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.

By Game Guide PortSource reviewed:

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.

Official WARDOGS screenshot of a soldier firing a rocket launcher at an armoured vehicle as a building collapses in debris
Official WARDOGS screenshot · © BULKHEAD · Source ↗

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%.

The headline numbers, from the Season 2 patch notes of October 14, 2026
BuildableBuild supply cost
Gate85 → 200
L81 Mortar150 → 600
Door22 → 80
Talon 9K-SAM1,000 → 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.

Build supply costs before and after Season 2, from the Building Balance section
BuildableOldNew
Wood Base—15
Bremmer wall1532
Door2280
Gate85200
Large Shelter—250
Air raid shelter, bunker, crow's nest100200
L81 Mortar150600
Stingray150650
MG Nest—650
Talon 9K-SAM1,000650
Vanguard CIWS1,5001,200
Hot Zone Magnet2,2502,750

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

Largest proportional changes in the Season 2 building pass
BuildableChangeMultiple of old cost
L81 Mortar150 → 6004.0x
Door22 → 803.6x
Stingray150 → 6504.3x
Gate85 → 2002.4x

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.

Build speed changes in Season 2
HammerChange
Medium hammerContributes less per swing
Critical spotsGive a smaller bonus than before
Large hammerBuild 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."

Drill Rig balance changes in Season 2
ParameterBeforeAfter
Minimum fuel to activate1,5002,000
Duration per fuel0.050.03
Maximum uptime375s300s
Max fuel7,50010,000

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

Buildable weapon changes in Season 2
WeaponChangeStated intent
TalonReload 2s → 5s; restock from munition supplies 50 → 200—
MortarRestock 75 → 150; new firing animationReduce 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 destruction rewards in Season 2
BuildableCash 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 BaseNew: $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.

How many C4 it takes to destroy a FOB is not published. This is a heavily searched question and there is no official answer: no announcement gives structure durability numbers, C4 damage values or a required charge count. Any specific number you find is a player's test result from one build, not a game statistic. What the notes do say is directional — CIWS now "struggles against heavy fortifications", and doors and gates can no longer be hammered down — but neither statement produces a charge count.

Sources and review scope

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.

How this guide was checked

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.