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Guide

WARDOGS logistics in Season 2: every supply reward, the four delivery streaks, and what a run pays

WARDOGS logistics is the job of buying supplies at your main base and hauling them to a FOB or the Control Zone. Season 2 halved most base rewards (a supply pallet now pays $1,250, down from $2,500) and added four delivery streaks that pay extra for every consecutive crate, pallet, passenger and return trip, so steady repeat runs now earn more than one-off drops. Season 3 (12 November 2026) cut pallet rewards outside a friendly FOB and lowered safe drop heights to about 35–40 m.

Everything below comes from BULKHEAD's Season 02 patch notes (14 October 2026), read again on 1 November 2026, its Season 03 patch notes (11 November 2026, read 14 November 2026), plus the FOB and supply wording on the WARDOGS wiki. Where the notes leave something out, such as exactly how a streak adds up, we say so and show both readings rather than guess. For the cash side of the game in general, see our WARDOGS money guide; for where the supplies end up, see the FOB guide.

What counts as logistics, and what Season 2 now makes you unlock

A Forward Operating Base is 'supplied through logistics', in the WARDOGS wiki's words, and the wiki names three supply types: building supplies to construct and repair, ammo supplies for static weapons such as mortars, and fuel supplies for vehicles and drills. Logistics players buy those supplies at the main base vendor and move them in a truck or helicopter to a FOB, a tower or the Control Zone. They also carry other players, which the patch notes reward under 'Player Delivered'.

Season 2 changed what a new player starts with. Three supply pallets that used to be unlocked by default now sit on the WARDOG track, so a fresh account has to level and pay before it can haul everything:

WARDOGS soldiers with large backpacks wading across a river toward a tall tower structure while a helicopter flies in the distance
Soldiers cross a river toward a tower while a helicopter flies past. Image: BULKHEAD press kit, © BULKHEAD Limited.
  • Mechanical Supply Pallet: WARDOG level 5, $10,000 to unlock (previously unlocked by default).
  • Ammo Supply Pallet: WARDOG level 9, $25,000 (previously unlocked by default).
  • Fuel Supply Pallet: WARDOG level 16, $50,000 (previously unlocked by default).
  • Large Crate: moved from level 16 to level 17 on the Driver track.
  • Building supplies are not in that list. The notes do not mention a building-supply pallet unlock, so we don't claim one.

Every base logistics reward, Season 1 → Season 2

BULKHEAD's own summary is one sentence: 'Base logistics rewards are lower, but new delivery streaks add a bonus for every consecutive run, so logistics players are rewarded for making return trips instead of abandoning their vehicles.' The table lists every logistics line in the 'Other Logistics Changes' block of the notes, unchanged.

Every cash line in the block went down. Deploying a supply pallet and deploying a small or large crate each pay exactly half of what they did in Season 1. Passenger and return-trip rewards fell by roughly a third to a half. The XP cuts are smaller. A pallet's XP fell 20% (500 → 400) while its cash fell 50%, so logistics now pays proportionally more in progression than in money. The streaks in the next section are what BULKHEAD offers in exchange.

Bar chart comparing WARDOGS logistics cash rewards in Season 1 and Season 2: player delivered $150 to $100, ground delivery $500 to $350, ground return trip $250 to $150, small crate $500 to $250, large crate $1,000 to $500, supply pallet $2,500 to $1,250
Base cash per logistics action, Season 1 vs Season 2, from BULKHEAD's Season 02 patch notes (14 October 2026, read 1 November 2026). Streak bonuses are not included. Chart by this site.
ActionCash S1 → S2XP S1 → S2
Player Delivered$150 → $10050 → 25
Player Delivered (ground vehicle)$500 → $350n/s
Return Trip (ground vehicle)$250 → $150100 → 50
Deploy Supply Crate, small$500 → $250250 → 200
Deploy Supply Crate, large$1,000 → $500500 → 400
Deploy Supply Crate from an air vehicle, smalln/s200 → 150
Deploy Supply Crate from an air vehicle, largen/s400 → 300
Deploy Supply Pallet$2,500 → $1,250500 → 400 (ground vehicle: 750 → 500)
Capture a hostile drill tower$750 → $1,500250 → 300
Logistics base rewards from BULKHEAD's Season 02 patch notes (14 October 2026, read 1 November 2026). 'n/s' = the notes do not state it.

