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Frequently Asked Questions

Everything you need to know about our data sources, damage calculation formulas, armor mechanics, and artillery precision.

Questions and Answers

Straight from the game files. I unpacked the .pak client archives using FModel and extracted the raw data tables.

No. BULKHEAD does not currently offer a public player profile or match API for WARDOGS. WardogTools focuses exclusively on firearm specifications, verified ballistics formulas, time-to-kill (TTK) charts, armor damage reduction, and artillery firing solutions.

I don't just dump the raw files and call it good, I test them. Every damage number, armor interaction, and body part multiplier listed on the site was verified through in-game testing and compared against community findings.

  • Simple (6-Zone): Combines body parts into 6 macro zones (Head, Neck, Torso, Pelvis, Arms, Legs) for quick checks. In this mode, Torso uses the Upper Chest benchmark, Arms use the Upper Arm benchmark, and Legs use the Upper Leg benchmark.
  • Advanced (13-Zone): Gives you all 13 distinct hit-boxes tracked by the game engine, separating upper/lower chest, stomach, hands, and limb segments.

Your mode preference is automatically saved in your browser, so it stays on your preferred view every time you visit.

Here is the exact standardized math used for all firearm damage, armor mitigation, STK, TTK, and angular dispersion:

1. Armor Mitigation (Tier 1–4) vs. Tier 0 Flesh Bonus
Tier 1–4: Damage_final = BaseDamage × (1 - EffectiveReduction) × ZoneMultiplier
Tier 0 (0% Mitigation): Damage_final = BaseDamage × (1 + FleshBonus / 100) × ZoneMultiplier

Effective reduction scales with ammo penetration across Tier 0 (0%), Tier 1 (30%), Tier 2 (40%), Tier 3 (50%), and Tier 4 (60%) (AP reduces armor resistance; HP suffers a -55% armor penalty).

2. Shots to Kill (STK) & Time to Kill (TTK)
STK = ceil(100 / Damage_final)
TTK = (STK - 1) × (60 / RPM) × 1000 ms

When STK = 1, TTK is 0ms (instant one-shot elimination).

3. Universal Hitbox Multipliers (13-Zone Engine Baseline)
Hitbox RegionDamage MultiplierArmor Coverage Threshold
Head1.00xProtected by Helmets (Tier 1+)
Neck0.75xProtected by Helmets (Tier 3+)
Upper Chest1.10xProtected by Vests (Tier 1+)
Lower Chest1.00xProtected by Vests (Tier 1+)
Stomach0.95xProtected by Vests (Tier 1+)
Pelvis0.90xProtected by Tier 4 Vests
Upper Arms0.60xProtected by Tier 4 Vests
Lower Arms0.50xTier 0 (0% Mitigation)
Hands0.30xTier 0 (0% Mitigation)
Upper Legs0.60xTier 0 (0% Mitigation)
Lower Legs0.50xTier 0 (0% Mitigation)
Feet0.30xTier 0 (0% Mitigation)
4. Weapon Class Final Hitbox Multipliers (Universal × Class)
Weapon ClassHeadNeckU. ChestU. StomachL. StomachPelvisArms (U/L)Legs (U/L)Hand/Feet
Assault Rifles2.35x1.76x0.97x0.97x0.92x0.90x0.54 / 0.45x0.54 / 0.45x0.27x
SMGs2.10x1.58x1.16x1.05x1.00x0.95x0.78 / 0.65x0.78 / 0.65x0.39x
DMRs2.45x1.84x1.18x1.18x1.18x1.125x0.75 / 0.625x0.75 / 0.625x0.375x
Sniper Rifles4.27x3.20x2.64x1.93x1.84x1.56x0.90 / 0.75x0.90 / 0.75x0.45x
LMGs2.35x1.76x0.97x0.97x0.92x0.90x0.54 / 0.45x0.54 / 0.45x0.27x
Shotguns1.50x1.13x0.99x0.90x0.85x0.81x0.63 / 0.53x0.63 / 0.53x0.32x
Pistols / Sidearms2.10x1.58x1.16x1.05x1.00x0.95x0.78 / 0.65x0.78 / 0.65x0.39x
Combat Bow2.30x1.72x2.28x1.90x1.42x0.90x0.48 / 0.40x0.48 / 0.40x0.24x
5. Angular Dispersion & Minute of Angle (MOA)
Radius_cm = Distance_meters × MOA × 0.02908882
Diameter_inches = (2 × Radius_cm) / 2.54

