Wardogs — Items Reference

Extracted from cooked game data exported to JSON, source Wardogs/Content/Items/ (259 files). Every number below comes from the exported properties; anything the dump does not contain is marked as such.

Shop and entity data for non-weapon items (armor, helmets, vests, backpacks, medical items, throwables, explosives, tools, vehicle items; price, unlock level, buy limit, description, weight and key stats) is in Item Shop. Weapon parts are in Weapon Shop.

How the files are structured: each .json file is not one object. It holds several export blocks, each starting with a --- export: <Kind> / <Name> --- header followed by its own JSON object. Across the category there are 1,401 blocks: 230 UPrimaryDataAsset roots (the items and assets people actually use), 1,142 UObject sub-objects (the “fragments” each item points to), 26 UCurveFloat, 2 UCurveTable, and 1 UDataAsset. A primary item lists its fragments in DataFragments; the fragment blocks in the same file hold the values.


Season 02 update (2026-10-15)

  • New ammo: 125x570mm (1 round, grid 3x2, max stack 5, weight 24.0), with a new vehicle turret that accepts it.
  • New vehicle weapons (4): ID_MountedMachineGun_TNK_04 (50Cal, stack 60), ID_VehicleTurretMachineGun_TNK_04 (762x54mm, stack 150), ID_VehicleTurret_TNK_04 (125x570mm, stack 1), and ID_WHL_08_RingTurret (50Cal, stack 60).
  • Removed: no items or files were removed.
  • Stack overrides: 30mm gains a Vehicle.Storage override of 200. The .50 Cal tracer gains Vehicle.Storage and Type.Vehicle at 50. The 762x54mm tracer variants gain both overrides at 150.
  • Ammo context: 84mm and 93mm no longer carry Item.Context.ForceToStorage.
  • Vehicle items: 16 existing items gain Item.Context.MovementBlocked, and the 4 new vehicle weapons carry it from the start, so 20 items in this folder have it (none did in Season 1).
  • Aim assist, reticles: AR inner reticle width 1900 -> 900, AR reticle depth 60000 -> 30000, SMG reticle depth 40000 -> 20000, SR reticle depth 20000 -> 40000.
  • Aim assist, range: LMG target range 50000 -> 30000, Shotgun 15000 -> 20000, SR gains 40000.
  • Aim assist, pull and slow: PullLerp and SlowLerp rates become 10 / 8 for every class except RPG (were 30 / 12 for PullLerp, and 6 / 5 or 5 / 5 for SlowLerp). PullInnerStrengthHip becomes 1.0 for every class that sets it (was 1.4 to 4.0). PullInnerStrengthAds becomes 2.0 for AR, LMG, Pistol, SMG, SR and Shotgun (was 4.0 to 6.0).
  • Aim assist, rotation: PullMaxRotationRate becomes 90 for AR, LMG, SMG, SR and Shotgun (was 120 or 135).
  • Aim assist, removed keys: PullOuterStrengthHip, SlowInnerStrengthHip and SlowMinRotationRate are gone for most classes. SR no longer sets PullMode, and Melee no longer sets PullModeADS.
  • Aim assist, curves: hipfire pull and slow curves for most classes now point to _Default curves (section 9).
  • Counts: 259 files, 230 primary assets, 193 item definitions (was 254, 225, 188).

Full before/after list: Season 2 Changes → Items & Equipment.


1. Inventory Summary

Folder Primary assets Main type(s) Notes
Resources/Ammo 98 (94 items) BHInventoryItemDefinition Every caliber and round variant, plus 3 audio assets and 1 debug projectile
Attachments/Magazines 23 BHInventoryItemDefinition Magazines, drums, and internal cylinders/boxes (internal ones have no gunsmith entry)
Vehicles/Weapons 16 BHInventoryItemDefinition Vehicle turrets, mounted MGs, helicopter cannon/rocket pods
Clothing/Backpacks 10 BHInventoryItemDefinition Storage bags, pouch, and sling variants
Attachments/Sights 8 BHInventoryItemDefinition Optics, iron sights
Attachments/Muzzle_Devices 7 BHInventoryItemDefinition Suppressors and brakes
Weapons/AR 5 BHInventoryItemDefinition Components only (barrels, grip, handguard, stock)
Attachments/Foregrips 4 BHInventoryItemDefinition Foregrips and the Grip Pod bipod
Vehicles/Storage 4 BHInventoryItemDefinition Vehicle cargo containers
Weapons/Pistol 4 BHInventoryItemDefinition Pistol components
Clothing/Vests 3 BHInventoryItemDefinition Tac vests (quick-slot providers)
Weapons/SMG 3 BHInventoryItemDefinition SMG components
Consumables/Bandage 2 items + 4 support BHInventoryItemDefinition, BHAnimationSet, WDAudioData Bandage and IFAK
Throwable/Grenades 2 items + 3 support BHInventoryItemDefinition, BHAnimationSet, WDAudioData M67 frag and gold variant
Weapons/Launcher 2 items + 2 anim sets BHInventoryItemDefinition Two artillery/tank barrel test items
Attachments/Grips, Handguards, Stocks 1 each BHInventoryItemDefinition Single components
Placeables/AmmoCrate 1 BHInventoryItemDefinition Ammo Crate
Weapons/Fists 1 item + 2 support BHInventoryItemDefinition, BHAnimationSet, WDAudioData Unarmed
Weapons/LMG 1 BHInventoryItemDefinition LMG barrel component
Attachments/Archetypes 12 WDAttachmentArchetype Slot-type definitions (bone, tag)
Attachments/Utilities 1 BHAnimationSet Grip Pod animation set
Weapons/ (root) 8 aim-assist settings + 1 filter BHAimAssistSettingsData, BHAimAssistFilterData One per weapon class
Resources/Ammo/Curves, Throwable/Curves, Weapons/Curves 28 CurveFloat, CurveTable See section 11

Totals: 193 item definitions (BHInventoryItemDefinition), 230 primary assets in all, 259 files.


2. How an Item Is Built (Fragment Model)

An item is a BHInventoryItemDefinition with an ItemId tag, ItemContext tags, a DisplayName, and a DataFragments array. Each fragment is a separate block that supplies one aspect of the item:

Fragment type Key properties Blocks in dump What it controls
BHInventoryFragment_Weight Weight 56 (47 with a value) Carry weight. Unit not stated in dump.
BHInventoryFragment_Stackable MaxStackSize, MaxStackSizeOverrides (keyed by slot/type tag) 94 Inventory stack limit, with per-slot overrides
BHInventoryFragment_CustomShape Dimensions (X, Y) 149 Inventory grid footprint. X and Y read as columns and rows (not verified in-game).
BHInventoryFragment_Droppable DroppedMesh, RelativeRotation, MaterialOverrides, box/offset overrides 146 World drop appearance
BHInventoryFragment_UserInterface bIsVisibleOnEquippedUI, DisplayedItems, bDisplayIncludeAllSlots 155 Inventory and equipped-UI display
BHInventoryFragment_SubSlotSupport Containers[] (see below) 62 Child-slot storage: magazines in weapons, ammo in vehicles, pockets in packs
WDInventoryFragment_Attachment AttachmentData (type tag, applied GEs, removable flag, reload rate) 54 Gunsmith attachment behaviour
WDInventoryFragment_Gunsmith ItemType 55 Whether the item appears in the gunsmith (EWDGunsmithItemType::Attachment)
WDInventoryFragment_Projectile ProjectileData (object reference) 94 Links an ammo item to its WDProjectileData asset
WDInventoryFragment_Audio AudioDataAsset 155 Pickup and handling sounds
WDInventoryFragment_ItemActor ExtensionDataFragments[] 8 Groups the extension blocks for a holdable/consumable
WDInventoryFragment_QuickSlots NumberOfAddedQuickSlots 3 Extra quick slots granted by equipment
WDInventoryFragment_EquippedEffects AppliedEffects 3 Gameplay effects applied while worn
WDItemsmithDataFragment_CameraData CameraParams 3 Gunsmith preview camera

2a. Sub-slot container fields (BHInventoryFragment_SubSlotSupport.Containers[])

Field Meaning (as observed)
ContainerIdentifier Tag for the slot family. Most backpack containers have None here. Attachment slots use Item.Attachment.* or Item.Ammo / Inventory.Slot.Vehicle.Storage.
Filter.SupportFilter AllowList, BlockList, BlockPriority or AllowPriority (the last is unused in data). Decides which items may enter.
Filter.AllowedSubSlotContext Context tags that pass the filter (e.g. Item.Caliber.556mm)
GridSize Size of that container in grid cells (X x Y)
MaxSlotAmountStackSize Capacity for magazines. Magazine names match this value exactly (30 RND = 30, 75 RND drum = 75, 200 RND box = 200, 130 RND = 130). Applied to vehicle ammo slots as well.
DefaultItems, DefaultContainerItems Items added when the item is created with defaults (0x6784010). DefaultContainerItems wins: DefaultItems is used only when DefaultContainerItems is empty, so the M4 Standard Mag loads Id.Item.556mm.Tracer. Each DefaultContainerItems entry is added with its Amount if set, else MaxSlotAmountStackSize when > 0, else the item’s MaxStackSize, else 1.

