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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.

Автор: SH4RK21Опубликовано 27 сентября 2026 г.4 мин чтения

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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.

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