueprint is $7,500 [S1] (was $2,500 [BETA]), so a single FOB purchase consumes 75% of a brand-new account. SwoleBenji's brand-new character: level 0 on every track, no unlocks, $10,000 [BETA], with his own note that the figure could change at release. Hudi (9 Sep, pre-launch): everybody starts with $10,000 [BETA]; he does not say whether it repeats.

Why it works

Position A (once per account) is settled on three structural arguments: (1) every source agrees cash is persistent across matches, and a $10,000 per-match top-up is not compatible with a persistent balance; (2) multiple creators describe players going visibly broke and unable to afford a kit, impossible if $10,000 arrives every match; (3) the Season 1 FOB price rise to $7,500 was discussed by Airwingmarine as "whoever buys that is going to be out of all their money" against the $10,000 starting figure, framing that only makes sense for a one-time grant. Position B (per round) is MetaForge's beginner guide alone, and MetaForge's own page carries an editor note flagging the contradiction. The safety net that probably caused the confusion: games.gg reports "free starter equipment available if balance goes negative" - a floor, but a free kit, not a cash refill.

Where it falls apart

If the wipe hands every account a fresh $10,000 at the start of Season 2, the distinction becomes "once per season", not "once per account". Nothing in the corpus states which. Assume once per season and plan the first hour accordingly.

History

refs: LIBNkZE1aGI-08, 7gr8hwvS3xU-03, oA09eaxgcng-32, S1HARqxz4zU-04, 3T9uXo_WgdM-17
Check the main-menu Black Market every few hours
NewSINGLE-SOURCEMoney & XPDemoMan0351 only (his 7 Sep tips video, beta build); contradicts this chapter's earlier reading that the Black Market had not shippedanynumbers may be stale

DemoMan0351 says the Black Market icon on the main menu has a cooldown you can activate every few hours for very cheap items. Click it between sessions.

Step by step

  1. From the main menu, open the Black Market icon.
  2. Activate the offer whenever the cooldown is ready, and note what it sells and which currency it takes.

Numbers

Cooldown every few hours [BETA]. No item list and no prices given.

Why it works

A timed discount you only have to remember to click is free value, and it matters most to a new account living on a $10,000 [S1] starting bankroll.

Where it falls apart

Single source, beta build, no prices. The April 2026 roadmap listed a Black Market as planned and the gold-bar card treated it as unshipped; this tip says some form of it was live on 7 Sep. Nobody says whether it takes cash or gold, or whether it survived launch. Test: open it on the launch build and record the currency, three item prices and the cooldown length.

History

refs: xp1h96dJQ8A-07
Scanning helicopters immediately before a teammate's AA kill
SINGLE-SOURCEMoney & XPDemoMan0351 only (59K views)reconnumbers may be staleglitchbug-abuse

Claimed to pay roughly 50% of the XP and cash of every player aboard, credited as recon XP, for a two-second scan. Unpatched.

Numbers

Roughly 50% of the XP and cash of every player aboard, for a two-second scan.

Why it works

A half-share of a full transport load for a scan is not a plausible designed payout. Clever-play in form, bug-abuse in magnitude.

Where it falls apart

Use it if you like, but expect it to change.

refs: M0dhrSMKfLs-39
Vehicles self-destructing while idle
SINGLE-SOURCEMoney & XPSwoleBenji (under 1,200 views), speculative, betadriver, anypatch risk mediumglitch

SwoleBenji reports his artillery tank destroying itself while idling. Either undocumented damage-over-time on damaged vehicles or a bug.

Numbers

Under 1,200 views.

Why it works

Not economy-exploitable, but it is a money risk.

Where it falls apart

An expensive vehicle left parked may not be there when you return.

IED seat-steal on a friendly vehicle
NewSINGLE-SOURCEMoney & XPSwoleBenji onlydriverpatch risk mediumbug-abuse

SwoleBenji shows throwing two starting IEDs onto an occupied vehicle and detonating them, killing himself along with the crew, then respawning to claim the driver's seat. On teammates it is team-killing, and team-killing too much removes you from the match for 10 minutes.

Numbers

[BETA] Two starting IEDs at $300 each. Penalty for excessive team-killing: a 10-minute ban from the match.

Why it works

SwoleBenji does not explain why the vehicle survives the blast or why the respawn reaches it first. It reads as an interaction the designers did not plan for rather than a tactic.

