WARDOGS FIELD MANUAL

Armor and damage manual

Verification status: Officially sourced. Last verified: 2026-09-05

Armor is not a substitute for positioning. Break line of sight, change elevation or angle, and let teammates create pressure before re-entering a dangerous lane.

Hit zones and multipliers

The archived damage model uses a 100-health target and twelve hit zones: Head, Neck, Upper Torso, Torso, Lower Torso, Pelvis, Upper Arm, Forearm, Hand, Thigh, Calf and Foot. Base zone multipliers run from 1.0 on the head down to 0.3 on hands and feet, and each weapon class applies its own second multiplier — assault rifles, for example, multiply head and neck hits by 2.35 while limbs drop to 0.9. Snipers and DMRs carry their own tables, so the same bullet lands differently from different platforms.

Armor tiers and coverage

Reported armor pieces: Level 1 reduces by 30 and covers the head (helmet) or lower-to-upper torso (vest); Level 2 reduces by 40; Level 3 reduces by 55 and the helmet also covers the neck; Level 4 reduces by 65 and the vest extends to the pelvis and upper arms. Damage against armor scales with the cartridge: armor-piercing rounds keep 30 percent penetration effectiveness, hollow points pay a flesh modifier but lose heavily against plates, and buckshot carries its own per-shell rules.

Avoid false precision

These numbers come from an archived public database snapshot and reproduce its model; treat breakpoints as build-specific until independently verified in game. Use the damage calculator to test your own weapon, cartridge and armor combination.

Sources
  • BULKHEAD: WARDOGS — BULKHEAD (checked 2026-09-05)
  • WARDOGS Zone archive snapshot: WARDOGS database snapshot (reported technical fields only) (checked 2026-09-05)