Combined Arms Shooter · Strategy · Cosmo Cheats

Wardogs

Three factions, one moving zone, and a wallet that never resets.

Welcome to the Cosmo strategy hub for Wardogs. Bulkhead’s Unreal Engine 5 combined-arms shooter reached Steam early access on 10 September 2026, and it is neither a battle royale nor an extraction shooter. Three factions, up to a hundred players, fight over one 2 x 2 km Control Zone rerolled inside a 256 square kilometre map every match, and your cash balance carries between matches instead of resetting. Everything below is vanilla, mechanics-only knowledge: how the zone scores, how the wallet works, the six career tracks, loadout slots, ammunition, deployment, bases, logistics, vehicles, the Hot Zone, and the habits that keep you solvent.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "The Six Career Tracks". A line drops from it and branches to five boxes stacked down the page: "Assault", "Medic", "Recon", "Support" and "Driver".03The Six Career TracksAssaultMedicReconSupportDriver
Figure 1. Section 03 of this page is "The Six Career Tracks". These are the first five of the six entries it lists.

01 · Match Structure & Victory

Three factions, one moving square, and a scoreboard that counts bodies rather than kills.

  • Three factions, one square Lonestar, Valkyra and Manticore share every match. Assume any fight you start becomes a three-way.
  • The zone is rerolled The scoring square lands somewhere new each match. Read the deployment map before you spend.
  • Presence scores, not kills The faction with the largest counted presence inside the boundary takes a point every 30 seconds. The respawn queue counts nothing.
  • First to one hundred At one tick per half minute the race is long. The last twenty ticks decide it, not the first twenty.
  • The Hot Zone counts you twice Each player inside the smaller Hot Zone counts as two and earns roughly double. Six there outweigh eleven spread wide.
  • Cheap bodies score the same Counting is per player, so a recruit kit on the line scores exactly what the heaviest loadout scores.
  • Stop chasing at the boundary Chasing a broken squad out hands the next tick to the third faction. Break them, then step back inside.

02 · Cash & the Persistent Wallet

Your balance follows you between matches, so every kit is an investment decision.

  • You open with ten thousand Every account starts on a $10,000 seed. It is not a per-match allowance and it does not refill.
  • Every life is paid for You pay a vendor for the kit before you deploy in it. Only the recruit rifle is issued.
  • Dying costs about a tenth Bleeding out without a revive returns roughly ninety percent of that life. Treat the missing tenth as rent.
  • A revive refunds all of it Reach a medic in time and the kit is still yours. That is the argument for a medic over a rifle.
  • Unlocks cost levels and cash Hitting the level only makes the vendor entry visible. A one-time fee on top unlocks it.
  • Teamplay out-earns fragging Revives, spots, transport, repairs and construction all pay and feed a track. Kills are the least reliable income.
  • The zone pays you to stand Entering pays a bonus and staying pays a recurring tick. Both roughly double in the Hot Zone.
  • Do not tilt-spend Kitting out the same revenge loadout three times running empties a balance. Drop a tier and rebuild.

03 · The Six Career Tracks

You do not choose a class. The game credits the track that matches what you did.

Assault Rifles, ground and the tick
  • Levels on fighting inside the square
  • Unlocks assault rifles
  • The most contested track
Bring
A mid-weight vest, one optic you trust, and a round type picked for the ground you will hold.
Take
The rifle list, and the ground the faction needs occupied every 30 seconds.

Assault is where everybody defaults, which is why the other five tracks level faster.

Medic Bandages, revives and refunds
  • Levels on heals, revives and drags
  • Unlocks submachine guns
  • Turns a squad wipe into a pause
Bring
More medical items than feels necessary, a short-range weapon, and patience for the angle to close.
Take
Steady pay per revive, plus every kit you save from somebody else’s refund.

A medic ten metres behind the push saves the squad more cash than a rifle at the front saves lives.

Recon Optics, marks and distance
  • Levels on spotting and long-range work
  • Unlocks marksman and sniper rifles
  • Pays without entering the square
Bring
Binoculars before any scope. Marking pays from the first match and costs almost nothing.
Take
Map information nobody else can get, and the steepest unlock gates at the top end.

A marked squad is a squad everyone can shoot at. One spotter changes how twenty people aim.