Where it falls apart

Against teammates this is griefing, and it costs a 10-minute removal on top of $600 [BETA] of explosives. Exploiting bugs is a bannable offence under wardogs.com's enforcement policy, and Patch 0.11 adds cash and XP resets for exploit abuse. Do not use it.

History

refs: S1HARqxz4zU-80, S1HARqxz4zU-81
Looting a downed ally's own revive item and using it on them
SINGLE-SOURCEMoney & XPone creatormedicpatch risk lowglitch

You gain the XP and cash without spending your own consumable. Unpatched.

Why it works

The payout attaches to the revive, not to who paid for the item.

Where it falls apart

Cheeky, harmless, fair.

Passengers can dump a helicopter's cargo mid-flight
SINGLE-SOURCEMoney & XPAbneyDude, who flags it on camera as something that should not be possiblepilotpatch risk mediumglitchbug-abuse

Passengers can open a helicopter's inventory and dump its cargo mid-flight. Unpatched.

Numbers

A stranger in your cabin can delete a $5,000 crate.

Why it works

Pure griefing potential against logistics pilots.

Repeat-spotting the same vehicle three times for full payout
SINGLE-SOURCEMoney & XPStodeh, betareconpatch risk mediumglitch

Repeat-spotting the same vehicle three times for full payout - Stodeh, beta. Not mentioned in the Season 1 notes.

Numbers

Three times.

Why it works

Probably still works, probably intended (spot timers are a designed mechanic), but it sits in exactly the category Season 1 targeted elsewhere.

Where it falls apart

Fair play.

Sources

Team-swap spawn vehicle payouts
NewSINGLE-SOURCEMoney & XPSwoleBenji only, who says he reported it in alpha testing and it was still live when he recorded; not listed as fixed in the Season 1 notesdrivernumbers may be staleexploitbug-abuse

Park your team's spawn vehicle, switch teams, and you keep getting paid when your old team spawns on it; or switch and blow it up yourself for the destruction bounty. Bug-abuse. Do not use it.

Numbers

[BETA] SwoleBenji: $50 per spawn while you are on the other team, against roughly $250 for a safely deployed passenger if you stay; about 20k for detonating your own parked vehicle from the enemy side.

Why it works

Spawn-vehicle payouts follow the player who parked the vehicle rather than their current team, and the destruction bounty does not check who parked it. SwoleBenji himself calls the detonation version unscrupulous and says it earns less per hour than leaving the vehicle running for your own team.

Where it falls apart

Patch 0.11, announced 12 Sep 2026 for 14 Sep, fixes unnamed cash exploits and sets a timed ban plus a cash and XP reset to 0 for exploit abuse. Even if this one survives the patch, the downside is your whole season's balance, and the detonation version deletes your team's forward spawn.

History

  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from SwoleBenji (new player guide) and steam-news-patch-0-11.
refs: S1HARqxz4zU-56, S1HARqxz4zU-83
Falling under the map via a tripod
SINGLE-SOURCEMoney & XPone Steam Support thread, Beta 01anynumbers may be staleglitchbug-abuse

Falling under the map via a tripod at map coords X75.07 / Y70.94 - one Steam Support thread, Beta 01. Not listed in the Season 1 notes, so status unknown.

Numbers

Map coords X75.07 / Y70.94.

Why it works

Bug-abuse.

Where it falls apart

wardogs.com's enforcement policy makes exploiting bugs a bannable offence, so do not.

Survive to the final whistle: 90% of your gear comes back
NewSINGLE-SOURCEMoney & XPHudi only (49.7K-view video, 9 Sep, pre-launch, beta footage); he hedges on vehiclesanynumbers may be stale

Be alive, or downed and waiting for a revive, when the match ends. Hudi says gear you are still carrying is refunded at 90%, ammo excluded, so the last life of a match is the one kit you get back.

Step by step

  1. In the last two minutes, stop taking fights you can avoid. Pull back to cover and stretch the life to the end screen.
  2. If you are downed near the end, do not give up and respawn. Wait for a revive: Hudi says a downed player still collects the refund.
  3. Do not count on vehicles: Hudi is unsure and suspects they are not refunded.