1 MOA = 1/60th of a degree ≈ 2.90888 cm at 100m (1.047 inches at 100 yards).

6. Magazine Handling Modifiers (Unreal GameplayEffect Multipliers)

Out of 62 magazine definitions in the game data, exactly 25 have active GameplayEffect modifiers that compound multiplicatively (MultiplyCompound) against base firearm attributes. All other 37 magazines perform at the neutral 1.0x baseline.

MagazineADS Aim TimeVertical RecoilHorizontal RecoilEquip Speed
STANAG 60 RND+19% (1.19x)+19% (1.19x)+21% (1.21x)-7% (0.93x)
STANAG 20 RND-15% (0.85x)-16% (0.84x)-15% (0.85x)+16% (1.16x)
STANAG 30 RND1.0x1.0x1.0x-2% (0.98x)
AK-74 60 RND+19% (1.19x)+19% (1.19x)+21% (1.21x)-7% (0.93x)
AK-74 75 RND Drum+26% (1.26x)+22% (1.22x)+24% (1.24x)-7% (0.93x)
SUPER-45 13 RND-17% (0.83x)-17% (0.83x)-17% (0.83x)+21% (1.21x)
SUPER-45 40 RND Drum+20% (1.20x)+20% (1.20x)+18% (1.18x)-7% (0.93x)
PP-19 Vityaz 10 RND-14% (0.86x)-17% (0.83x)-17% (0.83x)+20% (1.20x)
PP-19 50 RND Drum+20% (1.20x)+20% (1.20x)+18% (1.18x)-7% (0.93x)
MP5 20 RND-13% (0.87x)-13% (0.87x)-12% (0.88x)+10% (1.10x)
MP5 50 RND Drum+20% (1.20x)+20% (1.20x)+18% (1.18x)-7% (0.93x)
AMP-9 15 RND-14% (0.86x)-17% (0.83x)-17% (0.83x)+20% (1.20x)
AMP-9 30 RND+11% (1.11x)+12% (1.12x)+14% (1.14x)-7% (0.93x)
AMP-9 50 RND Drum+20% (1.20x)+20% (1.20x)+18% (1.18x)-7% (0.93x)
FAL 10 RND-15% (0.85x)-16% (0.84x)-15% (0.85x)+24% (1.24x)
FAL 30 RND+26% (1.26x)+22% (1.22x)+24% (1.24x)-7% (0.93x)
Galil 50 RND+19% (1.19x)+19% (1.19x)+21% (1.21x)-7% (0.93x)
M249 200 RND Box+20% (1.20x)+17% (1.17x)+17% (1.17x)-7% (0.93x)
GGX 33 RND+6% (1.06x)+2% (1.02x)+4% (1.04x)-2% (0.98x)
GGX 50 RND Drum+10% (1.10x)+4% (1.04x)+7% (1.07x)-5% (0.95x)
M1911 10 RND+6% (1.06x)+2% (1.02x)+4% (1.04x)-2% (0.98x)
AMR 50 10 RND+6% (1.06x)1.0x1.0x-10% (0.90x)
SVDM Standard+6% (1.06x)1.0x1.0x-10% (0.90x)
MK22 Standard+6% (1.06x)1.0x1.0x-10% (0.90x)
PKM 100 RND Box+10% (1.10x)1.0x1.0x1.0x