2b. Item definition flags seen

Field Values in dump
ItemContext Ammo items carry Item.Ammo (93) and Item.Context.ForceToStorage (91). Equippable items carry Item.Context.Equippable (33). Attachments carry Item.Attachment.<slot>.
Item.Ammo.Type.* FMJ.Tracer (28), HollowPoint (12), HollowPoint.Tracer (12), ArmorPiercing (11), ArmorPiercing.Tracer (11)
DisplayName.SourceString Present on 179 of 193 items. The 14 without one are all attachment or weapon-component parts (3 attachment grips/handguards/stocks and 11 weapon components).

3. Attachments

3a. Attachment Archetypes (Attachments/Archetypes)

Twelve WDAttachmentArchetype assets define each slot’s AttachmentId tag, the skeletal bone it attaches to, and (in two cases) a bone offset.

Archetype AttachmentId Bone Category Bone offset
DA_BarrelAttachmentArchetype Item.Attachment.Barrel barrel_Attach Component -
DA_GripAttachmentArchetype Item.Attachment.Grip grip_Attach Component -
DA_HandguardAttachmentArchetype Item.Attachment.Handguard handguard_Attach Component (0, -3, 3)
DA_MagazineAttachmentArchetype Item.Attachment.Magazine mag01_Attach - -
DA_MountLeftAttachmentArchetype Item.Attachment.MountLeft leftRail_Attach - -
DA_MountRightAttachmentArchetype Item.Attachment.MountRight rightRail_Attach - -
DA_MountTopAttachmentArchetype Item.Attachment.MountTop topRail_Attach - -
DA_MountUnderAttachmentArchetype Item.Attachment.MountUnder bottomRail_Attach - -
DA_MuzzleAttachmentArchetype Item.Attachment.Muzzle muzzle_Attach - -
DA_SightAttachmentArchetype Item.Attachment.Sight sight_Attach - -
DA_StockAttachmentArchetype Item.Attachment.Stock stock_Attach Component -
DA_UnderbarrelAttachmentArchetype Item.Attachment.Underbarrel underbarrel_Attach - (0, 2.5, 0)

Attachment categories on the item side (AttachmentData.AttachmentType, 54 items): Magazine 19, Sight 8, Muzzle 7, Grip 6, Barrel 5, Handguard 4, Stock 4, Bipod 1 (the Grip Pod).

Across the 54 attachment items, bCanBeRemovedInGame is True on 34 and False on 20. bDiscardWhenEmptyOnReload is False on all 54.

3b. Magazines (Attachments/Magazines, 23 items)

Capacity is taken from the magazine’s MaxSlotAmountStackSize (section 2a).

Asset Display Weight Capacity Grid Caliber Gunsmith
ID_556STANAG_Mag_Standard STANAG 30 RND Magazine 0.53 30 1x2 556mm Yes
ID_A91_Mag_Standard A91 Standard Mag - 30 1x2 556mm Yes
ID_AK74M_Mag_Standard AK74 30 RND Magazine 0.55 30 1x2 545mm Yes
ID_AK74M_Mag_Extended AK74 60 RND Magazine 0.93 60 1x3 545mm Yes
ID_AK74M_Mag_75rnd AK74 75 RND Drum Magazine 2.08 75 2x2 545mm Yes
ID_AK74M_Mag_Plum_130rnd AK74-M Extended Mag - 130 1x2 545mm No
ID_AR_Mag_Extended AR Extended Mag - 45 1x2 545mm Yes
ID_Glock17_Mag_Standard GGX 17 RND Magazine 0.28 17 - 9mm Yes
ID_Glock17_Mag_Extended Glock 17 Extended Mag - 30 2x1 9mm Yes
ID_KH2002_Mag_Standard KH2002 Standard Mag - 30 1x2 556mm Yes
ID_KH2002_Mag_Extended KH2002 Extended Mag - 45 1x2 556mm Yes
ID_M4_Mag_Standard M4 Standard Mag - 30 1x2 556mm Yes
ID_M4_Mag_Extended M4 Extended Mag - 45 1x2 556mm Yes
ID_STANAG_Mag_Extended90rd M4 Extended Mag (90 rd) - 90 1x2 556mm No
ID_TAR21_Mag_Standard TAR21 Standard Mag - 30 1x2 556mm Yes
ID_M249_Mag_Standard M249 200 RND Box 3.14 200 2x3 556mm Yes
ID_SKS_Mag_Extended SKS Extended Mag - 20 1x2 762mm Yes
ID_SKS_Mag_Internal SKS Internal Mag - 10 - 762mm No
ID_Mosin_Mag_Extended10rd SV98 Extended Mag - 10 1x2 762x54mm No
ID_Mosin_Mag_Extended20rd SV98 Extended Mag - 20 1x2 762x54mm No
ID_Judge_Mag_Internal Judge Bullet Cylinder - 6 - 45Colt No
ID_M12G_Mag_Internal M500 Internal Mag - 6 - 12g No
ID_MMGL_Mag_Internal MMGL Internal Mag - 6 - 40mm No

Notes: “Internal” magazines have no gunsmith entry and no grid. Two different items are both labelled “M4 Extended Mag” (ID_M4_Mag_Extended at 45 and ID_STANAG_Mag_Extended90rd at 90), and the two SV98 mags share one name. Display names are not unique keys; use the asset name.

3c. Optics and Muzzle Devices

Asset Display Weight Grid Category
ID_10xScope 6-10x Scope MRAD 0.98 3x1 Sight
ID_10xScopeMoa 6-10x Scope MOA 0.98 3x1 Sight
ID_4xElcanSpectr 4x Elcan Spectr 0.66 2x1 Sight
ID_4xHybrid 4x Hybrid - 2x1 Sight
ID_6xScope 3-6x Scope - 2x1 Sight
ID_OPT_08 2.5x Combat Optic 0.4 2x1 Sight
ID_EotechHoloSight Holographic Sight 0.25 - Sight
ID_CantedIrons CantedIrons - - Sight
ID_MZL_04 GOL Multi-Caliber Suppressor 0.75 1x2 Muzzle
ID_MZL_05 SG Multi-Caliber Suppressor 0.6 1x2 Muzzle
ID_MZL_06 12 Gauge Suppressor 0.8 1x2 Muzzle (has gunsmith camera data)
ID_MZL_08 Hexagon 762 Suppressor 0.55 1x2 Muzzle
ID_MZL_09 PBS-4 Suppressor 0.8 1x2 Muzzle
ID_MZL_10 TGP-A Suppressor 5.45 0.7 1x2 Muzzle
ID_PWSCQB74 CQB 74 Brake 0.22 - Muzzle

3d. Foregrips, Grips, Handguards, Stocks

Asset Display Weight Category Notes
ID_FGP_02 TDG Vertical Foregrip 0.13 Grip -
ID_FGP_03 AFG Angled Foregrip 0.08 Grip -
ID_FGP_04 Grip Pod 0.26 Bipod Grid 1x2; uses AnimSet_FGP_04 (Attachments/Utilities)
ID_RK6_Grip RK6 Tactical Foregrip 1.05 Grip -
ID_AK74MIMIEGGrip (no display) - Grip ItemId ID.Item.AK74MIMIEGGrip
ID_ZenitHandguard (no display) - Handguard Child slot accepts Item.Attachment.Underbarrel (BlockPriority)
ID_ZenitStock (no display) - Stock -

3e. Weapon Components (test and in-development)

These are the sub-parts a weapon is built from. The base weapon definitions (e.g. the M4 receiver) are not in this folder (see section 12).

