Every number in Wardogs, in one place

Reference pages for the game's data: weapon and vehicle stats, rewards, items, challenges and more, read straight from the game files (build ++Wardogs+Live-CL-516586, UE 5.7). Search any value, asset name or table name from the bar at the top, or ask a question.

Finding things

  • Search from the bar at the top of every page (press / or Ctrl+K). It covers the full text of every page, including tables, and opens the matching section.
  • Asset and table names match on their parts. PlayerKill finds DT_Reward_Cash_PlayerKill, and Havoc finds every page that mentions the Havoc.
  • Items, Weapons and Vehicles appear in more than one category. The base definitions and the per-item, per-weapon and per-vehicle data are separate pages, so check both.
  • Every page ends with its limitations: what was inferred, and what the game files don’t contain.
127 pages

Season 2 Changes

Every change between Season 1 and Season 2 (build ++Wardogs+Live-CL-516586, 2026-10-15), before and after.

All ChangesFull Season 1 to Season 2 change browser: every asset and property, before and after, filterable by area, status and text. Damage & Combat Systems changesBone damage modifiers, global damage tables and demolition rules: 9 assets added, 16 modified with real changes, 143 property changes. Data Tables & Tags changesData table and tag changes from Season 1 to Season 2: 12 assets added, 51 modified with real changes, 323 property changes, including attachment and gear market prices. Engine & Tooling Data changesEngine & Tooling Data: 20 assets added, 3 removed, 140 modified with real changes, 1 moved. Mostly UI widget data; a high ping kick feature and wagers UI are new. Game Modes & Maps changesGame Modes & Maps: 30 assets added (TeamOffence and HotPotato modes), 2 removed, 8 modified with real changes, 2,285 property changes. Map warm-up data is most of the churn. Items & Equipment changesItem and equipment changes from Season 1 to Season 2: 37 assets added, 4 removed, 209 modified with real changes, 1,519 property changes. Player & Movement changesParachutes, spotting challenge rewards and input mappings: 2 assets added, 23 modified with real changes, 610 property changes. Rewards & Unlocks changesRewards & Unlocks: 14 assets added, 105 modified with real changes, 4 noise-only, 7,654 property changes. Role XP, unlock-tree costs and challenge rewards changed. Vehicles changesVehicle changes from Season 1 to Season 2: 151 assets added, 1 removed, 261 modified with real changes, 3,926 property changes. Weapons & Ammo changesWeapon stats, vendor prices, attachments and aim assist: 162 assets added, 16 removed, 174 modified, 11 moved, 1,208 property changes. World, Visuals & Audio changesWorld, Visuals & Audio: 163 assets added, 153 modified with real changes, 245 noise-only. Destructible buildings and water changed. Audio and UI are counts only.

Weapons & Ammo

Weapon stats, ammo, attachments, explosives and what each does in flight.

Ammo (feature)Package Contents, Bundle-to-Layer Map, What Each Bundle Does, Relationship to the Other GameFeatures Ammo PackingThe inventory ammo-packing curves (load, extract, combine, combine loose), the DA_InventoryMagPackingData asset that selects them per caliber, and the magazines that scale the time Artillery Shell Flight Data155 mm artillery shell flight: Blueprint actors, mover modes, gravity and how the shell moves Attachments and PlatformsEvery weapon attachment item with what it changes, which weapons and slots take it, and the attachment slot table of each weapon platform Damage by Weapon and AmmoPer-hit damage for every weapon and ammo type: point blank rankings, damage over distance, armor on every hit location, and ricochet and penetration constants Explosives ReferenceEvery explosion in the export: grenades, launcher rockets, vehicle shells, blast radii, falloff and fuses Fire, Smoke and MinesFire fields, smoke, mines, Claymore, C4 and IED: throw data, arming and burn values Gunsmith (feature)Plugin Inventory, Root Game Feature, Frontend and Dev Map, Scene Infantry Weapon StatsAll 45 weapon stat assets, ADS curves, full raw property export Spray Patterns GalleryRecoil spray pattern of every weapon, Season 1 against Season 2: the climb after 10, 20 and 30 shots, fire rate, reset time and a picture of each pattern UnderbarrelGrenadeLauncher (feature)Plugin Inventory, Attachment Item, Attachment Fragment: Weapon Setup, Ammo Container Weapon Animation Sets and MiscRow-level animation sets for 13 weapon platforms, 2 launchers and 6 keycards, launcher feature stubs, the combat-bow input mapping and release curve, and music-tape track assets Weapon AttributesEach weapon's final attribute values with default attachments, and what every attachment changes Weapon Loadout CalculatorAny weapon with any attachments, sight, stance and bipod state: every weapon attribute, its modifiers and final value Weapon Shop and PartsWeapon bundles, attachments, components and platforms as structured tables Weapon Spray ViewerEvery weapon's recoil spray pattern, shot by shot, Season 1 against Season 2, with a fire-rate timeline and an all-weapons overview Weapon Spread and Recoil DataEvery weapon's spread, recoil, camera-kick, sway and movement-accuracy values, row by row, with curve keys and native defaults WeaponsWeapon Stat Assets, Aim Sway Curve Families, ADS Curves, Input Actions and Mapping Contexts Weapons (feature)Folder layout, Weapon roster, Per-weapon ballistics, Default weapon attributes

Vehicles

Vehicle stats, handling, parts, weapons and skins.