Numbers

90% of carried gear value refunded at match end [BETA]; ammo not refunded [BETA]; vehicles unknown. No dollar examples given.

Why it works

Normally a death takes everything you carried. A match-end refund turns the last kit of the match from a sunk cost into a 10% fee, so surviving the final minutes is worth close to the full price of what you are wearing.

Where it falls apart

Single creator, pre-launch, and no other creator in the corpus mentions it, which is odd for a payout this size. It does not contradict the per-life rule that death loses everything, because the refund only reaches survivors. Test: note what your last kit cost, survive to the end screen, and check the payout breakdown for a refund line.

History

refs: 3T9uXo_WgdM-25
Do class levels reset at the wipe, or only the WARDOGS level?
NewSINGLE-SOURCEMoney & XPopen question, single source reporting conflicting developer communicationsanynumbers may be staleintel

Hudi says some Bulkhead posts reset only the overall WARDOGS level while other communications implied every class level resets too. His guess is a full reset. If class levels survive, a late-season class grind is worth far more than this chapter assumes.

Step by step

  1. Test: record every class level on the last day of Season 1 and again on the first day of Season 2.

Why it works

The in-game panel only says level progression resets, which reads either way. A full reset lets Bulkhead rebalance and watch the meta re-form each season, which is Hudi's reason for expecting it.

Where it falls apart

Until the wipe, plan for a full reset: it is the reading that costs you least if it turns out wrong.

History

refs: 3T9uXo_WgdM-07
The Kodiak Flatbed double nerf is unexplained
SINGLE-SOURCEMoney & XPopen question, unexplained patch changedrivernumbers may be staleintelpatched

Season 1 moved the Kodiak Flatbed from level 2 to level 10 and raised its price $15,000 to $35,000.

Numbers

Level 2 to level 10; price $15,000 to $35,000.

Why it works

Molixatus, who catalogued the whole patch, cannot account for it and asks viewers what it was doing. A double nerf on a logistics truck strongly implies a money or XP exploit that has now been closed.

Where it falls apart

Worth knowing about only because analogues may still exist on other logistics vehicles.

Is there a survival streak multiplier on cash, and how steep is it?
SINGLE-SOURCEMoney & XPopen question, single sourcemedic, anypatch risk mediumintel

Soulgrot says consecutive revives without dying pay progressively more and that the same escalation applies to kills. Nobody else mentions it and no source gives the curve.

Step by step

  1. Test: record the payout of revive 1, 5, 10 and 20 in a single life.

Numbers

Revive 1, 5, 10 and 20 in a single life.

Why it works

If real and steep, it substantially strengthens the "play like a rat" recommendation over the aggressive hotzone recommendation.

Is the end-of-season cash-to-gold conversion at market rate or fixed?
SINGLE-SOURCEMoney & XPopen question, partly answered: Hudi (9 Sep, pre-launch) says market rate; no live wipe observedanynumbers may be staleintel

The entire convert-early recommendation depends on this. Hudi says the forced conversion happens at whatever the market rate is at that moment and that exchanges are final; nobody has observed a live wipe.

Step by step

  1. Test: record the Gold Exchange rate weekly through Season 1 and again immediately after the wipe.

Why it works

If the automatic end-of-cycle conversion happens at a fixed rate rather than the market rate, the convert-early argument collapses. Hudi also says the rate updates daily, so the wipe-day rate decides what leftover cash is worth.

History

  • 2026-09-14 · Rating changedHudi added. Rating moved from UNVERIFIED-BIG-CLAIM to SINGLE-SOURCE: open question, partly answered: Hudi (9 Sep, pre-launch) says market rate; no live wipe observed.
refs: 3T9uXo_WgdM-10, 3T9uXo_WgdM-06
Payouts scale with server population: near-empty servers pay nothing
NewSINGLE-SOURCEMoney & XPHudi only (49.7K-view video, 9 Sep, pre-launch); the only statement of population scaling in the corpusanynumbers may be stale

Play on busy servers. Hudi says a 10-player server pays no cash or XP at all, a 45-player server pays 80% of full rates, and 60 or more players pays full rates.

Step by step

  1. In the server browser, pick a server with 60 or more players, never a near-empty one.
  2. If you are earning nothing on a quiet community server, check the player count before assuming a bug.
  3. Do not try to farm a private or empty server: Patch 0.11 makes joining XP-farm servers a permanent-ban offence [S1].

