Retail equipment, unlocks, and XP updated. What changed
WARDOGS damage calculator
The default example uses M4 with 5.56x45mm against an unarmored middle torso at 0 m. Change the weapon, ammunition, range or target to test another shot. For every weapon side by side, see the weapon stats table.
Compare this weapon with another at the selected target and rangeThe comparison lists all compatible rounds; choose the matching round there.The comparison supports one or all pellets, so reselect a pellet assumption there.
Damage over range
The chart and key distances use the recorded weapon curve for the selected round, hit zone and armor.
At 0 m: 28.00 initial hit damage. The recorded curve ends at 1200 m.
Where the shot count changes
At whole-meter steps: 4 to 5 shots at 594 m; 5 to 6 shots at 751 m; 6 to 7 shots at 855 m; 7 to 8 shots at 929 m; more below.
Show all 14 modeled shot-count changes
- 4 to 5 shots at 594 m
- 5 to 6 shots at 751 m
- 6 to 7 shots at 855 m
- 7 to 8 shots at 929 m
- 8 to 9 shots at 985 m
- 9 to 10 shots at 1028 m
- 10 to 11 shots at 1063 m
- 11 to 12 shots at 1091 m
- 12 to 13 shots at 1115 m
- 13 to 14 shots at 1135 m
- 14 to 15 shots at 1152 m
- 15 to 16 shots at 1167 m
- 16 to 17 shots at 1180 m
- 17 to 18 shots at 1192 m
These distances are calculated at whole-meter steps between recorded curve points, not separate in-game measurements. Protected hit zones have no modeled shot count because armor durability is unknown.
| Recorded distance | Hit damage | Health-only shots |
|---|---|---|
| 0 m | 28.00 | 4 |
| 500 m | 28.00 | 4 |
| 1200 m | 5.60 | 18 |
A range curve is not recorded for this weapon. The calculator still shows its recorded initial-hit values.
Damage by hit zone
Compare every hit location with the weapon, round, range, armor and projectile count selected above. Select a row to inspect that zone in the main result.
Protected zones show initial-hit damage; armored shots to kill and TTK are unavailable because durability is not modeled. Uncovered zones keep their health-only counts.
| Hit zone | Hit damage | Health-only shots | Cyclic TTK |
|---|---|---|---|
| 65.80 | 2 | 0.075 s | |
| 49.35 | 3 | 0.150 s | |
| 30.80 | 4 | 0.225 s | |
| 28.00 | 4 | 0.225 s | |
| 26.60 | 4 | 0.225 s | |
| 25.20 | 4 | 0.225 s | |
| 15.12 | 7 | 0.450 s | |
| 12.60 | 8 | 0.525 s | |
| 7.56 | 14 | 0.975 s | |
| 15.12 | 7 | 0.450 s | |
| 12.60 | 8 | 0.525 s | |
| 7.56 | 14 | 0.975 s |
Target health: 100 HP. Hit damage applies hit-zone and weapon-class multipliers, weapon tuning, ammunition rules, armor reduction where the selected armor covers the zone, projectiles on target, and range falloff. Shots to kill for protected hit zones are not reported because armor durability is not part of this model. Cyclic TTK excludes reloads and includes bullet flight. See the health, weight and armor rules.