A FOB in Wardogs is a forward operating base you buy from the Equipment Vendor, deploy in the field and stock with supplies, which then lets your team build walls, defenses, mortars and service stations inside its perimeter. It does not act as a respawn point, and in Season 2 enemies can still hack it from its console. Below is how to place one, what each supply type does, what every hammer can build, and how to defend or raid a base as of November 2026.
Our sources for this one: the official Steam patch notes for Season 1 and Season 2, and base-building write-ups from Shacknews, KeenGamer and PCGamesN, all read in November 2026.
What a FOB Is, and What It Is Not
The Steam store page pitches base building as one of the main ways to play: fortify a strategic chokepoint by building your own forward operating base. In practice the FOB is a deployable kit sold at the Equipment Vendor under the Items tab, in the Building section. The Season 1 changelog raised its vendor price from $2,500 to $7,500 so that dropping one would be a deliberate choice, and KeenGamer notes it takes a 2 by 3 block of inventory space.

To place it, equip the kit, aim at valid ground and hold the primary action until it deploys. A team-colored perimeter then appears on your map, marking the area where structures can be built. Shacknews and KeenGamer both note that you cannot place a FOB in your headquarters, KeenGamer adds that it cannot go inside a building or within another FOB's radius, and it does not have to sit inside the control zone.
The most common misconception is that a FOB is a spawn. According to KeenGamer, it is not: it provides building space and supply storage, while forward spawning comes from a separate spawn vehicle. Plan your FOB as a supply hub and fortified position, not as a way to get back into the fight after dying.
Choosing Where to Build
Location decides whether a FOB survives the match. Towers are natural anchors, and PCGamesN describes them as a focal point for FOBs and a vantage point for snipers. Capturing a tower is done from the computer in its control room, and holding several also feeds the Hot Zone magnet code. Shacknews suggests placing your first FOB at the tower closest to your headquarters, which gives the team an early stronghold that is easy to resupply.
KeenGamer's checklist is a good filter for any site: cover from long sightlines, a clear unloading area for vehicles, and a route that trucks or helicopters can reach without driving through the enemy. A FOB in the open with no road access dies slowly because nobody can keep it supplied. One more rule from update 0.1.2: depositing pallets into a FOB outside the zone now earns reduced rewards, so a remote base also pays your logistics players less.
Supplies: The Four Types
A FOB runs on supplies stored in its own inventory, which you manage through the computer on the base. Shacknews lists four types and what consumes them:

- Build supplies: spent on walls, barbed wire, concrete, mortars and other structures, and on repairs.
- Ammo supplies: used by the L81 mortar and the defensive emplacements such as the Vanguard CIWS, Stingray and Talon 9K-SAM.
- Fuel supplies: refuel vehicles entering the base, but only once a Refuel Station is built; KeenGamer notes the Drill Rig also burns fuel.
- Mechanical supplies: repair vehicles entering the base, once a Repair Station is built.
Supplies have to reach the FOB's inventory before builders can spend them. KeenGamer explains that pallets are unloaded by bringing them inside the team-colored square and using the unload prompt, while crate contents must be moved by hand through the console. It also lists build supplies at $10 each or $500 for a stack of 50. A new FOB is not empty: Shacknews found small and medium hammers, bandages, M18 signal grenades and wrenches in the starting inventory.
This is where pilots and drivers matter. Our helicopter controls guide covers the flying side of supply runs, which now earn streak bonuses for each consecutive delivery.
Hammers and What They Build
Every structure is built with a hammer, and the hammer tier decides what you can start. According to KeenGamer, the Small Hammer costs $100 and places sandbag walls, barbed wire, hedgehogs and recon tents, even without a FOB nearby. The Medium Hammer adds HESCO blocks, doors, gates and loudspeakers, and the Large Hammer can place everything, including bunkers, recon towers, mortars, anti-air emplacements, refuel and repair stations and the Drill Rig. The Season 1 changelog set the Medium Hammer unlock at $25,000 and the Large Hammer at Support level 8 for $75,000, with a $2,400 vendor price. Any hammer can finish another player's blueprint.
Season 2 rebalanced costs so structures are a considered investment. The official build supply costs now include:
| Buildable | Build supplies |
|---|---|
| Wood Base | 15 |
| Bremmer wall | 32 |
| Door | 80 |
| Gate | 200 |
| Air raid shelter, bunker, crow's nest | 200 |
| Large Shelter (new) | 250 |
| L81 Mortar | 600 |
| Stingray, MG Nest (new), Talon 9K-SAM | 650 each |
| Vanguard CIWS | 1,200 |
| Hot Zone Magnet | 2,750 |
The three new buildables are spread across the tiers: the Wooden Step needs the small hammer or above, the Large Shelter the medium hammer or above, and the MG Nest, a manned M2 Browning emplacement, the large hammer. Building got slower too, since the medium hammer now contributes less per swing and critical spots give a smaller bonus, while the large hammer is unchanged.