Folder Components
Weapons/AR ID_AR_01_BRL_02 (barrel, muzzle child slot), ID_AR_02_BRL_01 (barrel), ID_AR_02_GRP_05 (grip), ID_AR_02_HGD_04 “LVOA Handguard” (underbarrel child slot), ID_AR_02_STK_04 (stock)
Weapons/SMG ID_SMG_01_BRL_03 (barrel), ID_SMG_01_HGD_01 (handguard), ID_RS2Stock “RS2 Slim” (stock, ItemId ID.Item.SMG_01_STK_05)
Weapons/Pistol ID_Pistol_01_BRL_07 (barrel), ID_Pistol_01_GRP_01 (grip), ID_Pistol_01_HGD_02 (handguard), ID_Pistol_01_STK_01 (stock)
Weapons/LMG ID_LMG_01_BRL_06 (barrel)

4. Clothing and Equipment

4a. Backpacks and Pouch (Clothing/Backpacks, 10 items)

Container grid is listed as X x Y cells, and Filter is shown where present. “Sling” variants add a weapon-slot container (BlockPriority on Primary, Secondary, Sidearm, Specialist) with capacity 1.

Asset Display Weight Item grid Containers (grid, filter)
ID_Pouch Pouch 0.3 3x2 3 x 1x2 (BlockList)
ID_SmallBackpack Small Backpack 0.5 2x4 1 x 2x4
ID_MediumBackpack Medium Backpack 0.88 3x5 1 x 3x5
ID_MediumSlingBackpack Medium Backpack + Sling 4.0 3x5 2x5 weapon-slot (BlockPriority, cap 1) + 3x5
ID_LargeBackpack Large Backpack 1.5 4x6 1 x 4x6
ID_LargeSlingBackpack Large Backpack + Sling 1.5 4x6 2x5 weapon-slot (cap 1) + 4x6
ID_ExtraLargeSlingBackpack Large Backpack + 2 Slings 1.5 5x6 2x5 (cap 1) + 4x6 + 1x2 (cap 1)
ID_BPAK_005 Field Backpack 0.8 3x3 3 x 2x2
ID_BPAK_006 Assault Backpack 1.3 3x5 1x3, 3x5, 1x3
ID_BPAK_007 Halftrack Backpack 2.78 3x3 1x5, 4x5, 1x5

Note: Medium Backpack + Sling reads 4.0 weight against 0.88 for the plain Medium. The sling variants’ weight is far higher than the bag alone; the dump does not explain why.

4b. Tac Vests (Clothing/Vests, 3 items)

Asset Display Weight Grid Extra quick slots Equipped effect
ID_SmallTacVest Small Tac Vest 0.82 4x3 2 GE_Item_SmallTacVest_C
ID_MediumTacVest Medium Tac Vest 1.65 4x3 4 GE_Item_MediumTacVest_C
ID_LargeTacVest Large Tac Vest 3.6 4x3 6 GE_Item_LargeTacVest_C

Vests give no container of their own; their capacity comes from the quick-slot count.


5. Consumables and Medical Items

Property Bandage (ID_Bandage) Individual First Aid Kit (ID_SuperBandage)
Display Bandage Individual First Aid Kit
ItemId Id.Item.Bandage Id.Item.SuperBandage
Weight 0.08 0.16
Max stack 5 Not set
Grid not set (default) not set (default)
Heal (Attribute.Gameplay.Health) +35 per use, applied as delta +100 per use, applied as delta
Continuous use bContinuousUse = True Not extracted
Context tags Appliable.Context.HealSelf, Appliable.Context.HealFriendly Not extracted
Applied effect GE_UseAppliable_C GE_UseAppliable_C
Primary use tag Action.Appliable.PrimaryUse Not extracted
Secondary use Action.Appliable.Bandage.SecondaryUse, requires State.Player.Injured and State.Player.Vitality.Alive Action.Appliable.Bandage.SecondaryUse (same requirements, not fully extracted)
Holdable mesh SK_Bandage_Long (material MI_Bandage_Long) SK_Medkit_SuperBandage
Animation set AnimSet_Bandage AnimSet_SuperBandage
Audio ID_Bandage_Audio ID_IFAK_Audio
Spatial tracker Applies only to friendlies (bShouldOnlyApplyToFriendly = True); checks WorldGrid.Layer.Character Same class, same friendly-only setting

Input behaviour is shared: the primary-use input (Input.NamedActions.Appliable.PrimaryUse) maps to WDItemInputBehavior_ActivateAppliableAction with Action.Appliable.Bandage.PrimaryUse, secondary use maps to ...SecondaryUse, and the completion action is bound to the same two uses. Inspection (Action.Item.Inspect) is bound on the item too. The shared key set is IMC_Appliable (section 11).

Other consumable item (not decoded further): Placeables/AmmoCrate/ID_AmmoCrate (2x2 grid, a WDItemExtensionData_Placeable with collision size, placeable class and init data). Those three values are present in the dump but were not extracted.


6. Throwables (Throwable/Grenades)

Asset Display Weight ThrowableClass Throw velocity Resource used
ID_M67Grenade M67 Frag Grenade 0.4 B_FragGrenade 2500 Id.Item.M67Grenade x1
ID_M67Grenade_Gold Golden Grenade - B_GoldFragGrenade 2200 Id.Item.GoldM67Grenade x1

Both throws use Action.Throw.Primary. Pitch and velocity curves: CRV_ThrowPitch_Overarm, CRV_ThrowPitch_OverarmStrong, CRV_ThrowPitch_Underarm (pitch), and CRV_ThrowVelocity_OverarmStrong, CRV_ThrowVelocity_Underarm (velocity). DropSpawnOffset is (0, 0, -40) on the M67. The gold variant has no Weight property. Its drop and throw data share the M67 audio (ID_M67Grenade_Audio). Full throw action fields (VelocityCurve reference, bUseConsistentVelocity) are present in the dump but only partly decoded here.


7. Ammunition (Resources/Ammo)

7a. Calibers

Max stack is the inventory stack limit (MaxStackSize). Overrides apply to a slot tag (vehicle storage, vehicle type). Grid is the item footprint. Caliber rows: 98 primary assets in the folder (94 items, 3 audio assets, 1 debug projectile).

