WQ

Wardog Quartermaster

Loadout costing & deployment board — Kolchia theatre

CLOSED ALPHA PRICES · 07 AUG 2026

Doctrine

Constraints

$10,000

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

Purchase manifest

Kit cost$0
Carried weight0.0 kg
Lives per bank
Cheapest possible$0
SlotItemQtyWeightCost
Total to field this kit $0

Shots to kill

0%

Health is a flat 100. Per-round damage is the community figure, not read from the files, and armour reduction is unmeasured \u2014 drag it to see how the picture changes. Piercing rounds beat armour and do less to flesh; Flesh rounds are the reverse.

Squad

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

Break-even

Bankroll exposure

Income rates used

Saved kits

Pick a tool on the left, then click the map to place it. Drag to move a marker, drag empty ground to pan, scroll to zoom.

Pieces

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

Ground

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

Plot

50 m

Free in play — you draw them from the FOB and supply crates. The alpha vendor listed $10 a pack if you buy them outright.

A pallet holds 1,800 supplies and costs about $400. A logistics truck takes two, a helicopter one. Your FOB also lands with 1,200 Build already in it, which is subtracted below.

Base sheet

Nothing placed yet

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

Supplies0
Packs to carry0
Trips on foot0
Cash$0
Pieces0

Hold Shift and drag to lay a run of the selected piece \u2014 walls, wire and Hesco go down in one gesture.

Pick a piece, and a dashed ghost shows where it lands. R turns it, E a quarter turn, Shift-drag lays a whole run along the line. Everything snaps to the grid you choose on the left. The dashed circle is the FOB build radius.

Selected piece

Nothing selected.

Bill of materials

Against the FOB caps

Getting it there

Build order

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

Templates

Drops a ready-made pattern onto the plot so you can price it before you haul anything.

Build tools

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

Saved bases

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

Seven things that will cost you before you understand them

  1. Your own barbed wire fines you. If a teammate dies on wire you placed, it counts as a team kill and you lose money. Wire is the cheapest thing you can build, which is exactly why people spam it into their own routes.
  2. Enemies can hear you. Voice is proximity-based. Anyone nearby is listening, including the people you are hiding from. Squad chat is the only private channel.
  3. Your loadout is a bounty on you. Bodies are priced and lootable, and the killer can see what you were worth before deciding to take it. A $9,000 kit is a $9,000 prize.
  4. Everything is half price below level 9, and nothing tells you the window is closing. Buy the things you intend to keep while the discount lasts.
  5. The free rifles only zero to 100 m. They also take no optic. The "just use the free gun" advice quietly stops working the moment a fight opens past a hundred metres.
  6. How you kill matters more than how often. A long-range kill paid $7,500 against $2,750 for an ordinary one. Same trigger pull, nearly three times the money.
  7. Spotting pays even when the enemy kills your target. You mark someone, anyone kills them, you get paid. Binoculars cost $75 and earn off other people's fighting.

Money

  • You get $10,000 once, for the account. It never refills.
  • Cash persists between matches. Dying costs you the gear you bought, not your balance.
  • You cannot be locked out. There is always a free rifle to get you moving again.
  • Below level 9 the equipment vendor is half price. Buy what you intend to keep while it lasts.
  • Unspent cash converts to gold bars at a reset, at a price that moves daily. When you convert matters.

What actually pays

  • An ordinary kill is $1,000–2,750. A headshot reached $6,000 and a long-range kill $7,500. How you kill matters more than how often.
  • Killing a vehicle paid $9,375 — the best single payout seen.
  • Standing in the zone pays $160 a cycle, doubled to $320 in the Hot Zone, plus $250 just for arriving.
  • Spotting paid $100–500, and you keep earning when teammates convert your marks.
  • Healing a teammate paid $14. Do it because it wins fights, not for the money.