Numbers

Hudi [BETA]: 10 players, no cash and no XP; 45 players, 80% of maximum; 60+ players, 100%. Rates between those points were not given. Patch 0.11, announced 12 Sep 2026, adds +5% end-of-match cash on community servers for one week [S1].

Why it works

Scaling payouts to headcount stops a handful of friends farming cash and XP on a private server, which matters because community servers from three hosts arrived with Early Access. It is also the mechanism behind the plans' warning that every income figure scales with lobby activity.

Where it falls apart

Single source, recorded before launch, and the thresholds may have moved. Patch 0.11's split of the browser into Community and Official servers and its ban for joining XP-farm servers point the same way but do not confirm the numbers. Test: note the payout for the same action, a bandage heal on a teammate, on a 30-player server and on a 60+ player server.

History

refs: 3T9uXo_WgdM-24
Helicopter ramming for $23,000 in 30 seconds
UNVERIFIEDMoney & XPDemoMan0351 only (146K views), zero corroborationpilotnumbers may be staleglitch

Helicopter ramming for $23,000 in 30 seconds - DemoMan0351 only (146K views), who is openly reluctant to publish it. Unpatched as far as anyone knows.

Numbers

$23,000 in 30 seconds.

Why it works

Reads as an unintended collision payout rather than clever play.

Where it falls apart

Low confidence on the number; would not build a strategy on it and would not be surprised to see it removed.

refs: Msg78ysR_hQ-43
Ramming enemy helicopters
UNVERIFIEDMoney & XPUNVERIFIED-BIG-CLAIM (single source)pilotnumbers may be staleglitch

DemoMan0351 reports "over $23,000 in about 30 seconds" from ramming enemy helicopters with his own. Nothing else in the corpus corroborates it.

Numbers

"Over $23,000 in about 30 seconds". If the helicopter does not survive the ram you are trading a $6,250-$7,400 aircraft (plus your kit) for the payout and the real margin is roughly $15,000, not $23,000.

Why it works

Why it is flagged rather than recommended: the creator is a 146K-view channel and he is visibly reluctant to publish it - "I'm not sure that I should be showing you guys this because I don't really want it to become the meta" - and frames it defensively as knowledge for defending yourself. A $23,000 payout for a collision, plus the author's own reluctance, is the classic signature of an unintended interaction rather than a designed one. It is also the only entry in this whole ranking with zero independent corroboration.

Where it falls apart

The maths only works if your helicopter survives the ram, which is unstated. If it does not, you are trading a $6,250-$7,400 aircraft (plus your kit) for the payout and the real margin is roughly $15,000, not $23,000. And the Season 1 patch applied helicopter input damping across all input devices and capped turret rotation, which suggests air-vehicle collision behaviour is an area Bulkhead is actively touching. Do not build a strategy on it.

refs: Msg78ysR_hQ-43
How fast do you actually cross Career 10?
UNVERIFIEDMoney & XPopen question, untestedanypatch risk mediumintel

If Career is a plain sum of six role levels, the discount window is one to two matches, not the "first ten levels" every creator implies.

Step by step

  1. Test: record Career level and all six role levels at the end of each of your first three matches and check whether Career equals the sum.

Numbers

Career 10; six role levels; one to two matches.

Why it works

Every creator implies ten leisurely levels; the summing rule implies a far shorter window.

Does the Career-as-sum rule survive past level 50?
UNVERIFIEDMoney & XPopen question, untestedanypatch risk mediumintel

Six roles at 50 would give Career 300, but MetaForge's Career unlock table stops at 150 with the Arsenal Backpack.

Step by step

  1. Test: compare a high-level player's Career number against the sum of their six role levels.

Numbers

Six roles at 50 would give Career 300; MetaForge's Career unlock table stops at 150 with the Arsenal Backpack.

Why it works

Either role levels cap below 50, Career is weighted rather than summed, or the table is incomplete.

Does the 50% New Recruit discount apply to blueprint fees?
UNVERIFIEDMoney & XPopen question, untestedanypatch risk mediumintel

Does the 50% New Recruit discount apply to one-time blueprint fees, or only to per-round vendor prices? This is the highest-value unresolved question in the cluster.