Caliber folder Variants Display Max stack Overrides Grid Projectile asset
120x570mm 1 120x570mm 5 - 3x2 DA_120x570mm_ProjectileData
120x800mm 1 120x800mm 10 - 3x2 DA_120x800mm_Standard_ProjectileData
122mm 1 122mm 3 - 6x2 DA_122mm_ProjectileData
125x570mm 1 125x570mm 5 - 3x2 DA_125x570mm_ProjectileData
12Guage 5 12g, 7mm Buckshot, Rifled Slug 24 - 2x1 DA_12g_RifledSlug, DA_7mmBuckshot
155mm 6 155mm, 155mm Standard (+SB), 155mm Expensive (+SB), 155mm (SB) 10 (SB Expensive: 30) - 3x2 DA_155mm_Standard, DA_155mm_Expensive (+SB variants)
20x102mm 1 20x102mm 100 - 2x2 DA_20x102mm
308 6 .308 (+T, AP, AP T, HP, HP T) 40 Vehicle.Storage 150 2x1 DA_308Winchester_ProjectileData
30mm 1 30mm 200 Vehicle.Storage 200 not set DA_30mm_ProjectileData
338NormaMagnum 6 .338 Winchester (+AP, HP, tracer variants) 30 - 2x1 DA_338Norman_ProjectileData
35x228mm 1 35x228mm 75 - 2x2 DA_35x228mm_ProjectileData
40mm 1 40mm 1 - 2x1 DA_40mm_ProjectileData
45ACP 6 .45 ACP (+AP, HP) 60 - 2x1 DA_45ACP_ProjectileData
45Colt 6 .45 Colt (+AP, HP, tracer) 30 - not set DA_45Colt_ProjectileData
50AE 6 .50 AE (+AP, HP, tracer) 30 - 2x1 DA_50AE_ProjectileData
50Cal 6 .50 Cal (+AP, HP, tracer) 20 (AP variants 30) Tracer: Vehicle.Storage 50, Type.Vehicle 50 2x1 DA_50Cal_ProjectileData
545mm 6 5.45mm (+AP, HP, tracer) 80 - 2x1 DA_545mm_ProjectileData
556mm 6 5.56mm (+AP, HP, tracer) 80 Vehicle.Storage 150 2x1 DA_556mm_ProjectileData
70mm 1 70mm not set - 3x1 DA_70mm_ProjectileData
72mm 1 72mm not set - 2x1 DA_72mm_ProjectileData
762mm 6 7.62mm (+AP, HP, tracer) 60 - 2x1 DA_762mm_ProjectileData
762x51mm 6 7.62x51mm 100 Type.Vehicle 150 2x1 DA_762x51mm_ProjectileData
762x54mm 6 7.62x54mm (+AP, HP, tracer) 40 Tracer variants: Vehicle.Storage 150, Type.Vehicle 150 2x1 DA_762x54mm_ProjectileData
84mm 1 84mm not set - 2x1 DA_84mm_ProjectileData
93mm 1 93mm not set - 3x1 DA_93mm_ProjectileData
9mm 6 9mm (+AP, HP, tracer) 100 (some 80) - 2x1 DA_9mm_ProjectileData
DebugHomingRocket 2 RocketTesting 84mm 99 - not set DA_DebugHomingRocketData (see 7c)
Rockets 1 (no display) not set - not set not set

Variant naming: the base round has no suffix, and the others add _ArmorPiercing, _HollowPoint, and _Tracer. Items with Sandbox in the ItemId (e.g. ID.Item.155mm.Sandbox, ID_155mm_SB) are test variants.

Weight (BHInventoryFragment_Weight) is set on only a handful of rounds: 120x570mm 24.0, 125x570mm 24.0, 35x228mm 1.56, 40mm 0.28, 155mm Expensive 42.0. The rest have no weight property. The unit is not stated.

7b. Ammo Item Data

Each round is a BHInventoryItemDefinition with a BHInventoryFragment_Stackable, a WDInventoryFragment_Projectile (pointing to a WDProjectileData in GameMechanics), a WDInventoryFragment_Audio, and a CustomShape. The projectile asset is outside this folder, so ballistics for ordinary rounds are not in this category.

7c. The One Decoded Projectile (DA_DebugHomingRocketData)

Field Value
ProjectileId Item.Caliber.84mm
BaseDamage 47
Damage tag Meta.Damage.Bullet.545mm
Length / Diameter / Mass 37 / 4 / 1
Drag model CT_Projectile_DragCoefficients row “GC (Cylinder)”
Typical speed / thrust speed 100000 / 20000
Max lifetime / total fuel / burn rate 20 s / 100 / 1.0
Guidance Guided, MaxTurnAngle 2.0
Tracer chance / penetration 1.0 / False
Gravity Not affected

8. Vehicle Items

8a. Vehicle Cargo (Vehicles/Storage)

Asset Display Container slot Container grid Filter
ID_VehicleStorageSmall Small Vehicle Storage Inventory.Slot.Vehicle.Storage 1x1 BlockList (none)
ID_VehicleStorageMedium Medium Vehicle Storage Inventory.Slot.Vehicle.Storage 1x1 BlockList (none)
ID_VehicleStorageIntermediate Intermediate Vehicle Storage Inventory.Slot.Vehicle.Storage 4x2 BlockList (none)
ID_VehicleStorageLarge Large Vehicle Storage Inventory.Slot.Vehicle.Storage 1x1 BlockList (Item.Ammo)

The Large storage refuses ammo. Its container is listed as 1x1 in the dump, which is unexpected for a large bin; treat the grid as reported.

8b. Vehicle Weapons and Turrets (Vehicles/Weapons, 16 items)

Each turret item is a BHInventoryItemDefinition with a BHInventoryFragment_SubSlotSupport whose single container accepts one caliber (AllowList on Item.Ammo plus Item.Caliber.*). The stack value is the container’s MaxSlotAmountStackSize, which reads as the ammo capacity for that mount (interpretation, see section 2a).

Asset Display Ammo caliber Stack
ID_Heavy_MountedMachineGun Machine Gun (Heavy tank MG) 556mm 150
ID_Humvee_RingTurret Machine Gun (Humvee ring) 556mm 150
ID_Ural_Turret Machine Gun (Ural) 556mm 150
ID_VehicleRingTurret Machine Gun 556mm 150
ID_VehicleTurretMachineGun Machine Gun 308Win 150
ID_VehicleHelicopterCannon Machine Gun (helicopter cannon) 30mm 150
ID_VehicleHelicopterRockets Rockets 122mm 12
ID_VehicleHelicopterRockets_ROT_03 Rockets (ROT_03) 122mm 6
ID_VehicleTurretAntiair Anti-Air Turret 35x228mm 150
ID_VehicleTurretArtillery Artillery Turret 155mm 1
ID_VehicleTurretArtillery_SB Artillery Turret (sandbox) 155mm 1
ID_VehicleTurretHeavy Heavy Turret 120x570mm 1
ID_MountedMachineGun_TNK_04 Machine Gun 50Cal 60
ID_VehicleTurretMachineGun_TNK_04 Machine Gun 762x54mm 150
ID_VehicleTurret_TNK_04 Heavy Turret 125x570mm 1
ID_WHL_08_RingTurret Machine Gun 50Cal 60

8c. Launcher Test Barrels (Weapons/Launcher)

Asset Display Weight Notes
ID_ArtilleryBarrelTest Artillery Barrel Test 50 Ranged-weapon extension: default Attribute.Gameplay.Weapon.AimTime 0.5, damage tag Meta.Damage.Weapon.Vehicle.Turret.Artillery, weapon stats asset DA_ArtilleryBarrelTest_Stats (not in dump)
ID_TankBarrelTest Tank Barrel Test (ItemId Id.Item.LeapordBarrel) 50 Chamber and muzzle child slots, AllowList

These two are the only items with a WDItemExtensionData_RangedWeapon, and their stats are in an external asset.

8d. Fists (Weapons/Fists)

ID_Fists (ItemId Id.Item.Fists). Melee damage tag Meta.Damage.Utility.Fists. Player effect GE_Player_Fists. Input context IMC_Fists. Animation set AnimSet_Fists. Aim-assist extension references DA_AimAssistSettings_Melee and DA_AimAssistFilter. The two test barrels in section 8c carry the same extension type.


9. Aim Assist (Weapons/DA_AimAssistSettings_*)

Eight weapon-class settings and one shared filter. Values are as stored, with no units given. Blank means the key is absent for that class.

