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Updated 18 October 2026 for Season 2 from Bulkhead’s Season 02 patch notes (14 October; live 15 October as Update 0.2.0): build supply costs, new buildables, build speed, the Drill Rig, Talon and Mortar ammo, and the new FOB rewards.
A Forward Operating Base in WARDOGS is a deployable construction hub that gives a team a build radius and a shared supply stockpile for walls, emplacements and vehicle support — it does not respawn players, and Season 1 tripled what it costs to put one down. This guide covers the official vendor and unlock prices, the Season 2 build supply cost of each structure, the three hammer tiers and what each one builds, how the four supply types actually reach a FOB’s stockpile, where a FOB can legally sit, and how an enemy team takes one away from you.
TL;DR
- A FOB is a construction and supply hub with a build radius — it is not a respawn point; respawns come from HQ and forward spawn vehicles
- Season 1 raised the FOB vendor price from $2,500 to $7,500 and the Large Hammer from $1,600 to $2,400, with Bulkhead saying this makes them “more of a choice”
- The Large Hammer’s Support-track unlock jumped from $25,000 to $75,000 and its level gate moved from 7 to 8
- Four supply types — Build, Ammo, Fuel, Mechanical — each feed different structures, and dropping crates beside the FOB without transferring them adds nothing to the stockpile
- Season 2 (15 October 2026) raised the Build Supply cost of most structures, cut Drill Rig uptime and made the Talon and Mortar slower to keep firing
- Enemies who reach the terminal can hack it and take the position outright; no official health or hack duration has been published
Cash Farming
Cash farmed by hand to the amount you pick, 100,000 to 1,000,000
What a FOB Actually Is in WARDOGS (and What It Isn't)
A Forward Operating Base starts life as an item bought at the vendor and carried until it’s placed on the ground. Once deployed it creates a build radius where hammers can put up structures, and it holds a shared inventory of supplies that a whole team draws from. What it is not is a spawn point: community guides are consistent that respawning runs through a team’s HQ and through forward spawn vehicles instead. Bulkhead’s own patch text never sits down to formally define the FOB the way it lists prices, so this description of what a FOB is and isn’t comes from community guides, not from an official glossary entry.
Official FOB and Hammer Prices in the Season 1 Changelog
The Season 1 changelog, published 9 September 2026, moved several building-related prices at once, and it’s worth keeping the three kinds of number separate: what the vendor charges per life, what it costs to unlock an item on a role track, and what level that track needs to reach first. Bulkhead’s stated reason for the FOB and Large Hammer increases was to make them “more of a choice” rather than an automatic buy.
These are the only FOB and hammer prices Bulkhead has printed. Checked on 18 October 2026: neither the Patch 0.11 notes of 12 September nor the Season 2 patch notes of 14 October change them. Season 2 reprices the structures instead, in Build Supplies (Season 2 section below).
| Field | Price / Level since Season 1 | Previous |
|---|---|---|
| Forward Operating Base — vendor price | $7,500 | $2,500 |
| Large Hammer — vendor price | $2,400 | $1,600 |
| Medium Hammer — Support track unlock cost | $25,000 | $10,000 |
| Large Hammer — Support track unlock cost | $75,000 | $25,000 |
| Large Hammer — Support level requirement | Level 8 | Level 7 |
Hammer Tiers Explained: Small, Medium and Large
What the changelog confirms: the Medium Hammer unlock ($25,000) and, for the Large Hammer, the unlock ($75,000), the vendor price ($2,400) and the Support 8 requirement. What comes from community guides: the Small Hammer at $100 (KeenGamer), the Medium Hammer’s Support 3 gate and its $800 vendor price (a second list says $400 — unsettled), and the list of structures per tier. One rule from KeenGamer worth more than the prices: “Any hammer can finish a blueprint placed by another player. You only need the required hammer tier to start that structure yourself.” So a squad needs one Large Hammer to place bunkers or mortars — not one per builder.
| Hammer | Vendor price | Level Requirement | What It Builds |
|---|---|---|---|
| Small | $100 (community) | None stated | Sandbag walls, barbed wire, hedgehogs, Recon Tents; Wooden Step (Season 2) |
| Medium | $800 (community; a second list says $400) — unlock $25,000 (official) | Support 3 (community) | HESCO blocks, doors, gates, loudspeakers; Large Shelter (Season 2) |
| Large | $2,400 (official) — unlock $75,000 (official) | Support 8 (official) | Bunkers, Recon Towers, mortars, anti-air, Refuel/Repair Station, Drill Rig; MG Nest (Season 2) |
Season 2 Building Changes: Costs, Build Speed and Ammo
Season 2 went live on 15 October 2026. Its patch notes make “a full pass on build costs, build speed and durability”, so that structures become “a considered investment rather than something you spam”. They are the first per-structure costs Bulkhead has published. All figures below are Build Supplies.