Support Walls, repairs and resupply
  • Levels on building, repairing and resupply
  • Unlocks machine guns, shotguns and launchers
  • The steadiest income in the match
Bring
The base module, all three hammer sizes, a wrench, and a plan for the walls before you arrive.
Take
Construction payouts stacked on zone ticks, and the compound the faction respawns into.

Support is the quiet money track. A full match of walls and revives beats most kill streaks.

Driver Ground vehicles and cargo
  • Levels on transport and supply runs
  • Unlocks the land vehicle lineup
  • Feeds the base that feeds the drill
Bring
A wrench, patience for the long way round, and a route off the contested roads.
Take
Pay for every player delivered and every load transferred, without risking a kit.

Delivering squads to the zone pays. Delivering them somewhere survivable pays more.

Pilot Rotary aircraft and air logistics
  • Levels on flying, lifting and air resupply
  • Unlocks rotary airframes
  • Highest ceiling, highest risk
Bring
Hours in a cheap airframe first, and a habit of checking for anti-air on every approach.
Take
The fastest insertion in the game, and cargo over terrain that stops every truck.

One close-in weapon system ends a careless approach. Learn where they sit before the flight model.

04 · Loadout Slots & the Vendor Screen

Nine slots decide what a life costs and what it can do once it lands.

SlotEarly pickWhat it gives you
Primary weaponRecruit rifle, then the T-21The only weapon given to you. The first cheap unlock is what makes mid-range trades winnable.
MagazinesTwo or three 20 round magazinesLoaded magazines are your reload speed. Three covers most lives.
Loose ammunitionFMJ in the matching calibreLoose rounds take far less space and let you refill behind cover.
SidearmThe cheapest pistol availableFinishes a fight after a dry magazine. The cheapest insurance here.
Body armourA small tactical vestThe early value pick. Heavier plates stop more and cost more when a life goes badly.
HelmetA light helmet once unlockedGated on career level rather than one track, so it arrives on its own schedule.
BackpackA scout backpackRoom for medical items, loose rounds and a wrench. Do not fill a slot just because it exists.
MedicalBandages and a resuscitation maskBandages keep you from bleeding out; the mask brings somebody else back.
Utility and opticsBinocularsMarking feeds Recon and pays from the first match. The cheapest income here.

05 · Ammunition & Armour

Three round types and a weight budget. Getting the pair wrong wastes a kit.

  • FMJ is the honest default Carry it when you do not know what is waiting. Adequate everywhere, excellent nowhere.
  • Hollow point for soft targets HP hits far harder on light or no armour. Load it when the zone is an infantry scrum.
  • Armour piercing for plates AP answers heavy vests and light vehicles in your lane. It is wasted on recruits in cloth.
  • Loose rounds save space Loaded magazines eat more inventory than the same rounds loose. Carry two or three, then top up.
  • Armour has a weight cost Heavier vests stop more and slow you down. A light vest on the line beats a heavy one behind it.
  • Match the plate to the ground Open ridgelines reward light kit and distance. Compounds and tower interiors repay a heavy vest.

06 · Deployment, Squads & Revives

Getting to the square, staying upright, and getting somebody else back on their feet.

  • Deploy with the squad Spawning at main and walking is the slowest route in. Wait the few seconds and arrive together.
  • Respawn vehicles are a moving line Friendly respawn vehicles cycle on a rough five minute rhythm. One parked in dead ground beats most kills.
  • Mark before you shoot Binoculars and markers pay cash and feed Recon. A marked target the squad can see beats a solo trade.
  • Bleeding out is a timer Going down is not dying. Crawl toward cover and give the medic a survivable approach.
  • Raise the pot While down you can put your own cash up in fifty dollar steps to attract a stranger.
  • Proximity voice is equipment Local voice reaches everyone near you, squad or not. On an objective it beats any marker.
  • Drag first, treat second Reviving in the open makes two bodies. Pull them behind the wall, then spend the animation unseen.

07 · Forward Operating Bases

A base in the right place beats a bigger base in the wrong one.