The Weapon Attachment Simulator calculates handling stats and target recoil patterns in four straightforward steps:

  1. Baseline Gun Stats: Every weapon starts with basic specifications pulled straight from the game data. This includes ADS speed, MOA, rounds per minute (RPM), and a per shot pitch and yaw recoil curve.
  2. Attachment Multipliers: Each attachment you equip applies percentage modifiers (for example, a vertical grip might reduce vertical recoil by 30%, which acts as a 0.70x multiplier).
  3. Compound Stacking: When you equip multiple attachments, their multipliers multiply together rather than simply adding. If your muzzle gives -16% vertical recoil (0.84x) and your foregrip gives -30% vertical recoil (0.70x), they compound together: 0.84 × 0.70 = 0.588 (about 41% total recoil reduction).
  4. Physical Target Simulation: On the bullseye and mannequin targets, the simulator scales each shot's recoil angle (pitch and yaw in degrees) by your equipped multipliers and then calculates the impact positions at your chosen distance (e.g. 25m).
Quick Example: M4 with Suppressor & Vertical Grip
MetricBaselineAttachment ModifiersCompound FormulaFinal Stat
Vertical Recoil100%Muzzle 0.84 × Grip 0.700.84 × 0.70 = 0.58859% Recoil (-41%)
Horizontal Recoil100%Muzzle 0.90 × Grip 0.850.90 × 0.85 = 0.76577% Recoil (-23%)
ADS Speed280 msMuzzle 1.15 × Grip 1.10280ms × 1.15 × 1.10354 ms (+74ms)
Spread (MOA)1.9 MOAMuzzle 0.88 × Grip 0.831.9 × 0.88 × 0.831.4 MOA (-0.5 MOA)

Armor absorbs a percentage of incoming bullet damage depending on the armor tier:

Tier 130% ReductionHelmets and Vests
Tier 240% ReductionHelmets and Vests
Tier 350% ReductionHelmets and Vests
Tier 460% ReductionTorso, Pelvis, Arms
Ammo Modifiers
  • Standard (FMJ): The baseline. Deals standard damage against both armor and flesh.
  • Armor Piercing (AP): Bypasses a portion of armor resistance (30% to 50% bypass depending on caliber: heavier rifle calibers punch through more armor), but deals -20% reduced damage to bare flesh.
  • Hollow Point (HP): Deals +100% damage to Tier 0 targets and limbs, but takes a heavy damage penalty against body armor (-55%) and helmets (-70%).

Yes. Armor does not have infinite health. It takes damage and breaks under continuous fire.

Armor HP Pools
Armor TierVest DurabilityHelmet Durability
Tier 1540 HP240 HP
Tier 2600 HP300 HP
Tier 3660 HP480 HP
Tier 4780 HP540 HP
How Armor Breaks
  • Durability damage scales with the base damage of the weapon caliber, modified by ammo type. Heavier calibers wear down armor faster.
  • AP Ammo damages armor durability 30% faster. High-penetration rounds like .308 AP usually kill the target before the armor breaks.
  • HP Ammo damages armor durability about 28% slower. For example, using a FAL, it takes 13 FMJ shots to break a Tier 4 vest, compared to 18 shots to break the armor with HP.
  • Once armor HP reaches 0, it breaks. Following shots hit bare flesh for 100% Tier 0 damage.

Minute of Angle (MOA) measures your weapon's mechanical shot grouping. 1 MOA is about a 1-inch circle at 100 yards (or 2.91 cm at 100 meters). The range slider calculates the exact physical spread circle in centimeters and inches for any distance from point-blank out to 1,000 meters.

It should be pinpoint accurate.

Instead of assuming the maps are flat, the calculator pulls the exact ground height (ASL) directly from the game files for both your gun and your target. It automatically adjusts your firing mils for uphill or downhill shots.

