Zero risk
$45- Bushmaster M17S$0
- 5.56x45mm × 3$45
The standard gun is free. Die and you have lost the price of three boxes of ammo. This is the kit you learn the map with, without counting money at all.
In WARDOGS you buy your gear for every single life. So the real question is not «which is better» but how many times you can afford it. Below: a calculator on real prices (— entries with a price) and the full price list.
The lists only contain entries we have a price for. An empty slot means you take nothing.
This is not «the meta» — no meta exists before launch and we will not invent one. It is arithmetic: what you can actually assemble on the starting balance and how many such deployments it survives if every one ends in death. The prices are the same as in the database; armor and medical gear are not counted, because we do not have their prices yet.
The standard gun is free. Die and you have lost the price of three boxes of ammo. This is the kit you learn the map with, without counting money at all.
The cheapest replacement for the standard gun that you actually feel in a fight. Mistakes now cost something, but your bank survives a long losing streak.
A cheap way to stay out of close quarters. The pistol is not a flourish here — it is insurance for when somebody has reached you anyway.
A vehicle with a bed and two large crates. The expensive part is the machine itself, so the logistician's real question is getting there without being burned.
More than half the starting balance in a single deployment. People play like this when they already know how to leave the map, not when they want to try.
The central question of the economy is not «which is better» but «is it worth me dressing up for this». That is what gets calculated here. What a successful run brings in is a number you enter yourself: there are no official loot figures, inventing them would be dishonest, but working out the consequences of your own numbers can be done exactly.
// death = losing everything you took. Survive = the kit stays with you, plus the loot.
The curve is the expected result of a deployment at your numbers. Where it crosses zero is where the run stops losing money.
| Entry | Section | Class | Price | Source | |
|---|---|---|---|---|---|
From cheapest to most expensive. The gap between the bottom and the top rung is dozens of infantry lives, so a machine burned within a minute costs the squad a great deal.
| Start | $10,000 in the account at the beginning of a match |
| Earning | kills, completing objectives, reviving teammates, logistics |
| Spending | a loadout for every life, vehicles, crates and building materials |
| Bankruptcy | no wipe: run out of money and you are handed a free starter kit |
Prices come from the game files and playtest measurements; every entry carries a source label. The economy numbers get re-checked at the 10 September launch — balance patches touch prices first.
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