Guides
Player bounties and Wanted status
PvP kills create an Operator bounty, and reaching Wanted status makes that Operator a more visible and valuable target across deployments.
Earning a bounty versus becoming Wanted
A player kill immediately adds a bounty to the Active Duty Operator’s Dog Tag. Killing four Operators across deployments makes that Operator Wanted. Additional kills raise notoriety and reward value. Nearby players are warned when a Wanted Operator approaches. The body names who fired first and whether you were outnumbered among contributing factors; the graphic also names consecutive kills, squad wipes and kills while already Wanted. No numeric formula is supplied.
Finding a target
During deployment, locate a Bounty Station on the Tac Map. Its list of Wanted Operators in that deployment is free to view. Pay from the FOB Bank for target intel; more Wanted targets cost more to locate. A map circle shows the general location and becomes smaller and refreshes faster at greater notoriety. At the highest level, the article says the general vicinity is likely visible to everyone; retain that qualified wording.
Claiming the reward
Kill the target, recover their Dog Tag and successfully extract with it. Your share of the bounty is credited to the Bank after exfil. The reward scales with the target’s bounty level, with an additional increase at maximum Wanted level. Killing alone is not the complete payout procedure.
Clearing your own bounty
The detailed guide gives three routes:
1. Exfil without your Dog Tag after another player has killed you, taken the tag and extracted with it—even if you were subsequently revived. 2. Be killed during deployment and fail to exfil. 3. Pay off your bounty with DMZ Cash at a Bounty Station in Hajin. The earlier short overview says death removes bounty status.
Shown values are examples
The board screenshot includes sample Cash values and a next-refresh countdown. These are a captured board state, not universal bounty thresholds, a maximum payout or a verified global reset clock.
Wanted and Most Wanted
Wanted has multiple states as notoriety grows across deployments. The largest bounties are called Most Wanted and appear on the FOB leaderboard. The source names several contributing factors but gives no complete numeric threshold or scoring table beyond the four-Operator Wanted trigger.
purpose / effect
Official June: hunting/defeating other players raises notoriety, bounty and visibility/tracking risk. Rival dog tags must be extracted for payouts; hunting bounty targets can reduce your own target. Official October: deployment Bounty Station can review/hunt bounties or pay off your own using DMZ Cash.
Wanted preview display
| Detail | Value |
|---|---|
| Operator | MIN-HEE |
| Wanted | 50000 |
| Bank | 187000 / 500K |
| Trait points | 0 |
| Tag | Bronze I |
| Trees | Warfighter · Scout · Survivalist |
| Prestige | 0 |
| Limits | No bounty-trigger formula or final Bank cap inferred from this sample. |
Trigger, Wanted and intel
| Detail | Value |
|---|---|
| First human kill | Immediate Dog Tag bounty |
| Wanted | Four human kills across deployments |
| Proximity | Alert when Wanted player nearby |
| Amount factors | First shooter · Outnumbered encounter · Consecutive kills · Squad wipes · Kills while Wanted |
| Intel | Buy at FOB station with Bank Cash; valid one deployment; cost scales with Wanted level |
| Tracking | Tac-Map circle shrinks and refreshes faster for higher Wanted level |
Claim, removal and leaderboards
| Detail | Value |
|---|---|
| Claim | Kill AND extract Dog Tag; payout to Bank after exfil |
| Clear | Enemy extracts your Dog Tag, even after you were revived · Die and fail extraction · Pay off at FOB station |
| Leaderboards | Weekly Top 50 Wanted and Top 50 Hunters; global/friends |
| Hunter fields | Bounties claimed · Cash earned |
| Wanted fields | Wanted or eliminated status · Bounty |
FOB leaderboard versus deployment Bounty Station
| Detail | Value |
|---|---|
| Leaderboard | FOB ranking display; weekly Top 50 Most Wanted and Hunters, Global/Friends |
| Location conflict | This infographic describes buying intel/paying off at an in-game Bounty Station; retained prose describes FOB transactions. |
| Unknown formula | No kill-to-cash formula inferred from leaderboard sample |
Wanted increase and nearby map visibility
| Detail | Value |
|---|---|
| Title | BOUNTY INCREASED - WANTED |
| Cash display | 250000 |
| Hint verbatim | You will be marked on the tacmap for nearby enemy players. |
| Limits | Eight kills here does not establish the initial Wanted threshold; 115 XP is a kill banner, not a bounty payout. AI Hostiles Killed counter remains separate. |
Deployment station, partial reduction and purchased intel
| Detail | Value |
|---|---|
| Sequence | Player approaches a rooftop laptop, then Bounties menu appears; this supports deployment station access in this clip. |
| Own bounty | 25000 |
| Reduce bounty display | 5000 |
| Bank | 148313 |
| Target bounties | 50000 · 20000 · 10000 |
| Intel state | PURCHASED INTEL |
| Intel description verbatim | Target’s position revealed on TacMap. |
| Limits | No reduction or purchase action and no Bank decrement shown. The 5000 button is not proof of paying off the entire 25000 bounty. Retain earlier FOB prose as a separate source/build statement; this footage does not disprove another access route. |
Full footage reconciliation and claim limitation
| Detail | Value |
|---|---|
| Coverage | All 417 four-FPS samples across 104 seconds inspected in 11 sheets; selected native menus read. |
| Limits | Edited video ends on leaderboards. No continuous kill-to-tag-to-exfil sequence or Bank payment receipt; narrated payment is not demonstrated transaction proof. |
Bounty payout upgrades
| DMZ level | Upgrade |
|---|---|
| 30 | 10% Bounty Payout |
| 50 | 50% Bounty Payout |
| 70 | 100% Bounty Payout |
These upgrades affect claimed bounty payouts. The current Level 40 reward row is unnamed; its earlier 25% description remains unconfirmed by the current table.
Screenshots