Dying and being revived

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

Shooting

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

Building

  • An FOB costs $2,500 and lands with 1,200 build supplies already in it.
  • Barbed wire is 1 supply, a sandbag wall 11, Hesco 13–19, a gate 69, a bunker 81, a mortar 120, and the Talon anti-air 801.
  • A pallet is 1,800 supplies; a logistics truck carries two, a helicopter one.
  • Emptied crates explode, so do not stand on them.

Running a vehicle

  • Press B inside a vehicle to buy ammunition and supplies for it.
  • Rearming is not cheap: countermeasure flares are $750 each.
  • Damaged vehicles can be repaired rather than written off, and repairing earns engineering XP.
  • Refuel from a station at your FOB, or carry a $150 fuel can and use it at the vehicle's fuel point.
  • Transport pays per passenger delivered, so the bigger the airframe the better the earn.

How the zones actually work

  • The Control Zone is fixed for the whole round — about 2 km², placed at random. It does not move once the round starts.
  • The Hot Zone drifts randomly inside it, and capturing drill codes or building your own drill is how you steer it instead of waiting.
  • Whoever has the most players in the zone scores a point every 30 seconds. First to 100 wins.
  • A player in the Hot Zone counts as two for that headcount. Ten players in the Hot Zone beat ten in the Control Zone, every time.
  • The Hot Zone doubles cash and XP. It is the only place that doubles both at once.

Practise for free

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

The bit nobody tells you

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

Talking

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

Levelling

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

Do not overspend

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

The numbers that matter

Starting cash
$10,000
Health
100
Zone tick
$160
Hot Zone tick
$320
Ordinary kill
$2,750
Long-range kill
$7,500
Vehicle kill
$9,375
FOB
$2,500
FOB supplies
1,200
Pallet
1,800
Half price under
level 9
Supply cap
20,000

First five minutes

  1. Learn the guns in the free test range first.
  2. Take the free rifle and a cheap sidearm.
  3. Buy binoculars, $75. They pay for themselves.
  4. Get into the Control Zone — $250 for arriving, then $160 a cycle.
  5. Spot everything you see.
  6. Watch for revive bounties on downed teammates.
  7. Only then think about a better gun.

Every action worth doing, with what it pays in cash and in XP. They do not reward the same things — sort by each column and the difference is obvious. Click a heading to sort.

ActionCash XPWhy it matters

What to capture this weekend

Why it is worth the twenty seconds

Every figure on this list is currently a guess, a slider, or missing. Each one you bring back turns a piece of this tool from an estimate into a measurement — and the numbers depend on each other, so one capture often re-prices several screens at once.

Recording is enough. vodmine.py reads the HUD off a video afterwards, so you do not have to stop and write anything down mid-match.

What things pay

The game keeps its own score. There is a green or red number on the HUD showing profit or loss for your current life \u2014 read that, not your balance, and you get the answer without arithmetic. Two of the figures below are player-set rather than fixed: a downed player bribes with F1 to get revived, and pilots get tipped for a good insertion.

Every break-even figure in the Kit Bench comes from this table. The shipped values are community reports, not measured. Watch your cash ticker in game, type what you actually saw, and the whole tool re-prices itself around your numbers.

ActionPaysSource

Still unknown

BuildablePlaceFinish

Measurements

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

Match ledger

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

Back up everything

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

Will a match pay for itself?

Runs your current Kit Bench loadout through a whole match using the rates on the left. Change either and this moves.

Stream overlay

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

What levels you fastest

An assist is 200 XP against a kill's 250, and a spot that someone else converts pays 125 on top of the 25 for spotting. Cash rewards the spectacular; XP rewards turning up. Level gates decide what you may buy at all, so assists and spotting unlock faster than hunting kills does.

How solid is this data?

FilesRead straight out of the alpha build. Trust it unless a patch moves it.
SeenYou watched it happen in game. Beats everything else.
GuessCommunity reports or my estimate. Replace it when you can.
$0
ItemCategoryType DetailWeightPrice

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