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:
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).
When STK = 1, TTK is 0ms (instant one-shot elimination).
| Hitbox Region | Damage Multiplier | Armor Coverage Threshold |
|---|---|---|
| Head | 1.00x | Protected by Helmets (Tier 1+) |
| Neck | 0.75x | Protected by Helmets (Tier 3+) |
| Upper Chest | 1.10x | Protected by Vests (Tier 1+) |
| Lower Chest | 1.00x | Protected by Vests (Tier 1+) |
| Stomach | 0.95x | Protected by Vests (Tier 1+) |
| Pelvis | 0.90x | Protected by Tier 4 Vests |
| Upper Arms | 0.60x | Protected by Tier 4 Vests |
| Lower Arms | 0.50x | Tier 0 (0% Mitigation) |
| Hands | 0.30x | Tier 0 (0% Mitigation) |
| Upper Legs | 0.60x | Tier 0 (0% Mitigation) |
| Lower Legs | 0.50x | Tier 0 (0% Mitigation) |
| Feet | 0.30x | Tier 0 (0% Mitigation) |
| Weapon Class | Head | Neck | U. Chest | U. Stomach | L. Stomach | Pelvis | Arms (U/L) | Legs (U/L) | Hand/Feet |
|---|---|---|---|---|---|---|---|---|---|
| Assault Rifles | 2.35x | 1.76x | 0.97x | 0.97x | 0.92x | 0.90x | 0.54 / 0.45x | 0.54 / 0.45x | 0.27x |
| SMGs | 2.10x | 1.58x | 1.16x | 1.05x | 1.00x | 0.95x | 0.78 / 0.65x | 0.78 / 0.65x | 0.39x |
| DMRs | 2.45x | 1.84x | 1.18x | 1.18x | 1.18x | 1.125x | 0.75 / 0.625x | 0.75 / 0.625x | 0.375x |
| Sniper Rifles | 4.27x | 3.20x | 2.64x | 1.93x | 1.84x | 1.56x | 0.90 / 0.75x | 0.90 / 0.75x | 0.45x |
| LMGs | 2.35x | 1.76x | 0.97x | 0.97x | 0.92x | 0.90x | 0.54 / 0.45x | 0.54 / 0.45x | 0.27x |
| Shotguns | 1.50x | 1.13x | 0.99x | 0.90x | 0.85x | 0.81x | 0.63 / 0.53x | 0.63 / 0.53x | 0.32x |
| Pistols / Sidearms | 2.10x | 1.58x | 1.16x | 1.05x | 1.00x | 0.95x | 0.78 / 0.65x | 0.78 / 0.65x | 0.39x |
| Combat Bow | 2.30x | 1.72x | 2.28x | 1.90x | 1.42x | 0.90x | 0.48 / 0.40x | 0.48 / 0.40x | 0.24x |
1 MOA = 1/60th of a degree ≈ 2.90888 cm at 100m (1.047 inches at 100 yards).
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.
| Magazine | ADS Aim Time | Vertical Recoil | Horizontal Recoil | Equip Speed | GameplayEffect Asset |
|---|---|---|---|---|---|
| STANAG 60 RND | +19% (1.19x) | +19% (1.19x) | +21% (1.21x) | -7% (0.93x) | GE_MAGZ_054 |
| STANAG 20 RND | -15% (0.85x) | -16% (0.84x) | -15% (0.85x) | +16% (1.16x) | GE_MAGZ_053 |
| STANAG 30 RND | 1.0x | 1.0x | 1.0x | -2% (0.98x) | GE_Stanag_30Rounds |
| AK-74 60 RND | +19% (1.19x) | +19% (1.19x) | +21% (1.21x) | -7% (0.93x) | GE_AK74_Mag_Ext60rd |
| AK-74 75 RND Drum | +26% (1.26x) | +22% (1.22x) | +24% (1.24x) | -7% (0.93x) | GE_AK74_Mag_Drum75rd |
| SUPER-45 13 RND | -17% (0.83x) | -17% (0.83x) | -17% (0.83x) | +21% (1.21x) | GE_MAGZ_057 |
| SUPER-45 40 RND Drum | +20% (1.20x) | +20% (1.20x) | +18% (1.18x) | -7% (0.93x) | GE_MAGZ_055 |
| PP-19 Vityaz 10 RND | -14% (0.86x) | -17% (0.83x) | -17% (0.83x) | +20% (1.20x) | GE_MAGZ_059 |
| PP-19 50 RND Drum | +20% (1.20x) | +20% (1.20x) | +18% (1.18x) | -7% (0.93x) | GE_MAGZ_046 |
| MP5 20 RND | -13% (0.87x) | -13% (0.87x) | -12% (0.88x) | +10% (1.10x) | GE_MAGZ_064 |
| MP5 50 RND Drum | +20% (1.20x) | +20% (1.20x) | +18% (1.18x) | -7% (0.93x) | GE_MAGZ_056 |
| AMP-9 15 RND | -14% (0.86x) | -17% (0.83x) | -17% (0.83x) | +20% (1.20x) | GE_MAGZ_061 |
| AMP-9 30 RND | +11% (1.11x) | +12% (1.12x) | +14% (1.14x) | -7% (0.93x) | GE_MAGZ_043 |
| AMP-9 50 RND Drum | +20% (1.20x) | +20% (1.20x) | +18% (1.18x) | -7% (0.93x) | GE_MAGZ_066 |
| FAL 10 RND | -15% (0.85x) | -16% (0.84x) | -15% (0.85x) | +24% (1.24x) | GE_MAG_FAL_10rd |
| FAL 30 RND | +26% (1.26x) | +22% (1.22x) | +24% (1.24x) | -7% (0.93x) | GE_MAGZ_024 |
| Galil 50 RND | +19% (1.19x) | +19% (1.19x) | +21% (1.21x) | -7% (0.93x) | GE_MAGZ_060 |