The four delivery streaks, and the 17:00 UTC correction

The streaks are new in Season 2. Each one pays a bonus for doing the same logistics job several times in a row:

  • Crates: +$100 / +50 XP per crate in a row, up to 10.
  • Pallets: +$250 / +100 XP per pallet in a row, up to 10.
  • Players: +$25 / +5 XP per player in a row, up to 25.
  • Return trips: +$50 / +25 XP per trip in a row, up to 10.

Update: Original values posted at 17:00 UTC were base design values without a zone multiplier. We have since updated the values to the actual values players will receive when dropped in the Control Zone to better reflect the actual returns that would be seen by players playing logistics.

— BULKHEAD, edit note inside the Season 02 patch notes, 14 October 2026

Worked runs: what a session pays (illustrative)

These are illustrative calculations, not measurements. They use only the Control Zone values above, and they assume every action pays and the streak never breaks. 'Flat' means the streak adds the same bonus to each delivery. 'Rising' means the bonus grows by one step per delivery. The real figure should fall between the two.

  1. Five supply pallets in a row from a ground vehicle. Base: 5 × $1,250 = $6,250 cash and 5 × 500 = 2,500 XP. Flat streak: 5 × $250 = $1,250 and 5 × 100 = 500 XP, for a total of $7,500 and 3,000 XP. Rising streak: $250 + $500 + $750 + $1,000 + $1,250 = $3,750, for a total of $10,000 cash. The same five pallets paid 5 × $2,500 = $12,500 in Season 1, so a five-pallet session pays 20% to 40% less cash than before.
  2. Ten pallets, the full streak cap. Base: 10 × $1,250 = $12,500. Flat streak: + $2,500, total $15,000. Rising streak: $250 × (1+2+…+10) = $250 × 55 = $13,750, total $26,250. Season 1 paid 10 × $2,500 = $25,000. Under the rising reading, a long unbroken chain now beats the old payout, which fits BULKHEAD's stated aim of rewarding return trips.
  3. Ten small crates. Base: 10 × $250 = $2,500 and 10 × 200 = 2,000 XP. Flat streak: + $1,000 and + 500 XP, giving $3,500 and 2,500 XP. Rising streak: $100 × 55 = $5,500, giving $8,000. Season 1: 10 × $500 = $5,000.
  4. A taxi shift of 25 passengers by ground vehicle. Base: 25 × $350 = $8,750. Flat streak (+$25 each, cap 25): + $625, total $9,375. Rising streak: $25 × (1+…+25) = $25 × 325 = $8,125, total $16,875. Season 1: 25 × $500 = $12,500.
  5. Ten return trips by ground vehicle. Base: 10 × $150 = $1,500 and 10 × 50 = 500 XP. Flat streak: + $500 and + 250 XP. Rising streak: $50 × 55 = $2,750. Return trips stack with the delivery itself, so a truck that delivers a pallet and drives back earns both the pallet line and the return-trip line.
  6. Air versus ground for the same crate. A small crate pays 200 XP from the ground and 150 XP from the air (a large one, 400 vs 300). The notes cut XP only for air deliveries and list no separate air cash figure, so on the published numbers a helicopter drop earns 25% less XP than the same crate delivered by truck.

Supply crates: selling, destroying and the exploit fixes

Crates are a shop as well as a delivery. Players can buy items from a deployed supply crate, and the crate's owner earns from the sale. Season 2 listed several crate exploits under 'Exploit Fixes' and closed them:

  • Selling from a supply crate has diminishing returns per buyer. 'After enough sales, you break even, with no profit or XP.' The notes don't publish how many sales that takes.
  • Selling to an enemy player (for example, someone who switched teams) no longer gives cash or XP.
  • Supply crate rewards for deploying and destroying now scale with the value of the supplies inside, so an empty crate is not worth what a full one is.
  • Destroying an empty enemy crate rewards half cash and half XP.
  • FOB Supplied Assist is now split between the number of assisting players, 'so a whole team can no longer each receive the full kickback'.
TargetSeason 1Season 2
Small supply crate$500$300
Large supply crate$1,000$600
Small armored crate$500$1,000
Large armored crate$1,000$1,600
Supply pallet$1,000$800
Cash for destroying an enemy supply crate or pallet, Season 1 → Season 2 (BULKHEAD, 14 October 2026). Full-value figures; empty crates pay half.