All-Vehicle Stat & Damage SheetsVehicle stat assets, mounted weapon stats, global damage tables, full property export Taxi SkinsData (feature)What This Folder Holds, Registry and Scan, Cosmetic Row, Skin Vehicle AssetsRow-level values for per-vehicle plugin assets not covered elsewhere: variants, weapon extensions, seats, interaction contexts, tracked/wheeled/helicopter data assets, camera arms and curves Vehicle CurvesEvery vehicle curve asset (collision damage, torque, pedal engagement, steering, camera) with its keys and the assets that use it Vehicle control assistsWheeled arcade-assist settings and the helicopter flight-assist objects (pitch, roll, yaw, collective) as stored in the game data Vehicle inputs and explosive effectsWheeled steering and pedal tuning, the vehicle smoke screen, the Stingray drone projectile, explosives against each vehicle row, the weapon spread curve table, the grenade throw-back gate and the air vehicle mass override Vehicle parts and handlingVehicle parts and handling tables: engines, wheels, suspension and per-vehicle values Vehicle weapon rates, seats and damage effectsRate and range of every vehicle weapon, flare and smoke settings, seat roles, health-trigger effects and hand repair tool numbers VehiclesFolder Inventory, Vehicle Identity, Rigid Body, Engine, Drag, Flight Characteristics Vehicles (feature)Folder Layout and Family Map, Vehicle Chain: How the Assets Link, Vehicle Market, Vehicle Stats Vehiclesmith (feature)Plugin Inventory, Root Game Feature, Frontend Scene Entry, Dev Menu Map

Damage & Combat Systems

How damage, projectiles and effects are calculated, with hitbox viewers.

Combat Data FlowOne weapon shot followed through every pipeline to the health change Damage PipelineRule selection, ordering and arithmetic from hit to modified damage, custom operations, helper tables GameMechanicsFolder Map, Damage System, Projectiles, Action Definitions Gameplay Effect ValuesWhat all 341 effects do: every attachment, stance and movement modifier Gameplay Effects PipelineEffects, attributes, modifiers, stacking and the health attribute Hit Registration and Smoke Authority: Trust Model NotesStatic-analysis, unconfirmed notes on client versus server authority for hit registration, bullet spread and smoke grenades Hit Registration: From Projectile Trace to Damage EventHow a projectile step becomes a hit: trace shape and channel, ignore lists, ricochet and penetration, the hit-event struct, delivery to the damage pipeline, alignment and impact cues Infantry Hitbox ViewerThe player's physics bodies coloured by hit location, multipliers per damage source, armor and helmet coverage Medical and HealingEvery medical item: use time, healing amounts and the effects they apply Projectile Flight: Thrust, Drag and GravityHow a projectile moves from muzzle to hit: launch velocity, gravity, drag, thrust and wind Vehicle Damage PipelineHow damage resolves against vehicle targets and their health sections Vehicle Hitbox Viewer3D collision meshes coloured by health section, routing and hits to destroy per caliber Weapon Spread, Accuracy and Shot DirectionHow each shot's direction is derived from the aim: zeroing, accuracy cone, movement-driven hip spread, the random cone, shotgun pellets, replication and recoil order

Player & Movement

Character movement, stances, parachutes, animation and character data.

Items & Equipment

Items, attachments, consumables, item actions, shops and buildables.

Rewards & Unlocks

Rewards, cash and XP, battle pass, challenges, unlocks and cosmetics.

Game Modes & Maps

Modes, control zones, maps, PvE, the shooting range and match rules.

AI (feature)What This Folder Holds, Core AI Preset, Alert State Thresholds, Influence Maps ControlZone (feature)Package Contents, Zone Geometry Per Config, Hot Zone Movement, Balance: Contribution Modifiers ControlZoneRegions (feature)Package Contents, Region Record Format, Per-Config Statistics, Region Names by Config Deathmatch (feature)What This Folder Holds, Match Flow, Components, Input, Registries and HUD Experiences (feature)What This Folder Holds, KOTH, SniperShowdown, How Values Combine FactoryInvestment (feature)What This Folder Holds, Recipe Registry, Upgrade Values FactoryInvestment 01 (feature)What This Folder Holds, Investment Definition, Production Lines, Recipes FlyByManager (feature)Plugin Inventory, Plugin Root, Audio Events, How They Work Together MapsInventory, Minimal Grid Test, Shooting-Range Moving Target, Water Gym PvE (feature)What This Folder Holds, Scenario Packs, AI Character Configs, Voice-Over Assets PvE and Settings AssetsRow-level values for PvE scenario voice-over entries, the VIP tracker distance rules, framework boolean settings, repair tool input mapping, animation sets and weapon-pack world-partition actions not covered elsewhere ShootingRange (feature)What This Folder Holds, Match Flow and Components, How It Is Used ShootingRangeTutorial (feature)What This Folder Holds, Match Flow and Components, Helicopter Fly-By, Quests and Text Spotting (feature)What 'Spotting' Covers, Package Contents, Challenge Calculator, Match-Score Payouts TeamkillTracking (feature)What This Folder Holds, How It Is Used WorldFeatures (feature)What This Folder Holds, HotZoneMagnet, Lootable, SpawnZoneTest

World, Visuals & Audio

Environment, destruction, effects, audio and UI data.

Data Tables & Tags

The game's data tables, gameplay tags, display text, settings and inputs.

Engine & Tooling Data

Core framework, automation, test profiles and developer assets.

Balance Notes

Worked damage comparisons between game versions, calculated from the values on these pages.