Key Filter AR LMG Melee Pistol RPG SMG SR Shotgun
TargetRange 30000 30000 30000 800 - 0 20000 40000 20000
AssistInnerReticleWidth - 900 900 24 300 0 600 1200 600
AssistInnerReticleHeight - 720 720 19.2 240 0 480 960 480
AssistOuterReticleWidth - 2700 2700 72 900 0 1800 3600 1800
AssistOuterReticleHeight - 2160 2160 57.6 720 0 1440 2880 1440
TargetingReticleWidth - 2700 2700 72 900 0 1800 3600 1800
TargetingReticleHeight - 2160 2160 57.6 720 0 1440 2880 1440
ReticleDepth - 30000 30000 800 10000 0 20000 40000 20000
MaxNumberOfTargets - 8 8 8 8 8 8 8 8
MinAssistWeight - 0.125 0.125 0.125 0.125 0.125 0.125 0.125 0.125
SensitivityScaleADS - 1.0 1.0 1.0 1.0 0 1.0 1.0 1.0
PullInnerStrengthHip - 1.0 1.0 1.0 1.0 0 1.0 0 1.0
SlowOuterStrengthAds - 0.3 0.3 0 0.3 0 0.3 0.2 0.3
PullInnerStrengthAds - 2.0 2.0 0 2.0 0 2.0 2.0 2.0
PullOuterStrengthHip - - - - - 0 - 0 -
SlowInnerStrengthHip - - - 0.36 - 0 - 0 -
PullOuterStrengthAds - 1.0 1.0 0 1.0 0 1.0 1.0 1.0
SlowInnerStrengthAds - 0.6 0.6 0 0.6 0 0.6 0.4 0.6
SlowOuterStrengthHip - 0.3 0.3 0.19 0.3 0 0.3 0 0.3
PullLerpInRate / OutRate - 10 / 8 10 / 8 10 / 8 10 / 8 0 10 / 8 10 / 8 10 / 8
SlowLerpInRate / OutRate - 10 / 8 10 / 8 10 / 8 10 / 8 0 10 / 8 10 / 8 10 / 8
PullMaxRotationRate - 90 90 90 90 - 90 90 90
SlowMinRotationRate - - - - - - - - -
PullMode - - - - - Off - - -
PullModeADS - - - - - Off - - -
TargetWeightCurve - C_AimAssistTargetWeightCurve (shared)              

Curves referenced per class (values not in this category): the hipfire PullStrengthDistanceCurve and SlowStrengthDistanceCurve now point to the shared C_AimAssistPullStrengthDistanceCurve_Default and C_AimAssistSlowStrengthDistanceCurve_Default for AR, LMG, Melee, Pistol, SMG and Shotgun. The ADS variants stay per class, and SR keeps its _Sniper curves. Every class except RPG now uses C_AimAssistReticleEdgeFalloff_Default for its reticle edge falloff. The SR uses C_AimAssistPullStrengthDistanceCurve_Sniper for ADS. Two curve names have a missing underscore: C_AimAssistSlowStrengthDistanceCurvePistol_ADS and C_AimAssistSlowStrengthDistanceCurveShotgun_ADS. These are the names as stored.

The RPG setting is zero across most fields, and RPG has PullMode set to Off. SR no longer sets PullMode, and Melee no longer sets PullModeADS. Whether assist is intentionally disabled for those classes cannot be confirmed from the dump.

Pull modes and gating (round 41, static). PullMode (hip) and PullModeADS pick one of four modes through the byte pair at settings +0x441/+0x442, indexed by whether the player is aiming (0x6765BF0): All pulls while the player gives move or look input, MovementOnly only with move input, LookOnly only with look input, Off never. The input thresholds are read as the settings floats at +0x3B8 (look, constructor default 0.25, 0.1 in every cooked weapon class that sets it) and +0x3BC (move, 0.1 where set; its constructor default was not read); with bRequireInput (+0x440, true by default, 0x67612C9) the pull needs input above its threshold. Native constructor defaults (0x6760E9E): PullMode and PullModeADS = All, bRequireInput true, bApplyStrafePullScale true, StrengthScale 1.0. In the cooked classes only RPG sets PullMode / PullModeADS (both Off, StrengthScale 0, slowing, dynamic slow and strafe scale off); the other seven classes take the default All (Melee omits both thresholds and keeps the constructor values). The target-data struct FBHAimAssistTargetData (0xA0 bytes) is opaque in the SDK; its use is inside 0x6765BF0 (160-byte elements with weight at +108, flags at +128 and +130), which sums weighted per-target pull vectors, applies the rate limits PullLerpInRate/PullLerpOutRate/PullMaxRotationRate and multiplies by StrengthScale (+0x43C).

Other settings: bFOVReticleScaling is False for every class that sets it. bApplySlowing, bUseDynamicSlow, and bApplyStrafePullScale appear only on the RPG and are False. Every class sets MaxNumberOfTargets = 8.


10. Placed and Other Items

Asset Display Grid Notes
ID_AmmoCrate Ammo Crate 2x2 Placeable with collision size, placeable class and init data (values not extracted)

11. Curves, Curve Tables, and Shared Input

Group Count Assets
Throw curves (Throwable/Curves) 5 CurveFloat CRV_ThrowPitch_Overarm (4 keys), CRV_ThrowPitch_OverarmStrong (4), CRV_ThrowPitch_Underarm (8), CRV_ThrowVelocity_OverarmStrong (3), CRV_ThrowVelocity_Underarm (4)
ADS curves (Weapons/Curves/ADS) 6 CurveFloat CF_Animation_ADSIn_Curve, CF_Animation_ADSIn_Linear, CF_Animation_ADSOut_Curve, CF_Animation_ADSOut_Linear, CF_Animation_ADSIn_WEPN_029_Curve, and one more not listed in this pass
Aim sway (Weapons/Curves/AimSway/*) 15 CurveFloat Per-class sway multipliers (CRV_WeaponAnimSwayMultiplier_AR_Harsh, _AR_Moderate, _Bow, _DMR_Harsh, _LMG_Harsh, _Launcher, _SMG, _Shotgun, and others), plus CF_AimSway_Stabilization_PlayerSpeed and _SR
Curve tables 2 CT_Weapon_Spread (Weapons/Curves), with rows per stance: Launcher.Stand, Launcher.Crouch, Launcher.Prone. CT_Projectile_DragCoefficients (Resources/Ammo/Curves), with rows such as “GC (Cylinder)”.
Input mapping 1 IMC_Appliable (UDataAsset; primary-use, secondary-use and inspect keys for consumables)

12. Combining Values

  • Magazine rounds available = the magazine’s container MaxSlotAmountStackSize (section 2a). Ammo stacks inside the magazine’s container and is limited by that container’s allow list (the caliber tag).
  • Inventory stack size for a round = MaxStackSize, unless the slot tag is listed in MaxStackSizeOverrides. For ammo, Vehicle.Storage and Type.Vehicle override to 150 on the 308, 556mm, 762x51mm and 762x54mm tracer lines, and to 50 on the .50 Cal tracer. The 30mm round overrides Vehicle.Storage to 200.
  • Carry weight = BHInventoryFragment_Weight.Weight (unit not stated). Items with no weight property have no value in the dump, so their total cannot be read from this category.
  • Attachment on a weapon = the attachment’s AttachmentType tag must match a weapon child slot’s ContainerIdentifier, and the attachment’s bone comes from its archetype (section 3a).
  • Aim assist per shot = the weapon-class settings (section 9) combined with the class’s distance curves; the curve values are outside this category.

