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That distinction matters when you compare teams. A faction can finish first and receive the largest placement cash while an individual on a lower-placing faction earns more role XP through combat, logistics, healing, construction, spotting, vehicles or objectives. Season 02 action rewards below are point-in-time values and can change with a live-service patch.
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What each placing pays
The end-of-match faction cash award follows a simple three-place schedule. A player whose faction finishes in one of these positions receives the corresponding placement award:
| Faction placement | End-of-match faction cash | What determines it |
|---|---|---|
| 1st | $1,000 | Faction finishes first |
| 2nd | $500 | Faction finishes second |
| 3rd | $250 | Faction finishes third |
This is the fixed placement component. It is separate from cash earned while you are playing. Kills, captures, hacking, deliveries, spotting, construction and other actions can add match earnings before the faction-placement amount is applied.
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Does choosing a team change the base award?
Not under the fixed schedule. Team choice does not make first, second or third place worth a different base amount: the same $1,000, $500 and $250 values apply according to final faction placement. Team selection can still affect your total because different factions may finish in different places, create different objective opportunities, or encourage different mixes of combat and support actions.
How the XP bonus is calculated
Role XP is not paid as a flat first-, second- or third-place number. The Field Guide calculator uses three inputs:
- Qualifying role XP earned during the match.
- Your faction’s final placement.
- The placement multiplier associated with that placement.
The calculator combines those inputs to determine the end-of-match role-XP bonus. Because the first input changes from player to player, two teammates can finish in the same place and receive different XP bonuses. A player who performs many qualifying actions can out-earn a teammate who spends the match doing activities that generate less XP, even though both receive the same faction-placement result.
Why there is no universal “first-place XP” figure
The published Season 02 guide lists broad reward categories but does not price every action under every condition or rank earnings per minute. XP therefore depends on what happened in your match: which objectives were available, how often you supplied or repaired, how many revives or heals you completed, which targets were destroyed, and whether your actions met the conditions for a reward.
Use the placement multiplier as a modifier on earned role XP, not as a replacement for it. If your qualifying in-match XP is low, a favorable placement cannot turn it into a fixed jackpot. If your qualifying XP is high, a lower placement can still leave you with a substantial role-XP result.
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Cash and XP you can earn during a match
Season 02 rewards cover combat and support play rather than only eliminations. The official guide identifies rewards for combat, healing, reviving, logistics, construction, spotting, vehicles and objectives. The following figures are the documented examples; they are not a complete price list for every object or situation.
| Action or event | Season 02 cash | Season 02 XP | Conditions and limits |
|---|---|---|---|
| Assault-archetype kill bonus | $1,500, increased to $2,000 | Not stated | Patch-adjusted value; applies to the assault archetype example |
| Hostile drill-tower capture | $750, increased to $1,500 | 250, increased to 300 | Value changed in Season 02 adjustments |
| FOB hack by the hacker | $2,500 | 250 | Hacker reward |
| FOB hack for teammates in radius | $1,000 | 250 | Teammates must be within the reward radius |
| FOB destruction | Up to $7,500 | 250 | Cash depends on supplies held; supply calculation capped at 25,000 supplies |
| Buildable destruction | Build-supply cost | About 25% of cash | XP is approximately one quarter of the cash payout |
| Spotting a target later destroyed by an enemy faction | 25% of the target’s reward | Not stated | Spotting payouts were reduced by about 30%; the spotter receives a share when the target is destroyed |
Combat rewards
The assault-archetype kill bonus was raised from $1,500 to $2,000 in the Season 02 examples. That is an action-level cash value, not the end-of-match faction award. Other combat rewards can vary by target, role and patch, so the assault example should not be treated as a universal kill price for every class.
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Drill towers and objectives
Capturing a hostile drill tower was listed at $750 and 250 XP before the Season 02 increase to $1,500 and 300 XP. Objective rewards can therefore change through balance updates even though the first-, second- and third-place faction cash schedule remains a separate component.
FOB hacking and destruction
A successful FOB hack pays the hacker $2,500 and 250 XP. Teammates inside the reward radius receive $1,000 and 250 XP. Destroying a FOB can pay up to $7,500 and 250 XP; the cash amount depends on how many supplies the FOB holds, with the calculation capped at 25,000 supplies. The maximum is consequently a ceiling, not a guaranteed payout for every FOB.
Construction and buildable targets
When a buildable is destroyed, the cash reward is based on the supplies used to build it. The associated XP is approximately 25% of the cash value. A cheap object and an expensive object therefore do not contribute equally, and the amount can differ from one buildable to another.
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Spotting
Spotting rewards were reduced by about 30% in the Season 02 adjustments. If an enemy faction destroys a target you spotted, you receive 25% of that target’s reward. Because the share is tied to the destroyed object’s payout, spotting income varies with target value rather than paying one fixed amount per mark.
Logistics rewards and streak bonuses
Logistics base rewards were reduced and then supplemented with streak systems. The corrected Season 02 streak values are:
| Streak type | Bonus cash | Bonus XP | Maximum streak counted |
|---|---|---|---|
| Consecutive crate deliveries in a Control Zone | +$100 per crate | +50 XP per crate | 10 crates |
| Consecutive pallet deliveries in a Control Zone | +$250 per pallet | +100 XP per pallet | 10 pallets |
| Personal delivery streak | +$25 per delivery | +5 XP per delivery | 25 deliveries |
| Return trip | +$50 per trip | +25 XP per trip | 10 return trips |
These are incremental streak bonuses, not replacements for the underlying logistics reward. The caps matter: once a streak reaches its stated limit, additional consecutive actions do not continue increasing that particular bonus. A player comparing logistics with combat should separate base delivery income from the capped streak additions.