| M249 200 RND Box | +20% (1.20x) | +17% (1.17x) | +17% (1.17x) | -7% (0.93x) | GE_MAG_M249_200rd |
| GGX 33 RND | +6% (1.06x) | +2% (1.02x) | +4% (1.04x) | -2% (0.98x) | GE_MAGZ_012 |
| GGX 50 RND Drum | +10% (1.10x) | +4% (1.04x) | +7% (1.07x) | -5% (0.95x) | GE_MAGZ_011 |
| M1911 10 RND | +6% (1.06x) | +2% (1.02x) | +4% (1.04x) | -2% (0.98x) | GE_MAGZ_063 |
| AMR 50 10 RND | +6% (1.06x) | 1.0x | 1.0x | -10% (0.90x) | GE_MAGZ_026 |
| SVDM Standard | +6% (1.06x) | 1.0x | 1.0x | -10% (0.90x) | GE_MAG_SVDM |
| MK22 Standard | +6% (1.06x) | 1.0x | 1.0x | -10% (0.90x) | GE_MAG_MK22_10rd |
| PKM 100 RND Box | +10% (1.10x) | 1.0x | 1.0x | 1.0x | GE_MAG_LMG_02_100rd |
The Weapon Attachment Simulator calculates handling stats and target recoil patterns in four straightforward steps:
- 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.
- Attachment Multipliers: Each attachment you equip applies percentage modifiers (for example, a vertical grip might reduce vertical recoil by 30%, which acts as a
0.70xmultiplier). - 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). - 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).
| Metric | Baseline | Attachment Modifiers | Compound Formula | Final Stat |
|---|---|---|---|---|
| Vertical Recoil | 100% | Muzzle 0.84 × Grip 0.70 | 0.84 × 0.70 = 0.588 | 59% Recoil (-41%) |
| Horizontal Recoil | 100% | Muzzle 0.90 × Grip 0.85 | 0.90 × 0.85 = 0.765 | 77% Recoil (-23%) |
| ADS Speed | 280 ms | Muzzle 1.15 × Grip 1.10 | 280ms × 1.15 × 1.10 | 354 ms (+74ms) |
| Spread (MOA) | 1.9 MOA | Muzzle 0.88 × Grip 0.83 | 1.9 × 0.88 × 0.83 | 1.4 MOA (-0.5 MOA) |
Armor absorbs a percentage of incoming bullet damage depending on the armor tier:
- 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 Tier | Vest Durability | Helmet Durability |
|---|---|---|
| Tier 1 | 540 HP | 240 HP |
| Tier 2 | 600 HP | 300 HP |
| Tier 3 | 660 HP | 480 HP |
| Tier 4 | 780 HP | 540 HP |
- 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.
- 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:
| Variable | Name / Parameter | Description & Role in Calculation |
|---|---|---|
| x_battery, y_battery, z_battery | Gun 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_target | Target Coordinates (m) | World position of the target impact point. Includes ground ASL elevation or structure rooftop height when toggled. |
| Δz | Elevation Delta (m) | Vertical height difference (z_target - z_battery). Positive when target is uphill; negative when target is downhill. |
| d_planar | 2D Planar Distance (m) | Horizontal distance across the 2D map plane between battery and target. |
| d_slant3D | 3D Slant Range (m) | True direct Euclidean 3D line-of-sight distance between weapon muzzle and impact point. |
| θ_deg | Bearing (Degrees) | Horizontal firing angle in degrees clockwise from True North (0°–360°). |
| Azimuth_mil | Azimuth (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_max | Max Weapon Range (m) | Maximum range envelope of the artillery piece (684m for 81mm Mortar; 2,629m for SPH-2 Howitzer). |
| d_equiv | Equivalent 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, m₂ | Table Lookup Points | Bounding distance (d₁, d₂) and elevation mil (m₁, m₂) bracket points from the game's extracted empirical firing table. |
| Elevation_mil | Final Elevation (Mils) | The exact barrel elevation angle in NATO mils to dial into the sight in-game to hit the target. |
| v_horizontal | Horizontal Velocity (m/s) | Average horizontal flight speed (~75 m/s for 81mm Mortar, ~240 m/s for SPH-2 Howitzer). |
| t_tof | Time 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.