The FOB end of the run

Supplies are worth the most once they reach a FOB, and Season 2 made a stocked FOB a bigger target. Three lines in the notes matter to anyone hauling for one:

  • 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)'. A FOB you have filled to 25,000 is the most valuable thing an enemy can blow up.
  • FOB hacking 'now also rewards teammates in the FOB radius: $1,000 / 250 XP (the hacker still gets $2,500 / 250 XP)'. Defending what you delivered is part of the job.
  • Static weapons burn through ammo deliveries faster. The mortar's 'restock from munition supplies' went from 75 to 150 'to reduce the amount of shots that can be fired per pallet drop-off', and the Talon's from 50 to 200. On those figures, each ammo pallet supports half as many mortar restocks and a quarter as many Talon restocks.

Drills, towers and fuel: the arithmetic of 10,000

Fuel is the supply type Season 2 talks about most. The drill rig changes come with their own reason: 'Max fuel 7,500 → 10,000 to encourage logistics role play.' The same block cuts how long the fuel lasts:

Worked from those numbers: 2,000 fuel × 0.03 seconds = 60 seconds of drill at the minimum to start, and 10,000 × 0.03 = 300 seconds when full, matching the stated cap. In Season 1, 7,500 × 0.05 = 375 seconds. A full tank now holds a third more fuel and runs the drill for 75 seconds less, so keeping a rig running takes noticeably more fuel deliveries. The same line notes the new figure 'matches capturable towers'. Our towers guide covers how the four-part code and the Hot Zone magnet work.

The Hot Zone Magnet itself now costs 2,750 build supplies instead of 2,250. Destroying one pays $2,750 instead of $4,500, because Season 2 sets buildable-kill cash equal to the build supply cost.

  • Minimum fuel to activate a drill rig: 1,500 → 2,000.
  • Duration per fuel: 0.05 → 0.03, so maximum uptime falls from 375 s to 300 s.
  • Max fuel: 7,500 → 10,000.
  • Post-spawn cooldown 'substantially increased', so a destroyed rig cannot be replaced at once.
  • Capturing a hostile drill tower: $750 → $1,500 and 250 → 300 XP.

The vehicles that haul, what they cost, and who can open them

The Season 1 changelog names the dedicated carriers as the Kodiak Flatbed and the URAL Covered (see our vehicles page for the full garage). The Season 2 notes switch to model names and change the Ural family:

Two rules decide who gets at the cargo. 'Vehicle inventories of purchased vehicles are now private to the driver and their squad by default. A new setting lets you open yours up to everyone once the vehicle is fully unlocked.' Free spawned vehicles are different: they 'stay open to everyone, regardless of the above setting. Use at your own risk.' For a hauler, that makes a purchased truck the safer place for expensive cargo.

Helicopters carry crates too, and their destroy values were cut (MH-6 $3,125 → $1,250, Z20 Lakota $3,700 → $1,500). Our helicopter controls guide covers flying a loaded aircraft.

VehicleUnlockVendor priceReward for destroying it
Ural (default)n/sn/s$2,500 → $1,000
Ural DefenderDriver level 18 → 15$6,000 → $7,200$3,600
Ural Defender [M249]Driver level 25 → 22, $125k → $100k$6,750 → $9,500$4,750
Ural-family figures from BULKHEAD's Season 02 patch notes (14 October 2026, read 1 November 2026).

Season 3 update: drop heights, safe zones and smaller crate paydays

Season 3 update (14 Nov 2026): update 0.3.0 went live on 12 November, and its patch notes (11 November 2026) change logistics in two places, the drop itself and the pay. On the drop side, 'Supply crates can no longer be deployed inside safe zones, matching supply pallets', because they 'were blocking vehicle spawns at HQ, getting in the way of vehicles, and in some cases preventing pilots from landing safely'. The heights a crate or pallet survives were lowered, and 'Armored crates no longer survive higher drops than standard crates', though they are 'still resistant to bullets and explosions'.

Height is not the only test: 'Your speed counts as well as your height, so dropping from a moving helicopter makes the landing harder. You can still deploy safely at up to ~80 km/h at around these heights.' 'Item tooltips now show the new drop heights.' For a helicopter crew that used to release from high up, the new numbers in the chart roughly halve the margin.

