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Income by action

These tables are built from our own in-game screenshots and cross-checked with community guides. We add to them after every play session.

Action Outside the zone Control Zone Hot Zone
Kill $300 ¹ $1,500 $3,000 ¹
Revive $400 $800 $1,600 ¹
Presence, per tick — $160 $320

Bold — confirmed by our screenshots. ¹ — community data: a base kill is $300 ($350 for a headshot), ×5 in the Control Zone, ×10 in the Hot Zone. Our screenshot ($1,500 for a kill in the Control Zone) confirms this.

Action Where Payout Observations
Kill (confirmed) in the Control Zone +$1,500 and 250 XP 1
Kill outside the zone +$300 community
Kill in the Hot Zone +$3,000 community
Reviving a teammate outside the zone +$400 1
Reviving a teammate in the Control Zone +$800 2
Reviving a teammate in the Hot Zone +$1,600 community
Defibrillator revive outside / zone / Hot Zone +$600 / $1,200 / $2,400 community
Spotting a target — +$100 community
Control Zone presence per tick +$160 2
Hot Zone presence per tick +$320 1
  • A tick pays roughly every 22 seconds (community data).
  • Community data says each consecutive Hot Zone tick adds another +$50, up to +$500 on top. The longer you hold the Hot Zone, the more each tick is worth.
  • One revive paid +$900 in the Control Zone. We don’t know yet where the extra $100 came from — possibly a payment from the downed player (see the bribe).
Action Vehicle Where Payout Observations
Tactical drop (ground passenger) Kodiak [M249] car in the Hot Zone +$2,000 1
Tactical drop (air passenger) MH-6 helicopter in the Control Zone 50 XP; cash $150–$250, sources disagree 2 / community
Passenger survived MH-6 helicopter in the Control Zone +$500 and 100 XP 2
Passenger survived — in the Hot Zone +$1,000 community
Assist from a dropped player — a fighter you brought in got a kill MH-6 helicopter anywhere +$750 and 25–50 XP 2
Round trip to base — per survivor aboard, three at least — back to your base +$250 × passengers, at least $750 community
Delivering a building-supplies pallet Z20 Lakota helicopter — +$2,500 1
Delivering supplies (small crate) MH-6 helicopter in the Control Zone +$500 and 200 XP 1
Refuelling — — −$5 (cost) 1
  • Ground drops pay better than air drops. Community data puts a ground passenger at $500 and an air passenger at $150. Our screenshot: one passenger dropped from a car in the Hot Zone paid $2,000 — $500 × 4, matching the Hot Zone multiplier.
  • “Assist from a dropped player” arrives when a fighter you brought in gets a kill. We got it after flying 2–3 km away from the zone: passengers keep earning for you after the drop.
  • The pallet on the Z20 Lakota paid five times more than the crate on the MH-6. Cargo capacity matters.
Step Amount Observations
Buy a pallet from the vehicle vendor −$400 community
Deliver the pallet to the zone +$2,500 1
Unload the pallet at a FOB (“Storing supplies”, UNLOAD SUPPLIES) +$1,800 1
Net per pallet +$3,900

Unloading is a separate action: walk up to each pallet and choose UNLOAD SUPPLIES. Drop the pallet and fly off, and you leave $1,800 of the payout behind.

Action With Payout Observations
Destroying a vehicle SKS marksman rifle +$2,344 and 150 XP 1
Destroying an enemy spawn APC — +$10,000 community
Destroying a tank — — checking
Destroying a helicopter — — checking
Killing infantry from a vehicle — — checking
  • Vehicle payouts aren’t fixed: they depend on the vehicle and on where you and it are (the zone multiplier). Hence the odd $2,344.
  • Community data says only vehicles someone bought pay out. Free vehicles from base earn nothing.
  • Passengers of a destroyed vehicle pay separately, as normal kills.
Action Where Payout Observations
Hammer hit on a structure in the Control Zone +$2…$15 several
Finishing a structure in the Control Zone +$32 several
Storing supplies (unloading a pallet at a FOB) in the Hot Zone +$1,800 1
Hacking an enemy FOB in the Control Zone +$2,500 1

Hacking an enemy FOB takes about 30 seconds and is loud, so it’s hard to pull off alone — bring a squad for cover. Hacking levels Assault.

Action Payout Observations
Capturing a neutral tower +$250 community
Capturing a tower from the enemy +$750 community
Firing the Hot Zone magnet (entering the code) +$2,500 community

More on towers in the Towers section.

What Payout Observations
Tips (TIP) +$10…$15 2
Revive bribe whatever the downed player set, in $50 steps see below

A downed player can put up their own reward for whoever revives them:

  • the downed screen shows “Total bribe” and the hint F1 — bribe +$50: each press raises the reward by $50;
  • the amount shows on the map next to the downed player’s icon, e.g. “$100” or “$200”.

Heading out to pick someone up? Check the map — downed players with a bribe pay better. Downed with no medic nearby? Put up a bribe to get picked up faster.

Players can send each other tips. They arrive as a separate line, “TIP — name +$…”. That’s how people thank pilots for rides, medics for revives and logistics players for deliveries.

The match summary has a “Cash refunded” line. In our match it came to $7,973 — nearly $8,000.

Community data says you get back 90% of the price of gear that survives to the end of the match, as long as at least 20 score ticks have passed. The rule is simple: survive until the end with expensive gear and it comes back as cash.

The match was a loss; our team finished 2nd.

Line Amount
2nd place + contribution +$4,400
Money spent −$29,709
Money earned +$22,281
Cash refunded +$7,973
Net profit +$4,875

Even a lost match ended in profit: earnings, the placement bonus and the refund outweighed spending.

There are two numbers in the top-right corner:

  • the right one is your total balance (e.g. $34,721);
  • the left one is the current match result: earned minus spent (e.g. −$15,788).

At the start of a match the left number is usually negative — you’ve just bought your kit. It climbs towards zero and beyond as you play. If it’s still deep in the red near the end, your loadout was too expensive for your playstyle.

  1. Logistics is the most reliable income. A pallet costs $400 and pays $2,500 on delivery plus $1,800 for unloading at a FOB — $3,900 net without firing a shot. Transport adds more: a ground passenger dropped in the Hot Zone pays $2,000, each survivor $500–$1,000, and every kill by a fighter you brought in another $750.
  2. A kill in the Hot Zone ($3,000) is the most valuable single action, and the riskiest. Outside the zone a kill is worth only $300 — fighting outside the zone barely pays.
  3. Reviving is cheap and nearly risk-free: $800 in the zone, $1,600 in the Hot Zone. A medic with bandages pays off very quickly, with bribes and tips on top.
  4. Zone presence pays constantly: $160 per tick in the Control Zone and $320 in the Hot Zone, plus the Hot Zone streak bonus. Every minute in the zone is cash and points for your team.
  5. Building barely pays by itself ($2–$32 per action). You build to hold the zone and towers, not to earn.
  6. Survive until the end. Getting 90% of your gear’s price back can be a big part of your profit.

Besides the “checking” and “community” rows in the tables above:

  • Whether the bribe arrives as a separate line on revive.
  • How much cash a helicopter tactical drop pays — sources say $150 and $250.
  • The round-trip bonus back to base.
  • The Hot Zone streak bonus.
  • What tanks and helicopters pay when destroyed.

Got your own payout screenshots? Send them over and we’ll add them to the table.

See also: Economy basics.