Step by step

  1. Test: on a fresh account under Career 10, open the Blueprints vendor tab and photograph the listed unlock cost for RPG-7 (full price $30,000). If it reads $15,000, blueprints are discounted. Re-check the same number after crossing Career 10.

Numbers

If blueprints are included, a player who reaches Recon 5 and Support 5 inside the window saves $27,500 on SKS plus RPG-7 alone. RPG-7 full price $30,000; discounted would read $15,000.

Why it works

No source states which of the two price types the discount applies to.

Under-exploited: how large is the downstream assist stream?
UNVERIFIEDMoney & XPunder-explored; one launch-build figure for the transport slice (RageGamingVideos), the revive slice untestedmedic, supportpatch risk mediumintel

You are paid for what the players you supported go on to do - revives, heals, transport drops, crate purchases and FOB supplies all generate downstream assist cash and XP. Nobody in the corpus has measured how large that stream is or how long it lasts.

Step by step

  1. Test: revive one player, then track your income while doing nothing else for the following two minutes.

Numbers

Two minutes of tracking after one revive. One measured slice [S1]: RageGamingVideos reports $1,500 per hotzone kill made by a passenger he dropped, $750 outside the hotzone.

Why it works

If a revived player pays you for their entire subsequent life, reviving a strong player is worth many times reviving a weak one, and the optimal medic play is to follow the best player on your team rather than the nearest body.

History

refs: Cuq8Sk5hn1E-09
Does the $10,000 grant repeat each season?
UNVERIFIEDMoney & XPopen question, untestedanypatch risk lowintel

Does the $10,000 grant repeat at the start of each season, or only at account creation? The distinction is invisible until the first wipe.

Step by step

  1. Test: check your balance immediately after Season 2 begins.

Numbers

$10,000.

Why it works

Nothing in the corpus states which.

Does the hotzone multiplier apply to blueprint-unlock progress?
UNVERIFIEDMoney & XPopen question, untestedanypatch risk lowintel

Does the hotzone multiplier apply to blueprint-unlock progress or only to in-match earnings? Nobody addresses it. Probably in-match only, but worth a look.

Why it works

No source in the corpus addresses it.

Can a purchase take your bank balance below zero?
NewUNVERIFIEDMoney & XPopen question, untestedanypatch risk mediumintel

Four creators in the 13 Sep batch describe starting a life thousands of dollars in debt or in the red after buying a vehicle and kit. None of the records shows whether that is the account balance going negative or the per-life profit counter starting below zero.

Step by step

  1. Test: with an account balance under $5,000 [S1], try to buy the $6,250 [S1] MH-6. If the purchase goes through, check the balance on the main menu; a negative figure settles it.

Numbers

RadioGLHF solo offensive build: $6,000 in debt after a Ural, FOB and supplies, -$14,000 by his later count [BETA]. StratzFPS: -$6,000 at the start of a helicopter life [ALPHA]. WarDoggin: $5,650 in the red after a Ural, backpack, wrench and gas tank [S1]. SwoleBenji: a half-price vehicle below Career 9 can leave you about $3,000 in deficit [BETA].

Why it works

It decides what the $10,000 [S1] starting grant really protects. If purchases can overdraw the account, a fresh player can buy a $7,500 [S1] FOB and a truck on day one and dig a hole; if they cannot, the debt figures are only the running net for the life, and the games.gg report of free starter equipment when the balance goes negative is the only floor.

Where it falls apart

None of the four records captures an account balance alongside the debt figure, so this batch cannot settle it.

History

  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from RadioGLHF (solo offensive build), StratzFPS (heli tips), WarDoggin and SwoleBenji (new player guide).
refs: gPNtdv9e5lM-16, wcsY2EeIlyc-08, 7Vj9U-eawv4-04, S1HARqxz4zU-36
Are per-action cash payouts unchanged from the beta?
UNVERIFIEDMoney & XPopen question, partly answered: WarDoggin's 11 Sep logistics run matches the beta pallet payouts to the dollar; RageGamingVideos' 11 Sep hotzone drop payouts come out higher than the beta figuresanynumbers may be staleintel

The Season 1 changelog lists XP event changes and unlock/vendor price changes but no cash payout changes at all. Every dollar figure in this document is beta-era as a result. One launch-build data point now exists: WarDoggin's pallet run paid exactly the beta figures.