  • The kit comes from the vendor The base module sits under Building at the equipment vendor. Its bundled materials last a few walls.
  • Flat ground only The module refuses to deploy on a slope. Scout the shelf before hauling the kit there.
  • Placement beats architecture A compound four hundred metres from the tick is scenery. Put spawns and guns where they reach the boundary.
  • Everything sits in the radius Almost every structure must sit inside the base radius. Plan the perimeter before you strand a gate.
  • Hammers come in tiers Small handles sandbags and wire, medium handles walls and gates, large is the only tool for the heavy menu.
  • Cheap blocks are best value A HESCO wall runs about 46 supplies for four blocks of height against roughly 14 for one block. Build runs.
  • Hit the yellow markers Striking the highlighted points builds far faster. That is a wall up before contact, not after.
  • Order the build by threat Anti-air first if they fly, then indirect fire, then the drill rig, then doors and sandbags.

08 · Logistics & Cargo

Nothing a base does works without somebody driving supplies to it.

  • Crates carry anything, pallets carry one thing Crates are general storage and fit more per vehicle. Pallets hold one resource and unload cleanly.
  • Four supply types Build, ammunition, fuel and mechanical do different jobs. Ask what the base is short of before you load.
  • Three keys run the loop Open the garage vendor, load, drive, drop, then hold the transfer prompt at the base.
  • Fuel is the drill currency Everything that pulls or holds the Hot Zone burns fuel. Two fuel trucks in rotation change a match.
  • Route around, not through The shortest line home crosses the contested square. Take the far road and arrive loaded.
  • A loaded truck is a target Cargo vehicles are slow, loud and valuable to whoever kills them. Travel escorted, or while the zone holds everyone.
  • Hauling pays while you live Supply runs feed Driver and Support and pay steadily without risking your kit in a firefight.

09 · Vehicles & Air

Movement is an asset the faction has to protect, not a taxi you abandon.

  • Learn the airframe cheaply Rotary aircraft are an expensive way to learn you cannot fly. Practise in quiet corners first.
  • Vehicles take component damage Tyres, engines and fuel tanks fail separately. A wrench and thirty seconds saves the asset.
  • Fuel is a real constraint Running dry mid-map strands the vehicle and everyone in it. Check the gauge before the haul.
  • Carry the squad, get paid twice Delivering players to the zone pays, and keeping them alive on arrival pays more. Drop behind cover.
  • Park out of sight A vehicle in the open tells both other factions where your infantry is. Tuck it away and walk.
  • Anti-air reshapes the map One working close-in weapon system closes an air corridor. Pilots route around it, so you know where they will be.

10 · Moving the Hot Zone

The doubled square moves on its own. Two systems let you decide where.

  • The Hot Zone drifts Left alone it wanders a triangular path, spending about a third of the match in any one sector.
  • The drill rig pulls it in A drill rig at your base, fed fuel, drags the Hot Zone to you and pins it until the fuel ends.
  • Feed it properly A full cycle wants near six thousand units. Start one you cannot finish and the zone wanders off.
  • Chain the drills Several rigs can share a base, each on its own cooldown. Keep them fed and the square barely leaves.
  • Tower codes are the fast route Capturing numbered towers yields code fragments. Hold the full sequence and any player can enter it at a terminal.
  • Codes reset on use The sequence regenerates each round and resets the moment anyone activates it. Collect together, spend together.
  • A pulled zone is a marked zone The instant it lands on you, both other factions know where to go. Finish the walls first.

11 · Pro Tips

Habits that compound across a session rather than a single match.

  • Spend like the match is long Matches run to a hundred ticks. Budget across the session, not the first ten minutes.
  • Spread the tracks deliberately Career level is the sum of all six tracks, so driving or building advances the account as fast as shooting.
  • Stand on the line, not the middle The centre is where everybody aims. The inside edge still counts and gives you cover.
  • One builder changes a match Plant a compound on the objective early, then spend the match on walls, repairs and revives. It out-earns shooting.
  • Read the zone before the vendor Open ground means optics and a light vest. A compound means a short barrel and armour.
  • Talk on local Half the people near the objective are not in your squad. One local call moves more bodies than a marker.
  • Count the third faction Before committing, ask where the faction you are not fighting has been. Silence is the best warning you get.
  • Keep a floor in the bank Pick a floor you never spend below and switch to support play when you touch it. Solvent beats broke.