What this means in practice:
  • No manual height inputs: As you drag or click markers on the map, ground elevation is tracked automatically.
  • Elevation Angle & Mils: Uphill and downhill elevation differences are factored into the mil output automatically.
  • Ground vs. Rooftop toggle: For watchtowers and the church, you can toggle between aiming at the base or hitting the roof.
  • SPH-2 Howitzer: Make sure the vehicle is parked on relatively flat ground and deployed on stabilizers in-game so your shots match the calculator.

The artillery calculator computes a unified 3D fire-control solution combining planar geometry, direct line-of-sight slant range, NATO STANAG azimuth, and equivalent flat-ground ballistic trajectory correction:

Combined Artillery Fire-Control Pipeline
// 1. 2D Planar Distance, Height Delta & 3D Slant Range
d_planar = sqrt((x_target - x_battery)² + (y_target - y_battery)²)
Δz = z_target - z_battery
d_slant3D = sqrt(d_planar² + Δz²)
// 2. Azimuth Bearing (NATO STANAG 4119 Standard)
θ_deg = ((atan2(x_target - x_battery, y_target - y_battery) × 180 / π) + 360) mod 360
Azimuth_mil = round((θ_deg / 360) × 6400)
// 3. Equivalent Flat-Ground Range & Ballistic Elevation Mils
ω = 0.5 × (π - asin(d_planar / d_max)) // High Arc (Mortar & Howitzer High)
ω = 0.5 × asin(d_planar / d_max) // Low Arc (Howitzer Direct/Low)
d_equiv = d_planar + (Δz / tan(ω))
Elevation_mil = m₁ + ((d_equiv - d₁) / (d₂ - d₁)) × (m₂ - m₁)
// 4. Time of Flight (TOF)
t_tof = d_planar / v_horizontal
Variable Definitions & Physical Meaning
VariableName / ParameterDescription & Role in Calculation
x_battery, y_battery, z_batteryGun Coordinates (m)World position of the artillery piece. z_battery is the Above Sea Level (ASL) ground elevation extracted from the map heightmap.
x_target, y_target, z_targetTarget Coordinates (m)World position of the target impact point. Includes ground ASL elevation or structure rooftop height when toggled.
ΔzElevation Delta (m)Vertical height difference (z_target - z_battery). Positive when target is uphill; negative when target is downhill.
d_planar2D Planar Distance (m)Horizontal distance across the 2D map plane between battery and target.
d_slant3D3D Slant Range (m)True direct Euclidean 3D line-of-sight distance between weapon muzzle and impact point.
θ_degBearing (Degrees)Horizontal firing angle in degrees clockwise from True North (0°–360°).
Azimuth_milAzimuth (NATO Mils)Standard military compass angle (6,400 mils per circle; 1 mil ≈ 0.05625°). Dialed into the gun's traversal mechanism.
ω (Omega)Descent Angle (rad)Terminal trajectory impact angle relative to the horizontal horizon. Derived from weapon max range ratio.
d_maxMax Weapon Range (m)Maximum range envelope of the artillery piece (684m for 81mm Mortar; 2,629m for SPH-2 Howitzer).
d_equivEquivalent Flat Range (m)Virtual flat-ground range used for table lookup. Downhill targets (Δz < 0) cause rounds to carry farther, so equivalent range decreases—which correctly increases mortar elevation mils (+) to steepen the plunge.
d₁, d₂ / m₁, m₂Table Lookup PointsBounding distance (d₁, d₂) and elevation mil (m₁, m₂) bracket points from the game's extracted empirical firing table.
Elevation_milFinal Elevation (Mils)The exact barrel elevation angle in NATO mils to dial into the sight in-game to hit the target.
v_horizontalHorizontal Velocity (m/s)Average horizontal flight speed (~75 m/s for 81mm Mortar, ~240 m/s for SPH-2 Howitzer).
t_tofTime of Flight (s)Estimated projectile flight time in seconds from firing until impact.

Whenever the game gets a balance patch or content update, the data tables are re-extracted, verified in-game, and the site is updated as soon as possible.