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PC Early Access build; three-team Control Zone mode

Buy a Loadout Before You Redeploy

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Every WARDOGS player starts with $10,000, and the official description is explicit that each life buys its own loadout from weapons, gear, utility and vehicles. Nothing you buy survives the death.

What a purchase actually replaces

Losing a life removes the purchased weapons, gear, utility and vehicles, while the remaining cash balance carries into the next match.
Gear is bought per life; the bank balance is what carries over. Open the full image.

Treat the loadout as a bet on how long the next life will last. A full kit you lose in thirty seconds costs the same as the kit you keep for ten minutes, so the first question is what role the squad is missing rather than what the shop offers.

Vehicles are the clearest example. The official description lists helicopters for ferrying supplies and players, armoured vehicles and an artillery tank as purchasable options. Each one is a large, visible purchase that only pays back when the team is actually using it.

Loadout space is budgeted as tightly as the money. The Season 1 changelog records that 155mm, 122mm and flare deployables were made to take up more room in a loadout, so heavy utility competes with the rest of the kit rather than sitting alongside it.

The balance is the thing that carries over

Cash persists between matches, so a heavy spend now is a decision about the next match as much as this one. If the team is already holding the objective, spending on defensive tools and fortifications usually holds value longer than chasing a bigger gun.

To build the balance first, see earning cash in a match. For where the money should be spent, see holding the Control Zone.

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