Defending Your Base
A FOB is lost when an enemy reaches its console and hacks it, which KeenGamer says triggers a siren for the defending team. That makes the console the thing to protect. Doors and gates are your first layer, and Season 2 changed how they fall: hammers can no longer breach them, but the Halligan bar now breaches both. Closing a friendly FOB door also earns a small reward of $75, so it pays to shut what you open.
Layer the defenses. Barbed wire and sandbags can now sit on top of Bremmer walls, foundations fit properly against slopes and walls, and the CIWS was retuned to shred light cover while struggling against heavy fortifications. Unfinished buildables now collapse as soon as they lose a support, so finish what you start. If your base relies on a Drill Rig, note that Season 2 cut its maximum uptime from 375 to 300 seconds, raised the minimum fuel to activate it from 1,500 to 2,000 and added a long cooldown after it is destroyed. For indirect fire support, our artillery guide explains how to run the mortar that FOBs make possible.
Raiding Enemy FOBs
Attacking bases is now a defined job. Season 2 made Assault the role for attacking enemy bases, moving C4 and the remote detonator onto the Assault track at level 4 and adding the Molotov cocktail at level 13. Destroying a buildable now gives Assault XP, and C4 and IEDs do as well.
The payouts are strong. Hacking an enemy FOB pays the hacker $2,500 and 250 XP, and teammates inside the FOB radius now earn $1,000 and 250 XP. Destroying a FOB pays a bonus of up to $7,500 and 250 XP based on the supplies it held, capped at 25,000 supplies, and breaching a door with the Halligan bar pays $100 per door.
Individual structures are worth knocking down as well. In Season 2 the cash for destroying a buildable matches its build supply cost, with XP at roughly a quarter of that, so a Hot Zone Magnet pays $2,750 and a Vanguard CIWS $1,200, while a mortar or Stingray pays $650. Supply crates pay too: $300 for a small crate, $600 for a large one, and $1,000 or $1,600 for the armored versions. Payouts scale with how complete a structure is and how full a crate is, so a half-built wall or an empty crate pays less.Our money guide compares these with other high-value actions, and the overview of Wardogs role tracks explains how Assault and Support unlock the tools on each side.
Common FOB Mistakes
- Spending supplies on weapons before walls. A mortar on an open pad is an invitation; secure the console first.
- Leaving pallets outside storage. KeenGamer notes enemies can destroy pallets left lying around, and destroyed crates pay the attacker.
- Building far from the zone. Pallet deposits outside the zone pay less, and the base sees less action.
- Starting blueprints you cannot finish. Unfinished structures now collapse when they lose support and pay attackers by build progress, so half-built walls waste supplies without protecting anything.
- Forgetting the service stations. Fuel and mechanical supplies do nothing until a Refuel Station or Repair Station exists, so build those before stockpiling either type.
- Expecting shared kickbacks to scale. The FOB Supplied Assist is now split among assisting players, so a whole team no longer receives the full amount each.
Starting Out With Builder Unlocks
The Large Hammer and the structures behind it take a while to unlock on the Support track. If you would rather begin with those tools, the store's Wardogs hub has Steam account listings from independent sellers that usually state role levels, unlocks and cash, and those listings change daily. As a matter of record, the terms linked from the game's Steam page do not allow players to sell or transfer accounts, so factor that in before you decide.
Frequently Asked Questions
How do you build a FOB in Wardogs?
Buy the Forward Operating Base kit from the Equipment Vendor under Items, then Building, equip it and hold the primary action on valid ground outside your headquarters. Then stock it with supplies.
How much does a FOB cost?
The vendor price rose to $7,500 in the Season 1 changelog, up from $2,500 during the betas.
Can you spawn at a FOB?
No. Guides confirm the FOB provides building space and supply storage, not respawns.
How do you hack an enemy FOB?
Reach its console and interact with it. The hacker earns $2,500 and 250 XP, and nearby teammates earn $1,000 and 250 XP in Season 2.
What hammer do you need for a mortar?
The Large Hammer, which unlocks at Support level 8. The mortar costs 600 build supplies in Season 2.
Do FOBs need to be in the control zone?
No, but pallet deposits into a FOB outside the zone earn reduced rewards, so bases near the action are usually more useful.