WARDOGS Base Builder
Pre-launch, checked 2026-08-30

Ballistics

What each round does to each armour tier, where you hit, and how many of them it takes. Point blank, because range falloff is the one thing nobody has published enough of to work out honestly.

WeaponCalibreDamageShotsTime to killRounds/min

Ammo chart

Per calibre, so every weapon chambering the same round starts from the same number.

CalibreDamageVelocityMassBulletLoadsChambered by
12g Buckshot25 × 8391–480 m/s4.0 g8.3 mmBuckshotM500, MP43
.50Cal107900 m/s51.0 g13.0 mmSlugAMR 50
Broadhead Arrow77650 m/s25.0 g4.0 mmSlugCompound Bow
50AE63470 m/s19.0 g12.7 mmFMJ, HP, APDeagle
.308 Win60840–894 m/s12.0 g7.8 mmFMJ, HP, APBMR-308, FAL, MK22
7.62x54mm55800–865 m/s11.7 g7.9 mmFMJ, HP, APSVD, Mosin Nagant, SV98
.45 Colt45335 m/s10.0 g11.4 mmFMJ, HP, APJudge
7.62mm42735 m/s8.0 g7.9 mmFMJ, HP, APSKS
.45 ACP30253–375 m/s15.0 g11.5 mmFMJ, HP, APSuper-45, M1911
5.56mm28715–975 m/s4.1 g5.7 mmFMJ, HP, APM249 SAW, M4, T-21, A-91, Bushmaster M17S, KH-2002, Galil, Scout Rifle TD
5.45mm26880 m/s3.4 g5.6 mmFMJ, HP, APAK74
9mm22375–400 m/s7.0 g9.0 mmFMJ, HP, APGGX 18, AMP-9, MP5, PP-19 Vityaz

What armour stops

How much of a hit each armour tier takes off, by round type. This is the table the rest of the page is built on, and it is the one part three separate sources agree on.

RoundLevel 1Level 2Level 3Level 4
FMJ Standard30%
keeps 70%
40%
keeps 60%
55%
keeps 45%
65%
keeps 35%
HP Flesh damage83.5%
keeps 16.5%
88%
keeps 12%
94.73%
keeps 5.27%
99.24%
keeps 0.76%
AP Armour piercing15%
keeps 85%
20%
keeps 80%
27.5%
keeps 72.5%
32.5%
keeps 67.5%
Buckshot Buckshot44%
keeps 56%
52%
keeps 48%
64%
keeps 36%
72%
keeps 28%
Slug Slug and arrow30%
keeps 70%
40%
keeps 60%
55%
keeps 45%
65%
keeps 35%
Not solved yet

Two things on this page are missing on purpose

  • Range falloff. Damage clearly drops with distance and slower rounds drop faster, but no published table separates falloff from the other factors, so every figure here is point blank.
  • Zone multipliers outside the torso are measured off the 5.56 assault rifle profile. The head, neck and limb ratios hold across four weapons; the torso ratio does not, and varies by up to a fifth. Non-torso figures for heavier calibres are indicative until launch.

Health is 100. Per-weapon damage is solved back out of published shots-to-kill figures rather than copied, which means it arrives with error bars: hover a damage figure to see the interval it came from. The full working, and the two checks it has to pass, are written up in docs/ballistics-sources.md in the repository.

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