Step by step

  1. Test: perform a revive in the open field, in the control zone and in the hotzone and record the three payouts against the beta $400/$800/$1,600.

Numbers

Beta revive baseline $400 / $800 / $1,600 [BETA]. Pallet run on the launch build: $400 per pallet, $2,500 per drop-off, $1,800 per unload [S1], identical to the beta. Transport on the launch build (RageGamingVideos, 11 Sep): $390 per hotzone passenger deploy [S1] against the beta $300 [BETA], plus $1,000 per surviving passenger [S1].

Why it works

That is either because payouts genuinely did not change, or because they were not itemised.

Where it falls apart

Pallets matched the beta; transport did not, which means either some payout families were retuned without being itemised or the two creators measured different events. Revives, spots and kills are still untested on the launch build; Twinsticks & Ties' Season 1 spotting totals are consistent with beta spot values but give match totals, not per-event payouts.

History

refs: 7Vj9U-eawv4-08, Cuq8Sk5hn1E-07
Can the same vehicle still be spotted three times consecutively for full payout?
UNVERIFIEDMoney & XPopen question, untestedreconpatch risk mediumintel

Stodeh's beta claim that a vehicle can be spotted three times back to back and still pay each time. Not confirmed for Season 1.

Step by step

  1. Test: spot the same parked vehicle three times in a row and record each payout.

Numbers

Three consecutive spots.

Why it works

Given that Season 1 explicitly rescaled the supply-crate XP curve to prevent low-value repetition abuse, repeat-spotting is an obvious candidate for the same treatment.

Sources

What exactly is the "Vendor" track?
UNVERIFIEDMoney & XPopen question, untestedanypatch risk mediumintel

The wiki's Updates page uses "Vendor" as a heading for un-gated general-vendor items (FOB blueprint, Large Hammer per-buy price) and no source describes XP going into it.

Step by step

  1. Test: open the progression screen and count the tracks with XP bars.

Why it works

Nothing rules out a hidden trader or reputation system, and the April 2026 roadmap lists a Black Market and a Vault as planned.

The binoculars-only recon build: one creator's zero-kill Season 1 test
NewUNVERIFIEDMoney & XPone creator's self-reported test (Twinsticks & Ties, 19.1K views, 12 Sep 2026); the method rests on the CONFIRMED spotting mechanic, the size of the result is uncorroboratedrecon, anynumbers may be stale

Twinsticks & Ties tested a viewer's binoculars-plus-parachute build costing $175 [S1] across two matches and reports $187,804 [S1] net with zero kills. Run it when you are broke or cannot aim; plan on the first match's result, not the headline.

Step by step

  1. Buy binoculars and a parachute and nothing else: $175 [S1].
  2. Spend the match spotting. Kills by anyone on a target you marked pay you an assist.
  3. Revive downed teammates next to you when it is safe; the second test match included 5 revives.
  4. Rebuy the same kit on death. At $175 [S1] a death costs almost nothing.

Numbers

[S1] Build cost $175. Match 1: $63,272 net in 1 hour 8 minutes, 22 assists, 0 kills, 3 War Dog levels. Match 2 (upgraded build): 27 assists, 5 revives, Recon 6 to 8, 3 more War Dog levels, 0 kills. Both matches: bank balance $58,134 to $245,938, a $187,804 net gain, about $1,278 per minute. The viewer who proposed the build predicted $100,000.

Why it works

Spot assists pay whoever marked the target, whichever faction makes the kill, and the payout does not depend on your aim, so a kit that costs almost nothing turns other people's fights into your income. Match 1 alone works out to about $930 per minute [S1] on the $175 kit.

Where it falls apart

Unverified for four reasons. It is one creator's self-reported balance, not a reproduced result. The headline is not the $175 build: match 2 used an upgraded kit and included revives, and if the two matches are the whole span, match 2 accounts for about $124,532 [S1] of the total. Lobby size and hotzone time are not stated, and spot payouts double in the hotzone. The captions render the headline as "187,84", so the exact digits rest on the video title. The number to plan on is match 1: roughly $60,000 [S1] for an hour in a busy lobby.

History

refs: nKUC4dZC_is-01, nKUC4dZC_is-13, nKUC4dZC_is-17, nKUC4dZC_is-18
4. FOB building and operating emplacements | WARDOGS Field Manual