| Structure | Build Supplies, Season 2 | Before |
|---|---|---|
| Wood Base | 15 | Not listed |
| Bremmer wall | 32 | 15 |
| Door | 80 | 22 |
| Gate | 200 | 85 |
| Air raid shelter, bunker, crow's nest | 200 | 100 |
| Large Shelter (new) | 250 | New |
| L81 Mortar | 600 | 150 |
| Stingray | 650 | 150 |
| MG Nest (new) | 650 | New |
| Talon 9K-SAM | 650 | 1,000 |
| Vanguard CIWS | 1,200 | 1,500 |
| Hot Zone Magnet | 2,750 | 2,250 |
The three new buildables are in the hammer table above: the Wooden Step, the Large Shelter, a big metal roof for covering key assets or keeping the rain off, and the MG Nest, a manned M2 Browning emplacement.
Build speed
The Medium Hammer now adds less per swing, and critical spots give a smaller bonus than before. The Large Hammer’s build rate per swing is unchanged. Bulkhead also says it rebalanced durability, but the notes print no durability or health numbers for any structure.
Drill Rig
Bulkhead wants multi-rig builds to stop being a dominant strategy. The minimum fuel to switch a rig on rises from 1,500 to 2,000, maximum uptime drops from 375 to 300 seconds, the same as capturable towers, and maximum fuel rises from 7,500 to 10,000. After a rig is destroyed, the cooldown before a new one can spawn is substantially longer.
Talon and Mortar ammo
The Talon now takes 5 seconds to reload instead of 2, and a restock from munition supplies takes 200 instead of 50. A Mortar restock takes 150 instead of 75, so each pallet drop-off feeds fewer shots, and a new firing animation, with the shell dropped into the tube, slows its rate of fire.
Other building changes
- Barbed wire and sandbags can now go on top of Bremmer walls. Barbed wire no longer pays cash or XP for kills.
- Foundations fit properly against slopes, stairs and walls, unfinished buildables collapse as soon as they lose a support, and tank traps go only on a set list of surfaces.
- The CIWS cannon now shreds light cover and struggles against heavy fortifications.
- Cash for destroying a buildable now roughly matches its build supply cost, XP is about 25% of that cash, and the payout scales with how far the structure was built. That XP now goes to the Assault track instead of Support, and artillery pays Driver XP instead of Support.
Supply Types and the Workflow That Actually Fills a FOB's Stockpile

Community guides describe four separate supply pools inside a FOB — Build, Ammo, Fuel and Mechanical — each feeding a different part of the base. Ammo Supplies feed mortar, CIWS and SAM ammunition; Fuel Supplies feed the Refuel Station and Drill Rig; Mechanical Supplies feed the Repair Station and Stingray drone strikes.
Prices are per resource and the two figures we have are not the same thing: KeenGamer lists Build Supplies at $10 per unit ($500 for a stack of 50); AllThingsHow reports the Ammo Supplies card as a $10 purchase that adds 50 units. Do not average them — check the vendor card for each resource: purchase price, units received, stack size.
Two delivery methods, per KeenGamer: pallet — drive it into the FOB square and use Unload; the resources go to the base directly. Crate — carry the contents through your inventory and transfer them at the FOB terminal. Either way, finish by opening the FOB inventory and checking that the counter moved: cargo dropped on the ground next to the FOB is not in the stockpile. Not checked by us in the current client.
Tip
A working FOB is three jobs at once — a logistics driver, a builder on the hammer, infantry on the perimeter. Season 2 lowers base logistics rewards and adds delivery streaks: +$250 / +100 XP for each pallet in a row and +$100 / +50 XP for each crate in a row, up to 10 each (values for drops in the Control Zone). Which track that XP goes to is not stated; the Season 1 XP curve breakdown covers what is known about progression.
A practical order, from the sources above; verify each counter in the client.
-
1
Buy for the task, not the catalogue
FOB kit $7,500 (official); a hammer of the tier you can unlock; Build Supplies first — Ammo, Fuel and Mechanical only for the structures that use them.
-
2
Place the FOB
not inside a building, a main base or another FOB's radius (community guides); it need not be inside the Control Zone.
-
3
Bring Build Supplies in
pallet: Unload inside the FOB square; crate: transfer through your inventory at the terminal. Then open the FOB inventory and confirm the Build counter rose.
-
4
Place and finish structures
the tier of hammer sets what you can place; any hammer can finish a blueprint someone else placed (KeenGamer).
-
5
Check supply is actually flowing
after each delivery, read the four counters; a structure that stops firing or refuelling is a supply problem before it is a defence problem.
-
6
Protect the terminal first
the hack happens at the console; walls and a controlled entrance around it come before outer fortifications.
Not everyone has the evenings for this — WARDOGS boosting covers the same ground with someone else on the keys.
