WARDOGS Building and FOB Costs: Full Season 2 Price Table
All twelve buildable costs before and after Season 2, the build speed and drill rig changes, and what each structure pays when destroyed.
Applies to: Every build supply cost, build speed change, drill rig parameter and destruction reward in WARDOGS Season 2, quoted from the patch notes of October 14, 2026
Quick answer
Season 2 raised most build costs to make structures a considered investment: the Bremmer wall went from 15 to 32, the door from 22 to 80, the gate from 85 to 200, the L81 Mortar from 150 to 600, the Stingray from 150 to 650, and the Hot Zone Magnet from 2,250 to 2,750. Two prices fell — the Talon 9K-SAM from 1,000 to 650 and the Vanguard CIWS from 1,500 to 1,200 — and three structures are new: the Wood Base at 15, the Large Shelter at 250 and the MG Nest at 650. The medium hammer and critical spots now build less per swing while the large hammer is unchanged, and drill rigs cap at 300 seconds of uptime instead of 375. Destruction payouts were retuned to match build cost, though the developer publishes no durability values, so no C4 count for destroying a FOB exists.

At a glance
Season 2 repriced almost the entire buildable list, and the direction was mostly upward. The developer's stated reason is short enough to quote: the pass was "aimed at making structures a considered investment rather than something you spam." Two items got cheaper — the Talon and the Vanguard CIWS — and everything else that existed before either stayed the same or rose, some by more than 300%.
| Buildable | Build supply cost |
|---|---|
| Gate | 85 → 200 |
| L81 Mortar | 150 → 600 |
| Door | 22 → 80 |
| Talon 9K-SAM | 1,000 → 650 (down) |
All costs on this page are build supply costs, the resource you spend to place a structure. They are not cash prices and they are not the reward you get for destroying one — that is a separate table further down, and the two numbers are easy to confuse.
The full Season 2 cost table
This is every buildable the patch notes list, in the order they appear, with the old and new values exactly as published. An arrow with no starting figure means the item is new in Season 2.
| Buildable | Old | New |
|---|---|---|
| Wood Base | — | 15 |
| Bremmer wall | 15 | 32 |
| Door | 22 | 80 |
| Gate | 85 | 200 |
| Large Shelter | — | 250 |
| Air raid shelter, bunker, crow's nest | 100 | 200 |
| L81 Mortar | 150 | 600 |
| Stingray | 150 | 650 |
| MG Nest | — | 650 |
| Talon 9K-SAM | 1,000 | 650 |
| Vanguard CIWS | 1,500 | 1,200 |
| Hot Zone Magnet | 2,250 | 2,750 |
Three notes on reading it. The row "Air raid shelter, bunker, crow's nest 100 → 200" is one line covering three structures, so all three moved to 200 together. The Wood Base figure of 15 appears without a prior value, which is consistent with the new-buildable list rather than a price cut. And the talon price is the only large item that moved down — the notes give no reason for it beyond the general "considered investment" framing.
The four changes that matter most
| Buildable | Change | Multiple of old cost |
|---|---|---|
| L81 Mortar | 150 → 600 | 4.0x |
| Door | 22 → 80 | 3.6x |
| Stingray | 150 → 650 | 4.3x |
| Gate | 85 → 200 | 2.4x |
The mortar and Stingray increases are the ones that change how a base is built, because both are the structures that make a position dangerous rather than merely hard to enter. At 600 and 650 they cost more than the Talon SAM now does at 650 — a reversal from before Season 2, when the Talon was the expensive option at 1,000.
The door and gate increases are smaller in absolute terms and larger in play, because a base needs many of them. A compound with four doors moved from 88 supply to 320, which is a bigger swing than the single-gate number suggests.
The Hot Zone Magnet's rise to 2,750 makes it the most expensive buildable in the game by a clear margin, at more than four times the Gate. The notes do not explain the increase; the item's purpose — pulling income toward the zone — is stated elsewhere but not connected to the price.
Build speed: what changed and what did not
The cost pass came with a speed pass, and the two are not uniform. This matters because a more expensive wall that also goes up more slowly is a much bigger change than either number alone.
| Hammer | Change |
|---|---|
| Medium hammer | Contributes less per swing |
| Critical spots | Give a smaller bonus than before |
| Large hammer | Build rate per swing is unchanged |
The developer publishes no per-swing values, no build time in seconds and no multiplier, so no build-time table can be constructed from official data. What is stated is direction: the medium hammer is weaker, critical spots are worth less, and the large hammer is untouched.
That last line is the practical takeaway. The change specifically narrows the gap between hammer tiers, which affects how many players it takes to put a structure up quickly rather than how long any single player needs.