On the pay side, three lines touch logistics directly. BULKHEAD gives no amounts for any of them, so the Season 2 figures in the tables above remain the only published values:

Horizontal bar chart of WARDOGS Season 3 heights: Basic Parachute effective about 100 m, survivable about 60 m, cannot open below about 20 m; Sport Parachute effective about 60 m, survivable about 40 m; Supply Crate and Armored Supply Crate safe drop about 35 m; Supply Pallet about 40 m
Season 3 safe drop heights for crates and pallets (they were ~60/~80/~90 m in Season 2), beside the parachute heights, from BULKHEAD's Season 03 Patch Notes (Steam, 11 November 2026; read 14 November 2026). Chart by this site.
  • Supply Crates: ~60m → ~35m; Armored Supply Crates: ~80m → ~35m; Supply Pallets: ~90m → ~40m (safe drop height).
  • 'Pallets deployed outside a friendly FOB give reduced rewards.'
  • 'Deploying a lower-value crate now pays a smaller reward, scaled to the price of the items inside it, to discourage crate drop spam for profit.'
  • New: a 'reward kickback for depositing fuel into a FOB that activates a drill to incentivise varied supply chains'.
  • 'Enemy supply crates can now be forced open with a Halligan Bar, dropping a random item on the ground.'

What the notes leave out, and the Driver exploit next door

Several things a logistics player would want are not in any source we use, so this page does not state them: how the streak bonus adds up, what breaks a streak, the value multiplier outside the Control Zone, how many supplies each pallet or crate holds, how many sales make a crate break even, and vehicle cargo slots. Some guides in search results give cargo-slot numbers, but BULKHEAD has not published them, so they are not repeated here.

One Season 2 problem started right next to logistics. PCGamesN (Ken Allsop, 16 October 2026) reported on BULKHEAD's video apology and described 'an exploit with the Driver progression track that allowed players to level up fast by setting a nearby FOB' and driving back and forth. BULKHEAD's response, per the same report, was a backend update for 'Fixing Driver Exploit Preventing lots of players from accessing tanks too early', a temporary fix to 'curb this exploit and slow progression for that track', and 24-hour bans for players who abused it 'extremely obtusely' (CEO Joe Brammer estimated 'less than a thousand people'). The report doesn't say whether the logistics streak values themselves changed. Read it as a warning: a loop built only to farm XP, rather than to supply a base, is what BULKHEAD bans for. The money guide quotes BULKHEAD's timed-ban policy on economy abuse in full, and our Season 2 page has the rest of the patch.

Sources & further reading

Read next

  • WARDOGS FOB

    WARDOGS FOB guide from the sources: the Forward Operating Base is $7,500 after Season 1 (was $2,500), holds mortars, Talon anti-air, CIWS, Switchblade launchers, repair and refuel bays and drill rigs, and runs on building, ammo and fuel supplies. Hammers, placement near towers and the Hot Zone, and how building pays Support XP and cash.

  • WARDOGS money

    WARDOGS money explained from the sources: the paid actions on the wiki, PCGamesN's six earning methods (zone time, building, taxi, mobile spawn, supply crates, looting), the Hot Zone double-cash rule, every Season 1 price change charted, the 5% community-server bonus, and BULKHEAD's ban policy for cash exploits.

  • WARDOGS towers

    WARDOGS towers explained: where the control-room terminal is, why every tower starts a match on cooldown, how each capture gives one part of a four-digit code, and how the full code on the keypad pulls the Hot Zone to your tower. Plus how towers anchor FOBs and drills. Sourced to PCGamesN's 11 September guide and the official wiki.

  • WARDOGS vehicles

    WARDOGS vehicles from the sources: 27 at launch plus four in Season 2 (Wolf-110, Wolf-110 M2, T-72B3, Gepard), with every price, unlock level and destroy reward BULKHEAD has published.

  • WARDOGS Season 2

    WARDOGS Season 2 went live 15 October 2026 as update 0.2.0. Prices and unlock levels for the four new weapons and four vehicles, the damage and armour changes, faster XP, and what the notes say about the Wager Vendor.

  • WARDOGS Season 3

    WARDOGS Season 3 (update 0.3.0) went live on 12 November 2026: the Sabatulo city map, Limited Mode, multi-track unlocks, catch-up XP, slower levelling, the 28 January end date and the $5 price rise.

Part of WARDOGS guide. Back to the WARDOGS Playbook home page.

Sukie, editor of WARDOGS Playbook

Sukie · Editor

Sukie runs WARDOGS Playbook. She edits every page on the site, checks each figure against BULKHEAD's Steam posts, the store listing and the sources named on the page before it goes up, and rewrites anything a patch note contradicts. The focus is narrow on purpose: what the game actually does, with the source attached.

About this site · How pages are checked · Last updated November 14, 2026

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