13. Still Not Pulled / Limitations

  • Base weapon definitions are absent. Weapons/AR holds only components. The receiver and full gun items (M4, AK74-M, Glock 17, Vector, M249, and so on) are not in this folder, so per-weapon fire rate, damage, and recoil are not here.
  • Weapon stats and projectile ballistics are external. WDWeaponStatsData (e.g. DA_ArtilleryBarrelTest_Stats) and every WDProjectileData except DA_DebugHomingRocketData live in other folders, so damage and velocity for ordinary rounds are not in this category.
  • Weight unit not stated. The dump gives values (0.08 to 42.0) without a unit. Assume it is the game’s internal weight unit until confirmed.
    • See docs/UNITS.md for the project-wide units reference (UE 5.7 defaults + Wardogs-specific suffixes).
  • Weight missing on most items. Only 47 of 193 items have a weight value. The other items carry the fragment but no property, so the default is unknown.
  • Grid orientation not confirmed. CustomShape.Dimensions and GridSize are read as X x Y. Whether X is columns or rows is not verified.
  • Magazine capacity is an inference. MaxSlotAmountStackSize on a magazine container matches the magazine’s name in every case checked, but the dump does not label it as capacity.
  • Unnamed property keys omitted. Keys of the form _aaa… (21 letters a–p; _aaa..._$HEX$_$N$ before 2026-10-18; several per aim-assist asset and a few on containers) are internal and were skipped. Their meaning is unknown.
    • SDK (2026-10-16): aim-assist asset classes live in BHAimAssist. Key resolved types:
      • EBHAimAssistPullMode enum (5 values): All = 0, MovementOnly = 1, LookOnly = 2, Off = 3, EBHAimAssistPullMode_MAX = 4 — this is the enum behind any “pull mode” field in aim-assist exports
      • FBHAimAssistTargetOptions struct (0x30 bytes): AssociatedTags (FGameplayTagContainer) + bIsActive (bool) + padding
      • FBHAimAssistTargetData struct (0xA0 bytes): Dumper-7 was unable to resolve any inner field names — remains opaque via static means
    • Per-asset _aaa… keys are Blueprint-generated property names that even Dumper-7 could not symbolicate against; resolving each would require per-asset context.
  • Display names missing on 14 items. Some have no DisplayName, and where a DisplayName exists only the SourceString is shown; the localization table is not dumped.
  • Holdable and placeable details not decoded. Holdable mesh, animation and crosshair fields are only partly summarised. The ammo crate’s placeable class and init data were not extracted.
  • Full throw and consumable action data. The AppliableActionData and ThrowActions arrays are present but only partly decoded (required states, velocity curve references).
  • Aim-assist RPG and SR zeros. Several fields are 0 or absent for RPG and SR. The dump does not say whether those classes are intentionally unassisted.
  • Vehicle container sizes. The Large Vehicle Storage container is reported as 1x1 with an ammo block. The dump does not say whether that matches the in-game footprint.

Resources and ammunition

The Resources folder holds 94 item definitions, almost all ammunition, plus 5 support assets (3 audio data assets, one projectile data asset and one curve table) that are not items and have no row. The table lists each item definition with its tag, display name, stack size, inventory shape, weight, caliber and vendor price where the data sets them.

Data (generated from the JSON; — means the value is not in the export, not zero):

