WARDOGS Ballistics Calculator
Damage, shots to kill and time to kill for every weapon in WARDOGS — against any armour tier, at any of twelve hit locations, on any ammunition, at any range out to 600 m.
Read from the game files
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The one figure that is inferred
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Damage breakdown
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How these figures are calculated
Damage per hit starts from the round's base damage, then multiplies by the hit-location multiplier, the range falloff, and armour. Each step is a real number from the game files and each gets its own column, so any figure can be checked rather than taken on trust.
Hit-location multipliers differ by weapon class, which most calculators miss. A headshot is × 2.35 with an assault rifle and × 1.50 with a shotgun, and an SMG does more to the arms and legs than a rifle does. The multiplier shown beside each location updates for the weapons you have selected, and reads "varies" when they disagree.
Armour is coverage first, reduction second. Each piece states which locations it protects, and only a piece covering the location you picked applies at all — Levels 1 to 3 cover the torso, Level 4 adds the pelvis and upper arms, helmets cover the head with Levels 3 and 4 adding the neck. A shot to an uncovered location ignores armour entirely, however heavy it is. Where a piece does apply, its reduction comes off and then the load's own modifier against armour applies on top.
There is no Ghillie armour tier, deliberately. Other calculators list the Ghillie set beside Levels 1–4 as though it mitigated damage. It carries no damage reduction: its stated effects are removing the death cam after a kill and hiding the wearer from infrared range finders. That is stealth, and giving it a damage figure would invent a mechanic.
Time to kill includes time of flight. It is the interval between shots times the shots after the first, plus how long the last round spends in the air — integrated from the projectile's mass, diameter and drag model against its muzzle velocity. A round still travelling has not killed anything, and at long range with a slow load that difference is bigger than the firing interval.
Shots and time both divide by infantry health, the one figure not in the data. No health attribute ships in the cooked files. 100 HP is inferred from a full-heal consumable restoring exactly that much — good evidence, but an inference, and the panel at the top of this page says so. Damage per hit does not depend on it.