Where You Can (and Can't) Place a FOB
The community guides we checked agree: a FOB cannot be deployed inside a building, inside a main base, or within another FOB’s radius, and it does not need to sit inside the Control Zone. Bulkhead’s posts do not describe placement rules, and we have not tested them in the current client.
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How a FOB Gets Taken: Hacking the Terminal

Two different things can happen to a FOB. Capture: community guides describe enemies reaching the terminal and hacking it to take the position; KeenGamer recommends covering the console with HESCO walls and a controlled entrance. Since Season 2 a hack pays the hacker $2,500 / 250 XP and each of the hacker’s teammates in the FOB radius $1,000 / 250 XP. Season 2 also changes the doors: a hammer can no longer breach doors or gates, while the Halligan bar now breaches both and pays $100 per door, once per door, with its uses raised from 5 to 7. Closing a door on a friendly FOB pays $75. A beta-era report timed the hack at about 30 seconds with a siren — pre-Season-1, not current. Destruction: one community guide says a solo enemy is more likely to blow the FOB up with a cheap explosive than to hack and hold it; a single-IED kill is that guide’s report, not a tested figure, and no FOB health value appears in the official publications we checked. Since Season 2, destroying a FOB pays a bonus of up to +$7,500 / +250 XP based on the supplies it held, maxed at 25,000 supplies, so a full stockpile is also a bigger prize. What each outcome does to the stockpile and the structures inside the radius is not described in those publications either.
Still not in Bulkhead’s posts as of 18 October 2026: build radius size, pallet capacities, hack duration and FOB health.
Common Misconceptions About WARDOGS FOBs
“A FOB Respawns You Like an HQ”
It doesn’t. Community guides are consistent that a FOB provides construction space and supply storage only — respawning still runs through HQ and forward spawn vehicles.
“Dropping Supplies Near the FOB Is Close Enough”
Two separate community sources report the same trap: cargo left beside the FOB without being transferred through the unload prompt adds nothing to the stockpile.
“The Large Hammer Is Just a Bigger Bill”
It’s also a level gate. Season 1 moved the requirement to Support level 8 on top of raising the unlock cost to $75,000, so cash alone doesn’t get a player there.
Our Take: Is Building a FOB Worth It
Our Take
A FOB is a squad investment now, not a solo purchase.
The FOB kit is $7,500; $9,900 is the kit plus a Large Hammer for a player who already has that unlock — before supplies, transport or combat gear — and it is not the minimum to start building: a Small Hammer at $100 finishes any blueprint a Large Hammer holder has placed. Bulkhead’s framing — “more of a choice” — reads honestly here: a team that funds and defends a FOB gets mortars, anti-air and a forward spawn vehicle nearby; an unguarded terminal hands that to the other team. Season 2 moved the real bill from the kit to the stockpile: most structures now cost far more Build Supplies, so the supply runs decide how much base you get. On 17 October Bulkhead said on X that some things in Season 2 are clearly out of balance and that it is looking at bringing Season 3 forward, so these costs can move again; the WARDOGS Season 2 date guide covers timing.
Sources and Confidence
This table separates what the studio has confirmed from what comes out of press previews, and what is still just circulating. Each claim below is tied to the post and the game version it describes.
| Claim | Where it comes from | Status |
|---|---|---|
| FOB vendor price raised from $2,500 to $7,500, Large Hammer from $1,600 to $2,400 | Steam Community (official announcements) | Official |
| Medium and Large Hammer Support-track unlock costs raised, Large Hammer moved to level 8 | Steam Community (official announcements) | Official |
| A FOB is not a respawn point; respawns come from HQ and forward spawn vehicles | games.gg WARDOGS FOB Guide | Community-reported; primary source not verified |
| Small Hammer costs $100 and builds sandbag walls, barbed wire, hedgehogs and Recon Tents; placement rules against buildings, main bases and overlapping FOB radii | KeenGamer | Press report – not independently verified |
| Small, Medium and Large Hammer vendor prices ($100 / $800 / $2,400) | wardogshub.gg equipment catalogue | Community-reported; primary source not verified |
| Ammo Supplies purchases cost $10 and add 50 units per stack | allthings.how | Community-reported; primary source not verified |
| Season 2 build supply costs, new buildables and their hammers, build speed, durability pass without numbers, Drill Rig, Talon and Mortar changes, door and Halligan rules, FOB hack and destroy rewards, logistics streaks, Assault and Driver XP routing; FOB and hammer prices unchanged | Bulkhead, “WARDOGS | Season 02 Patch Notes”, 14 October 2026 | Official |
| Season 2 live as Update 0.2.0 | Bulkhead, “WARDOGS | SEASON 02 IS NOW LIVE”, 15 October 2026 | Official |
| Some Season 2 changes out of balance and to be fixed; Season 3 may come earlier | WARDOGS on X, 17 October 2026 | Official |
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