Drill Rigs: fuel and uptime
The Drill Rig changes are the most technical in the patch, and they deliberately compress uptime rather than cut it off. The developer's stated intent is to reduce "the prevalence of multi drill rig builds becoming a dominant strategy, without removing the possibility of it ever occurring."
| Parameter | Before | After |
|---|---|---|
| Minimum fuel to activate | 1,500 | 2,000 |
| Duration per fuel | 0.05 | 0.03 |
| Maximum uptime | 375s | 300s |
| Max fuel | 7,500 | 10,000 |
The uptime figure is the one to hold onto: five minutes maximum per rig, down from six and a quarter. The patch notes also note that 300 seconds now "matches capturable towers", which is a deliberate consistency choice rather than an isolated nerf. The max-fuel increase to 10,000 is framed as encouraging "logistics role play" — more fuel can be carried, but each unit burns faster.
One further change has no number attached: "Post-spawn cooldown substantially increased, so a destroyed rig cannot immediately be replaced." "Substantially" is the developer's word and the only quantification given.
Built weapons: Talon and Mortar
| Weapon | Change | Stated intent |
|---|---|---|
| Talon | Reload 2s → 5s; restock from munition supplies 50 → 200 | — |
| Mortar | Restock 75 → 150; new firing animation | Reduce shots per pallet drop-off; reduce fire rate |
The mortar's new animation is described precisely: "The player now drops the shell into the end of the mortar as it fires, to reduce the fire rate of the mortar." This is a mechanical change that also changes what the operator sees, and it is the only buildable weapon change framed as an animation rather than a number.
The Talon's reload going from 2 to 5 seconds is the largest proportional change of any built weapon, and it compounds with its price cut: the SAM is now much cheaper to place and much slower to fire.
Other building changes worth knowing
- Barbed wire and sandbags can now be placed on top of Bremmer walls. A wall can carry its own obstacle, which changes how a wall line is built.
- Barbed Wire no longer contributes Cash or XP on kills. A reward source was removed, not reduced.
- Unfinished buildables now collapse as soon as they lose a support, instead of floating. Partial structures are no longer self-supporting.
- Foundations fit properly against slopes, stairs and walls. A placement fix rather than a balance change.
- Tank traps can only be placed on a defined set of surfaces.
- Doors and gates can no longer be breached with a hammer. The Halligan bar "can now breach both doors and gates" — so breaching moved from a tool everyone carries to a specific one.
- CIWS damage against structures was retuned so it "now shreds light cover and struggles against heavy fortifications, rather than treating everything the same".
What destroying a structure pays
This is the mirror of the cost table, and the two are now linked by design: "Cash now matches each buildable's build supply cost, and XP is roughly 25% of the cash reward." So the price rise is also a reward rise, which is why a mortar is worth far more to destroy than it was in Season 1.
| Buildable | Cash reward |
|---|---|
| L81 Mortar | $300 → $650 |
| Stingray | $300 → $650 |
| Hot Zone Magnet | $4,500 → $2,750 |
| Vanguard CIWS | $3,000 → $1,200 |
| Talon 9K-SAM | $2,000 → $650 |
| Repair / Refuel Station | $400 → $200 |
| Door | $500 → $100 |
| Gate | $170 → $200 |
| MG Nest, Large Shelter, Wood Base | New: $650, $250, $15 |
Two of those moves run against the cost trend and are worth noticing: the Hot Zone Magnet pays less to destroy despite costing more to build, and the Door pays $100 despite now costing 80 supply to place. The developer does not reconcile these in the notes.
There is also a FOB-level reward that is not a buildable: "Destroying a FOB now pays a bonus of up to +$7,500 / +250 XP based on the supplies it held (maxed at 25,000 supplies)." So the payout scales with how well stocked the target was, capped at 25,000 supplies.
Sources and review scope
- BULKHEAD — Season 02 Patch Notes, October 14, 2026 — the sole source for every figure on this page: the Building Balance introduction, the new buildables and which hammer tier places them, the full cost table, the build speed changes, the Drill Rig parameters, the Talon and Mortar adjustments, the misc building changes, and the destruction reward table.
- BULKHEAD — Season 02 Patch Notes, Cash & XP Reward Changes section — source for the FOB destruction bonus of up to +$7,500 / +250 XP and the 25,000 supply cap.
Every cost, fuel value and reward on this page is quoted from the Season 2 patch notes. Where a change is described only in words — "substantially increased" cooldown, "smaller bonus" for critical spots — the wording is reproduced rather than converted into an invented number. No durability figure, C4 count or build time appears here because none has been published. The "multiple of old cost" column is arithmetic on the two published figures, not a developer statement.
Checked on October 19, 2026 against the Steam store listing and the Steam Web API for app 1867240, the developer's own Steam announcements including the Season 2 patch notes dated October 14, 2026, the current-player and achievement endpoints, the public review endpoint, and the four policy pages published on wardogs.com. Figures are quoted from those sources rather than paraphrased, and each one carries the date it was read. Where a detail comes from a press report, a third-party site or a player post rather than from BULKHEAD or Team17, it is labelled as exactly that. Anything the developer has not stated is written as unconfirmed rather than guessed.
Not independently play-tested. This is not a claim that every platform or game version was tested. Source review: Oct 19, 2026.





