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WARDOGS damage, armour and ammo explained: what we measured

Body zones, vest and helmet reduction, and what FMJ, AP and HP rounds really do: the WARDOGS damage model rebuilt from 418 shots on the firing range.

By SH4RK21Published September 27, 20264 min read

The game shows no damage table. So we fired 418 rounds at the firing-range dummies, which display the damage they take and let you set their protection. On 24/09/2026, on build CL-501228, 366 shots matched the model below exactly, within 1%. The rest came down to a different zone being hit or a setting left unchanged; shotguns are not modelled yet.

You can try every combination in the damage calculator. This guide explains what is behind it.

The formula

Every bullet follows the same rule:

damage = weapon base damage × multiplier of the zone hit × effect of the round against the protection

We assume 100 health points per player, the value other sites give: we have not measured it yet, as it takes two players. There is no damage drop-off at range distances; beyond 300 m it is still to be measured.

Where to shoot: body zones

The multiplier depends on the weapon category. A sniper gains far more from a chest hit than an assault rifle does.

CategoryHeadChestTorsoPelvisLimbs
Assault rifle×2.35×1.10×1.00×1.00×0.90
Machine gun×2.30×1.155×1.05×1.00×0.90
Marksman rifle (DMR)×2.50×1.43×1.30×1.00×1.00
Pistol, SMG×2.10×1.155×1.05×1.05×1.30
Sniper×3.20×1.98×1.45×1.30×1.20
Bow×2.30×1.90×1.90×1.00×0.80

Within those zones, the neck is worth 0.75 × the head, the lower torso 0.95 × the torso and the pelvis 0.9. Upper arm and thigh are worth 0.6 × "limbs", forearm and calf 0.5 ×.

Key point: the chest (upper torso) is always the best target after the head. With pistols and SMGs, limbs hurt more than the torso.

What vests and helmets really protect

Levels 1 to 4 remove 30, 40, 55 and 65% of the damage, for vests and helmets alike.

  • The vest covers the chest, torso and lower torso. The level 4 vest also covers the pelvis and upper arms.
  • The helmet covers the head; from level 3 it covers the neck too.
  • Forearms, thighs and calves are never protected. Against an opponent in a level 4 vest, a burst to the legs is a real option.

FMJ, AP or HP: picking your ammo

  • FMJ (standard): full damage on an unarmoured target, then the armour reduction applies in full.
  • AP (armour piercing): 20% less damage on an unarmoured target, but armour keeps only part of its usual reduction. That share is half for large calibres (.308, 7.62x54, 7.62, .50 AE), 60% for 5.45 and 5.56, and 70% for small calibres (9 mm, .45).
  • HP (hollow point): double damage on an unarmoured target, but almost useless against a vest. Against a vest it deals only 30% of the damage an FMJ round does to an unarmoured target at level 1, 22% at level 2, 9% at level 3 and barely 1% at level 4.

Example with the M4 in 5.56, chest shot:

RoundNo protectionVest 2Vest 3Vest 4
FMJ30.8 → 4 shots18.5 → 6 shots13.9 → 8 shots10.8 → 10 shots
AP24.6 → 5 shots18.7 → 6 shots16.5 → 7 shots15.0 → 7 shots
HP61.6 → 2 shots6.7 → 16 shots2.9 → 35 shots0.4 → over 200

In practice: AP pays off as soon as the opponent wears a level 3 or 4 vest. HP only punishes players with no vest; anywhere else, it loses you the fight.

Three concrete examples

  • SVD (marksman, FMJ): 78.6 to the chest with no protection, so 2 shots. It still takes only 4 against a level 4 vest.
  • MK22 (sniper): one FMJ round to the chest is enough on an unarmoured target (118.8). With AP it is 2 shots whatever the vest.
  • M1911: we measured 39 base damage, not the 30 listed in the catalogue. That is 3 chest shots with no protection.

Limits and next measurements

  • Exact health points and armour wear: need two players.
  • Shotguns: pellets per shell.
  • Damage drop-off beyond 300 m, on a real map.

Does a value look wrong? Report it on our Discord: we check it again on the range before fixing the guide and the calculator.

Items in this guide