Why logistics totals can look different from one match to another
- Crates and pallets use different bonus rates.
- Control Zone streaks have separate ten-action caps.
- Personal streaks and return trips track different counters.
- The available routes, resupply demand and objective state determine how many qualifying deliveries are possible.
A long logistics match can therefore produce a different cash-and-XP profile from a short match with the same final faction placement.
Vehicles, crates and other variable payouts
Vehicle, crate, pallet and buildable payouts vary by object or vehicle variant. Season 02 patch notes give examples in which armed vehicles pay substantially more than default variants. There is no single vehicle payout that can be safely applied to every chassis, loadout or variant. Check the current in-game or patch-specific value when planning an earnings route.
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This variation also explains why an action count alone is not enough to compare players. Ten deliveries of one object, ten deliveries of another, and ten vehicle interactions can all produce different totals. The same principle applies to buildables whose supply costs differ.
The temporary Blue/Lonestar incentive
Season 02 briefly included a faction incentive associated with Lonestar/Blue. GamesRadar reported the announced win bonus and teamplay multipliers, while PC Gamer reported that Bulkhead removed the Blue bonus after one day. The temporary boost was described as 5% additional cash and 2.5% additional XP.
Treat that incentive as removed unless a newer official patch announcement reinstates it. It should not be included in a current calculation simply because it appeared in launch coverage. Bulkhead co-founder Howard Philpott summarized the reversal: "We’re removing the Blue XP bonus, the cash bonus. We were wrong."
How to handle old screenshots or guides
- Use the fixed $1,000/$500/$250 placement schedule for the faction-placement component.
- Do not add an automatic 5% cash or 2.5% XP Blue/Lonestar uplift without a newer live-patch confirmation.
- Label Season 02 action values separately from current values if a later patch has changed them.
A practical way to estimate your end-of-match result
- Record action earnings during the match. Separate cash and role XP from kills, objectives, logistics, hacking, construction, spotting, vehicles and other qualifying events.
- Keep conditional rewards separate. Note whether you were the hacker, inside the FOB radius, the spotter of a destroyed target, or part of a capped logistics streak.
- Apply your faction placement. Add the fixed faction cash amount for first, second or third place: $1,000, $500 or $250.
- Determine qualifying role XP. Use the XP that the game and calculator credit for your actions, not a guessed value based only on time played.
- Apply the placement multiplier. The Field Guide calculator combines your qualifying XP, placement and the relevant multiplier to produce the role-XP bonus.
- Check the patch context. Confirm that the action values and any faction incentive belong to the live Season 02 ruleset rather than a launch-day or superseded balance version.
This method gives you a defensible estimate without pretending that the game publishes a complete earnings-per-minute chart.
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Bulkhead’s launch snapshot reported these aggregate totals, attributed to Bulkhead/Team17 in 2026:
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| Metric | Aggregate total |
|---|---|
| Total cash earned | $1.28 trillion |
| Total cash spent | $561.9 billion |
| Revives | 60.7 million |
| Heals | 27.7 million |
| Spots | 212.8 million |
| Drill-tower captures | 4.6 million |
| Drop-offs | 51.1 million |
These are population-wide totals, not a conversion table. They do not reveal how much cash or XP an individual earns per minute, which team has the best average income, or whether combat consistently beats logistics. The official guide also leaves some conditional actions unpriced. Any claim that one role or faction is definitively the fastest earner would require per-action and per-time data that these totals do not provide.
How to compare teams without mixing unlike rewards
For a fair team comparison, keep six axes separate:
- Faction placement: the first-, second- or third-place cash award.
- Cash earned during the match: action payouts before the placement award.
- Role XP earned during the match: qualifying XP generated by your own actions.
- Action mix: combat, logistics, healing, reviving, construction, spotting, vehicles and objectives.
- Zone and target-value multipliers: Control Zone streaks, FOB supplies, build costs and object or vehicle variants.
- Live incentives: whether a current patch has changed faction bonuses.
Do not compare a player’s total cash directly with another player’s XP, and do not treat the fixed placement cash as evidence that every member of a faction earned the same amount overall. The placement award is common by placing; the action economy is personal and conditional.
Common calculation mistakes
Adding the old Blue bonus automatically
The 5% cash and 2.5% XP boost was temporary and removed after one day. Including it in every current estimate overstates rewards.
Assuming first place guarantees a fixed XP payout
Only the placement cash is fixed at $1,000, $500 or $250. XP depends on qualifying in-match XP and the placement multiplier.
Using the maximum FOB payout for every destruction
FOB destruction can pay up to $7,500, but the cash depends on supplies held and is capped at 25,000 supplies. The maximum is not automatic.
Ignoring streak caps
Control Zone crate and pallet streaks cap at ten; personal streaks cap at 25; return-trip bonuses cap at ten. Continuing past a cap does not create unlimited growth in that bonus.
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Treating every vehicle or buildable as identical
Variants and supply costs change payouts. Armed vehicles can pay substantially more than default variants, and buildable destruction follows the object’s build-supply cost.
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