| Asset | Folder | Item tag | Display name | Kind | Max stack | Inventory (X x Y) | Weight | Caliber tag | Vendor price | |—|—|—|—|—|—|—|—|—|—| | ID_120x570mm | Ammo/120x570mm | ID.Item.120x570mm | 120mm HEAT-MP Shell | ammo | 5 | 3 x 2 | 24 | Item.Caliber.120x570mm | 210 | | ID_120x800mm | Ammo/120x800mm | Id.Item.120x800mm | 81mm | ammo | 10 | 3 x 2 | — | Item.Caliber.120x800mm | 600 | | ID_122mm | Ammo/122mm | Id.Item.122mm | 122mm HE Rocket | ammo | 3 | 6 x 2 | — | Item.Caliber.122mm | 450 | | ID_125x570mm | Ammo/125x570mm | ID.Item.125x570mm | 125mm HEAT-MP Shell | ammo | 5 | 3 x 2 | 24 | Item.Caliber.125x570mm | 210 | | ID_12g | Ammo/12Guage | Id.Item.12g | 12g | ammo | 24 | 2 x 1 | — | Item.Caliber.12g | — | | ID_7mmBuckshot | Ammo/12Guage/7mmBuck | Id.Item.12g.7mmBuck | 12g 7mm Buckshot | ammo | 24 | 2 x 1 | — | Item.Caliber.12g | 60 | | ID_12g_RifledSlug | Ammo/12Guage/Slug | Id.Item.12g.RifledSlug | 12g Rifled Slug | ammo | 24 | 2 x 1 | — | Item.Caliber.12g | 200 | | ID_155mm | Ammo/155mm | ID.Item.155mm | 155mm HE Shell | ammo | — | 3 x 2 | — | Item.Caliber.155mm | 200 | | ID_155mm_Expensive | Ammo/155mm | ID.Item.155mm.Expensive | 155mm HE Shell | ammo | — | 3 x 2 | 42 | Item.Caliber.155mm.Expensive | 120 | | ID_155mm_Expensive_SB | Ammo/155mm | ID.Item.155mm.Expensive.Sandbox | 155mm Expensive (SB) | ammo | 30 | 3 x 2 | — | Item.Caliber.155mm.Expensive | 600 | | ID_155mm_SB | Ammo/155mm | ID.Item.155mm.Sandbox | 155mm (SB) | ammo | 10 | 3 x 2 | — | Item.Caliber.155mm | 600 | | ID_155mm_Standard | Ammo/155mm | ID.Item.155mm.Standard | 155mm HE Shell | ammo | 10 | 3 x 2 | — | Item.Caliber.155mm.Standard | 120 | | ID_155mm_Standard_SB | Ammo/155mm | ID.Item.155mm.Standard.Sandbox | 155mm Standard (SB) | ammo | 10 | 3 x 2 | — | Item.Caliber.155mm.Standard | 600 | | ID_20x102mm | Ammo/20x102mm | Id.Item.20x102mm | 20x102mm | ammo | 100 | 2 x 2 | — | Item.Caliber.20x102mm | 600 | | ID_308 | Ammo/308 | Id.Item.308Win | .308 Win | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.308Win | 40 | | ID_308_ArmorPiercing | Ammo/308 | Id.Item.308Win.ArmorPiercing | .308 Win Armor Piercing (AP) | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.308Win | 180 | | ID_308_ArmorPiercing_Tracer | Ammo/308 | Id.Item.308Win.ArmorPiercing.Tracer | .308 Win Armor Piercing (AP) | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.308Win | 180 | | ID_308_HollowPoint | Ammo/308 | Id.Item.308Win.HollowPoint | .308 Win | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.308Win | 70 | | ID_308_HollowPoint_Tracer | Ammo/308 | Id.Item.308Win.HollowPoint.Tracer | .308 Win Flesh Damage (HP) | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.308Win | 70 | | ID_308_Tracer | Ammo/308 | Id.Item.308Win.Tracer | .308 Win Standard (FMJ) | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.308Win | 40 | | ID_30mm | Ammo/30mm | Id.Item.30mm | 30mm HE Cannon | ammo | 50 (overrides: Inventory.Slot.Vehicle.Storage 200) | 2 x 2 | — | Item.Caliber.30mm | 500 | | ID_338Nor_ArmorPiercing | Ammo/338NormaMagnum | Id.Item.338Nor.ArmourPiercing | .338 AP | ammo | 30 | 2 x 1 | — | Item.Caliber.338Nor | — | | ID_338Nor_HollowPoint | Ammo/338NormaMagnum | Id.Item.338Nor.HollowPoint | .338 HP | ammo | 30 | 2 x 1 | — | Item.Caliber.338Nor | — | | ID_338Nor_HollowPoint_Tracer | Ammo/338NormaMagnum | Id.Item.338Nor.HollowPoint.Tracer | .338 HP (T) | ammo | 30 | 2 x 1 | — | Item.Caliber.338Nor | — | | ID_338Nor_Tracer | Ammo/338NormaMagnum | Id.Item.338Nor.Tracer | .338 (T) | ammo | 30 | 2 x 1 | — | Item.Caliber.338Nor | — | | ID_338Norm_ArmorPiercing_Tracer | Ammo/338NormaMagnum | Id.Item.338Nor.ArmourPiercing.Tracer | .338 AP (T) | ammo | 30 | 2 x 1 | — | Item.Caliber.338Nor | — | | ID_338NormaMagnum | Ammo/338NormaMagnum | Id.Item.338Nor | .338 | ammo | 30 | 2 x 1 | — | Item.Caliber.338Nor | — | | ID_35x228mm | Ammo/35x228mm | ID.Item.35x228mm | 35x228mm Anti-Air Cannon | ammo | 75 | 2 x 2 | 1.56 | Item.Caliber.35x228mm | 200 | | ID_40mm | Ammo/40mm | Id.Item.40mm | 40mm | ammo | 1 | 2 x 1 | 0.28 | Item.Caliber.40mm | 100 | | ID_45ACP | Ammo/45ACP | Id.Item.45ACP | .45 ACP | ammo | 60 | 2 x 1 | — | Item.Caliber.45ACP | 10 | | ID_45ACP_ArmorPiercing | Ammo/45ACP | Id.Item.45ACP.ArmorPiercing | .45 ACP Armor Piercing (AP) | ammo | 60 | 2 x 1 | — | Item.Caliber.45ACP | 20 | | ID_45ACP_ArmorPiercingTracer | Ammo/45ACP | Id.Item.45ACP.ArmorPiercing.Tracer | .45 ACP Armor Piercing (AP) | ammo | 60 | 2 x 1 | — | Item.Caliber.45ACP | 20 | | ID_45ACP_HollowPoint | Ammo/45ACP | Id.Item.45ACP.HollowPoint | .45 ACP Flesh Damage (HP) | ammo | 60 | 2 x 1 | — | Item.Caliber.45ACP | 15 | | ID_45ACP_HollowPointTracer | Ammo/45ACP | Id.Item.45ACP.HollowPoint.Tracer | .45 ACP Flesh Damage (HP) | ammo | 60 | 2 x 1 | — | Item.Caliber.45ACP | 15 | | ID_45ACP_Tracer | Ammo/45ACP | Id.Item.45ACP.Tracer | .45 ACP Standard (FMJ) | ammo | 60 | 2 x 1 | — | Item.Caliber.45ACP | 10 | | ID_45Colt | Ammo/45Colt | Id.Item.45Colt | .45 Colt | ammo | 30 | — | — | Item.Caliber.45Colt | 33 | | ID_45Colt_ArmorPiercing | Ammo/45Colt | Id.Item.45Colt.ArmorPiercing | .45 Colt Armor Piercing (AP) | ammo | 30 | — | — | Item.Caliber.45Colt | 66 | | ID_45Colt_ArmorPiercing_Tracer | Ammo/45Colt | Id.Item.45Colt.ArmorPiercing.Tracer | .45 Colt Armor Piercing (AP) | ammo | 30 | — | — | Item.Caliber.45Colt | 66 | | ID_45Colt_HollowPoint | Ammo/45Colt | Id.Item.45Colt.HollowPoint | .45 Colt Flesh Damage (HP) | ammo | 30 | — | — | Item.Caliber.45Colt | 50 | | ID_45Colt_HollowPoint_Tracer | Ammo/45Colt | Id.Item.45Colt.HollowPoint.Tracer | .45 Colt Flesh Damage (HP) | ammo | 30 | — | — | Item.Caliber.45Colt | 50 | | ID_45Colt_Tracer | Ammo/45Colt | Id.Item.45Colt.Tracer | .45 Colt Standard (FMJ) | ammo | 30 | — | — | Item.Caliber.45Colt | 33 | | ID_50AE | Ammo/50AE | Id.Item.50AE | 50AE | ammo | 30 | 2 x 1 | — | Item.Caliber.50AE | 20 | | ID_50AE_ArmorPiercing | Ammo/50AE | Id.Item.50AE.ArmorPiercing | 50AE Armor Piercing (AP) | ammo | 30 | 2 x 1 | — | Item.Caliber.50AE | 90 | | ID_50AE_ArmorPiercing_Tracer | Ammo/50AE | Id.Item.50AE.ArmorPiercing.Tracer | 50AE Armor Piercing (AP) | ammo | 30 | 2 x 1 | — | Item.Caliber.50AE | 90 | | ID_50AE_HollowPoint | Ammo/50AE | Id.Item.50AE.HollowPoint | 50AE Flesh Damage (HP) | ammo | 30 | 2 x 1 | — | Item.Caliber.50AE | 35 | | ID_50AE_HollowPoint_Tracer | Ammo/50AE | Id.Item.50AE.HollowPoint.Tracer | 50AE Flesh Damage (HP) | ammo | 30 | 2 x 1 | — | Item.Caliber.50AE | 35 | | ID_50AE_Tracer | Ammo/50AE | Id.Item.50AE.Tracer | 50AE Standard (FMJ) | ammo | 30 | 2 x 1 | — | Item.Caliber.50AE | 20 | | ID_50Cal | Ammo/50Cal | Id.Item.50Cal | .50Cal | ammo | 20 | 2 x 1 | — | Item.Caliber.50Cal | 250 | | ID_50Cal_ArmorPiercing | Ammo/50Cal | Id.Item.50Cal.ArmorPiercing | .50 Cal AP | ammo | 30 | 2 x 1 | — | Item.Caliber.50Cal | 500 | | ID_50Cal_ArmorPiercing_Tracer | Ammo/50Cal | Id.Item.50Cal.ArmorPiercing.Tracer | .50 Cal AP (T) | ammo | 30 | 2 x 1 | — | Item.Caliber.50Cal | 500 | | ID_50Cal_HollowPoint | Ammo/50Cal | Id.Item.50Cal.HollowPoint | .50 Cal HP | ammo | 30 | 2 x 1 | — | Item.Caliber.50Cal | 375 | | ID_50Cal_HollowPoint_Tracer | Ammo/50Cal | Id.Item.50Cal.HollowPoint.Tracer | .50 Cal HP (T) | ammo | 30 | 2 x 1 | — | Item.Caliber.50Cal | 375 | | ID_50Cal_Tracer | Ammo/50Cal | Id.Item.50Cal.Tracer | .50Cal Standard (FMJ) | ammo | 20 (overrides: Inventory.Slot.Vehicle.Storage 50, Inventory.Type.Vehicle 50) | 2 x 1 | — | Item.Caliber.50Cal | 250 | | ID_545mm | Ammo/545mm | Id.Item.545mm | 5.45x39mm | ammo | 80 | 2 x 1 | — | Item.Caliber.545mm | 15 | | ID_545mm_ArmorPiercing | Ammo/545mm | Id.Item.545mm.ArmorPiercing | 5.45mm Armor Piercing (AP) | ammo | 80 | 2 x 1 | — | Item.Caliber.545mm | 40 | | ID_545mm_ArmorPiercing_Tracer | Ammo/545mm | Id.Item.545mm.ArmorPiercing.Tracer | 5.45mm Armor Piercing (AP) | ammo | 80 | 2 x 1 | — | Item.Caliber.545mm | 40 | | ID_545mm_HollowPoint | Ammo/545mm | Id.Item.545mm.HollowPoint | 5.45mm Flesh Damage (HP) | ammo | 80 | 2 x 1 | — | Item.Caliber.545mm | 25 | | ID_545mm_HollowPoint_Tracer | Ammo/545mm | Id.Item.545mm.HollowPoint.Tracer | 5.45mm Flesh Damage (HP) | ammo | 80 | 2 x 1 | — | Item.Caliber.545mm | 25 | | ID_545mm_Tracer | Ammo/545mm | Id.Item.545mm.Tracer | 5.45mm Standard (FMJ) | ammo | 80 | 2 x 1 | — | Item.Caliber.545mm | 15 | | ID_556mm | Ammo/556mm | Id.Item.556mm | 5.56x45mm | ammo | 80 (overrides: Inventory.Slot.Vehicle.Storage 150) | 2 x 1 | — | Item.Caliber.556mm | 15 | | ID_556mm_ArmorPiercing | Ammo/556mm | Id.Item.556mm.ArmorPiercing | 5.56mm Armor Piercing (AP) | ammo | 80 (overrides: Inventory.Slot.Vehicle.Storage 150) | 2 x 1 | — | Item.Caliber.556mm | 40 | | ID_556mm_ArmorPiercing_Tracer | Ammo/556mm | Id.Item.556mm.ArmorPiercing.Tracer | 5.56mm Armor Piercing (AP) | ammo | 80 (overrides: Inventory.Slot.Vehicle.Storage 150) | 2 x 1 | — | Item.Caliber.556mm | 40 | | ID_556mm_HollowPoint | Ammo/556mm | Id.Item.556mm.HollowPoint | 5.56mm Flesh Damage (HP) | ammo | 80 (overrides: Inventory.Slot.Vehicle.Storage 150) | 2 x 1 | — | Item.Caliber.556mm | 25 | | ID_556mm_HollowPoint_Tracer | Ammo/556mm | Id.Item.556mm.HollowPoint.Tracer | 5.56mm Flesh Damage (HP) | ammo | 80 (overrides: Inventory.Slot.Vehicle.Storage 150) | 2 x 1 | — | Item.Caliber.556mm | 25 | | ID_556mm_Tracer | Ammo/556mm | Id.Item.556mm.Tracer | 5.56mm Standard (FMJ) | ammo | 80 (overrides: Inventory.Slot.Vehicle.Storage 150) | 2 x 1 | — | Item.Caliber.556mm | 15 | | ID_70mm | Ammo/70mm | ID.Item.70mm | 70mm | ammo | — | 3 x 1 | — | Item.Caliber.70mm | — | | ID_72mm | Ammo/72mm | Id.Item.72mm | 72mm | ammo | — | 2 x 1 | — | Item.Caliber.72mm | 600 | | ID_762mm | Ammo/762mm | Id.Item.762mm | 7.62x39mm | ammo | 60 | 2 x 1 | — | Item.Caliber.762mm | 40 | | ID_762mm_ArmorPiercing | Ammo/762mm | Id.Item.762mm.ArmorPiercing | 7.62mm Armor Piercing (AP) | ammo | 60 | 2 x 1 | — | Item.Caliber.762mm | 150 | | ID_762mm_ArmorPiercing_Tracer | Ammo/762mm | Id.Item.762mm.ArmorPiercing.Tracer | 7.62mm Armor Piercing (AP) | ammo | 60 | 2 x 1 | — | Item.Caliber.762mm | 150 | | ID_762mm_HollowPoint | Ammo/762mm | Id.Item.762mm.HollowPoint | 7.62mm Flesh Damage (HP) | ammo | 60 | 2 x 1 | — | Item.Caliber.762mm | 90 | | ID_762mm_HollowPoint_Tracer | Ammo/762mm | Id.Item.762mm.HollowPoint.Tracer | 7.62mm Flesh Damage (HP) | ammo | 60 | 2 x 1 | — | Item.Caliber.762mm | 90 | | ID_762mm_Tracer | Ammo/762mm | Id.Item.762mm.Tracer | 7.62mm Standard (FMJ) | ammo | 60 | 2 x 1 | — | Item.Caliber.762mm | 40 | | ID_762x51mm | Ammo/762x51mm | Id.Item.762x51mm | 7.62x51mm | ammo | 100 (overrides: Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x51mm | 300 | | ID_762x51mm_ArmorPiercing | Ammo/762x51mm | Id.Item.762x51mm.ArmorPiercing | 7.62x51mm Armor Piercing (AP) | ammo | 100 (overrides: Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x51mm | — | | ID_762x51mm_ArmorPiercing_Tracer | Ammo/762x51mm | Id.Item.762x51mm.ArmorPiercing.Tracer | 7.62x51mm Armor Piercing (AP) | ammo | 100 (overrides: Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x51mm | 250 | | ID_762x51mm_HollowPoint | Ammo/762x51mm | Id.Item.762x51mm.HollowPoint | 762x51mm Flesh Damage (HP) | ammo | 100 (overrides: Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x51mm | — | | ID_762x51mm_HollowPoint_Tracer | Ammo/762x51mm | Id.Item.762x51mm.HollowPoint.Tracer | 762x51mm Flesh Damage (HP) | ammo | 100 (overrides: Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x51mm | — | | ID_762x51mm_Tracer | Ammo/762x51mm | Id.Item.762x51mm.Tracer | 7.62x51mm Standard (FMJ) | ammo | 100 (overrides: Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x51mm | 200 | | ID_762x54mm | Ammo/762x54mm | Id.Item.762x54mm | 7.62x54mm | ammo | 40 | 2 x 1 | — | Item.Caliber.762x54mm | 30 | | ID_762x54mm_ArmorPiercing | Ammo/762x54mm | Id.Item.762x54mm.ArmorPiercing | 7.62x54mm Armor Piercing (AP) | ammo | 40 | 2 x 1 | — | Item.Caliber.762x54mm | 90 | | ID_762x54mm_ArmorPiercing_Tracer | Ammo/762x54mm | Id.Item.762x54mm.ArmorPiercing.Tracer | 7.62x54mm Armor Piercing (AP) | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x54mm | 90 | | ID_762x54mm_HollowPoint | Ammo/762x54mm | Id.Item.762x54mm.HollowPoint | 7.62x54mm Flesh Damage (HP) | ammo | 40 | 2 x 1 | — | Item.Caliber.762x54mm | 55 | | ID_762x54mm_HollowPoint_Tracer | Ammo/762x54mm | Id.Item.762x54mm.HollowPoint.Tracer | 7.62x54mm Flesh Damage (HP) | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x54mm | 55 | | ID_762x54mm_Tracer | Ammo/762x54mm | Id.Item.762x54mm.Tracer | 7.62x54mm Standard (FMJ) | ammo | 40 (overrides: Inventory.Slot.Vehicle.Storage 150, Inventory.Type.Vehicle 150) | 2 x 1 | — | Item.Caliber.762x54mm | 30 | | ID_84mm | Ammo/84mm | Id.Item.84mm | 84mm | ammo | — | 2 x 1 | 3.5 | Item.Caliber.84mm | 200 | | ID_93mm | Ammo/93mm | Id.Item.93mm | 93mm | ammo | — | 3 x 1 | 2.6 | Item.Caliber.93mm | 200 | | ID_9mm | Ammo/9mm | Id.Item.9mm | 9x19mm | ammo | 80 | 2 x 1 | — | Item.Caliber.9mm | 10 | | ID_9mm_ArmorPiercing | Ammo/9mm | Id.Item.9mm.ArmorPiercing | 9mm Armor Piercing (AP) | ammo | 100 | 2 x 1 | — | Item.Caliber.9mm | 20 | | ID_9mm_ArmorPiercing_Tracer | Ammo/9mm | Id.Item.9mm.ArmorPiercing.Tracer | 9mm Armor Piercing (AP) | ammo | 100 | 2 x 1 | — | Item.Caliber.9mm | 20 | | ID_9mm_HollowPoint | Ammo/9mm | Id.Item.9mm.HollowPoint | 9mm Flesh Damage (HP) | ammo | 100 | 2 x 1 | — | Item.Caliber.9mm | 15 | | ID_9mm_HollowPoint_Tracer | Ammo/9mm | Id.Item.9mm.HollowPoint.Tracer | 9mm Flesh Damage (HP) | ammo | 100 | 2 x 1 | — | Item.Caliber.9mm | 15 | | ID_9mm_Tracer | Ammo/9mm | Id.Item.9mm.Tracer | 9mm Standard (FMJ) | ammo | 100 | 2 x 1 | — | Item.Caliber.9mm | 10 | | ID_DebugHomingRocket_Ammo | Ammo/DebugHomingRocket | Id.Item.DebugHomingRocketAmmo | RocketTesting 84mm | ammo | 99 | — | — | Item.Caliber.84mm | — |

Source: Wardogs/Content/Items/Resources/ (99 .json, 94 item definitions). Display names from Wardogs/Content/UI/Data/Entities/ and prices from the vendor tables under NPCs/Vendor/. Generated by _tools/resource_tables.py.


Source files: Wardogs/Content/Items/ (259 .json).

Change log

Date Change
2026-10-18 data/ re-exported with the v2 usmap (names only; values unchanged): the aim-assist rows in §9 and the Season 02 notes use the corrected Pull/Slow Inner/Outer Hip/Ads names. The values did not move; the first export had put the wrong names on them.
2026-10-22 Linked the new Item Shop page (shop and entity tables for every non-weapon item, generated by _tools/item_shop_tables.py).
2026-10-22 Added the Resources and ammunition section: one row per item definition in Items/Resources/, generated by _tools/resource_tables.py.
2026-10-18 Round-6 verifier corrections: SupportFilter has a fourth mode, AllowPriority (unused in data); DefaultItems is used only when DefaultContainerItems is empty (0x6784010), so the M4 Standard Mag loads Id.Item.556mm.Tracer.