Wardogs: Explosives Reference (what every explosive does, in numbers)
One page for every explosion in the export: hand grenades, the 40 mm grenade, launcher rockets, vehicle cannon and rocket shells, artillery, the drone, the explosive arrow, C4, IED, AT mine, Claymore and the Molotov burst. The tables are generated by _tools/explosive_tables.py (--write) from numbers that other pages already document; this page only joins them. The item side (price, weight, throw velocity) is on Item Shop section 4 and Weapon Shop (launchers).
Which props these explosions can demolish (damage-source tags and minimum distances per ruleset) is on Demolition Assets, rulesets.
Sources and labels
| Label | Source |
|---|---|
| Data | Projectile assets (WDProjectileData under Content/GameMechanics/Inventory/Equipment/Caliber, plus the drone, arrow, 70 mm and TV-guided assets): BaseDamage, ExplosiveRadius, EffectiveExplosiveRadius, ExplosiveDamageFallOff, MinimumExplosiveDamage, bPreferUpwardsTrace, ExplosiveBluntDamage, bHasArmingDelay / ArmingDelay. Thrown and placed actors: the reviewed defaults in assets/data/explosive-actors.json (evidence). Rule rows: DT_GlobalDamage_InfantryData, DT_GlobalDamage_VehicleData*. |
| Native | The radial amount rule, the Inner/Outer ring tags, the line-of-sight and trace behavior, and thrown-contact damage: Damage Pipeline section 1.1 (radial falloff, radial distance and gather, projectile blast context). Not repeated here. |
| Derived | Every damage-to-target column: the amounts above run through the existing code paths (_tools/infantry_tables.py rule evaluation for characters, _tools/damage_tables.py rule factor and section routing for vehicles). |
Units: radii are exported in centimetres and shown in metres. Damage values are starting amounts before the rule rows. A source row is a projectile asset or an actor, not an item: one asset can be fired by several items, and “Fired or placed by” lists the items found by _tools/infantry_tables.py (the weapon and vehicle-weapon items whose caliber is that projectile id). Assets with no item are listed anyway and marked.
Not in these tables: the two vehicle cannons 20x102mm and 35x228mm (they carry EffectiveExplosiveRadius but no ExplosiveRadius, and an absent radius means no blast; see Infantry Viewer), launcher back-blast and the vehicle explosion that hurts occupants (both in Damage Pipeline section 1.1).
1. Blast numbers
Data, explosive_tables main. Base is the amount from the centre out to the inner radius E. Beyond E the amount falls linearly toward Base x (1 - fall-off) at the outer radius R, floors at Minimum (a “-“ is no floor) and is 0 at or beyond R (Native, Damage Pipeline section 1.1, “Radial falloff”). “Trace” is bPreferUpwardsTrace, the setting the gather reads; the line-of-sight behavior it feeds is described in the same section (“Radial distance and gather”). Thrown and placed actors pass line of sight true (Native, explosive-actor evidence).
| Source | Fired or placed by | Kind | Source tag | Base | Inner radius E (m) | Outer radius R (m) | Fall-off | Minimum | Trace | |—|—|—|—|—:|—:|—:|—:|—:|—| | Arrow.Explosive | Rambo Explosive Arrow (Id.Item.Arrow.Explosive), combat bow | projectile | Bullet.Arrow.Explosive | 150 | 2 | 4 | 1 | - | not upwards-preferred | | 30mm | ROT 02 Weapon 30mmCannon (vehicle weapon) | projectile | Cannon.30mm | 100 | 1 | 3 | 1 | 20 | not upwards-preferred | | DroneProjectile | STN 05 Heavy MainBarrel (vehicle weapon) | projectile | Explosive.Drone | 120 | 5 | 10 | 0.45 | 15 | not upwards-preferred | | 40mm | MGL-40, GrenadeLauncher | projectile | Explosive.Grenade.40mm | 100 | 2.5 | 10 | 1 | - | not upwards-preferred | | 120x570mm | TNK 01 Heavy (vehicle weapon) | projectile | Explosive.Rocket.120mm | 150 | 4.2 | 7.5 | 0.3 | 30 | not upwards-preferred | | 120x800mm.Standard | STN 03 Heavy MainBarrel (vehicle weapon) | projectile | Explosive.Rocket.120x800mm | 120 | 5 | 10 | 0.45 | 15 | not upwards-preferred | | 122mm | ROT 02 Weapon 122mm (vehicle weapon), ROT 03 Weapon 122mm (vehicle weapon) | projectile | Explosive.Rocket.122mm | 100 | 2 | 6 | 1 | 10 | not upwards-preferred | | 122mm.Havoc | no weapon item lists it (Havoc rocket asset) | projectile | Explosive.Rocket.122mm | 300 | 6 (E > R, see note) | 3 | 0.6 | - | not upwards-preferred | | 125x570mm | TNK 04 (vehicle weapon) | projectile | Explosive.Rocket.125mm | 150 | 4.2 | 7.5 | 0.3 | 30 | not upwards-preferred | | 155mm.Expensive | TNK 01 Artillery (vehicle weapon) | projectile | Explosive.Rocket.155mm | 450 | 10 | 20 | 0.93 | - | not upwards-preferred | | 155mm.Expensive.Sandbox | no weapon item (sandbox copy) | projectile | Explosive.Rocket.155mm | 450 | 7.5 | 20 | 0.5 | - | not upwards-preferred | | 155mm.Standard | TNK 01 Artillery (vehicle weapon) | projectile | Explosive.Rocket.155mm | 450 | 7.5 | 20 | 0.5 | - | not upwards-preferred | | 155mm.Standard.Sandbox | no weapon item (sandbox copy) | projectile | Explosive.Rocket.155mm | 450 | 7.5 | 20 | 0.5 | - | not upwards-preferred | | 70mm | no weapon item lists it (vehicle rocket pods not traced) | projectile | Explosive.Rocket.60mm | 100 | 4 | 10 | 0.5 | - | not upwards-preferred | | 84mm.TVGuided | no weapon item lists it (TV-guided missile asset) | projectile | Explosive.Rocket.60mm | 100 | 4 | 10 | 0.5 | - | not upwards-preferred | | 72mm | 9K333 Verba, STN 01 Heavy MountedMachineGun (vehicle weapon) | projectile | Explosive.Rocket.72mm | 200 | 2 | 10.8 | 0.8 | - | not upwards-preferred | | 84mm | MAAWS | projectile | Explosive.Rocket.84mm | 100 | 4 | 10 | 1 | - | not upwards-preferred | | 93mm | RPG-7 | projectile | Explosive.Rocket.93mm | 110 | 2.5 | 12 | 0.9 | - | not upwards-preferred | | M67 frag grenade | M67 frag grenade | actor | Grenade | 100 | 5 | 10 | 1 | 10 | upwards-preferred | | C4 | C4 Charge (Id.Item.C4Explosive) | actor | Explosive.Utility.C4 | 250 | 2.5 | 6 | 1 | 20 | not upwards-preferred | | AT mine | AT mine | actor | Explosive.Utility.ATMine | 300 | 3.8 | 7.5 | 0.5 | 50 | upwards-preferred | | Claymore | Claymore | actor | Explosive.Utility.Claymore | 150 | 1.5 | 3 | 0.5 | 30 | upwards-preferred | | IED | Improvised Explosive Device (Id.Item.IED.Trigger) | actor | Explosive.Utility.IED | 300 | 4 | 8 | 1 | 60 | not upwards-preferred | | Molotov | Molotov (initial burst only) | actor | Molotov | 40 | 2.5 | 5 | 1 | 10 | upwards-preferred |
Anomaly (Data). The 122mm.Havoc asset has ExplosiveRadius 300 and EffectiveExplosiveRadius 600, so E is larger than R. The native rule takes the Inner branch first, so the amount is the full 300 out to 3 m and 0 beyond; the pair looks swapped in the export. No weapon item in the export lists this asset, and only the asset itself and two UI tables reference its tag, so it has no gameplay effect (Damage Pipeline O-9, closed as unused data).
2. Fuse, arming and direct impact
Data, explosive_tables direct. Projectiles arm after ArmingDelay seconds of flight when bHasArmingDelay is true; before that a direct hit does ExplosiveBluntDamage instead (Damage Pipeline section 7.6 and the --explosives table of _tools/infantry_tables.py). Frag, C4, IED and Molotov also inherit thrown-contact ImpactDamage 10 (Native, path 0x6CA8730). The grenade base class sets a default fuse of 5.0 s (Native, 0x6CADC90); the per-item overrides read from the Blueprints are in the fuse table below. Mine triggers, C4 detonation range and the IED delay are on Fire, Smoke and Mines (evidence).
| Source | Arming delay (s) | Direct-impact ExplosiveBluntDamage | Thrown contact (ImpactDamage) | Trigger | |—|—:|—:|—:|—| | Arrow.Explosive | - | - | - | projectile impact | | 30mm | - | - | - | projectile impact | | DroneProjectile | 0.1 | 100 | - | projectile impact | | 40mm | 0.07 | 80 | - | projectile impact | | 120x570mm | - | 150 | - | projectile impact (ArmingDelay 0.01 s present but bHasArmingDelay false) | | 120x800mm.Standard | 0.1 | 120 | - | projectile impact | | 122mm | - | 50 | - | projectile impact | | 122mm.Havoc | - | - | - | projectile impact | | 125x570mm | - | 150 | - | projectile impact (ArmingDelay 0.01 s present but bHasArmingDelay false) | | 155mm.Expensive | 1.3 | 100 | - | projectile impact | | 155mm.Expensive.Sandbox | - | - | - | projectile impact | | 155mm.Standard | - | - | - | projectile impact | | 155mm.Standard.Sandbox | - | - | - | projectile impact | | 70mm | - | - | - | projectile impact | | 84mm.TVGuided | - | - | - | projectile impact | | 72mm | 0.13 | 120 | - | projectile impact | | 84mm | 0.03 | 120 | - | projectile impact | | 93mm | 0.099 | 120 | - | projectile impact | | M67 frag grenade | - | - | 10 | thrown; 5.0 s grenade class default fuse | | C4 | - | - | 10 | remote detonator, range 20,000 (DelayedDetonate route) | | AT mine | - | - | - | placed; vehicles above 0.1 km/h | | Claymore | - | - | - | placed; players in trigger box, LOS check | | IED | - | - | 10 | remote trigger, 3.0 s delay; inherits C4 detonation | | Molotov | - | - | 10 | thrown; burst then sustained fire (15 player / 2 vehicle per 0.4 s loop) |
3. Damage by distance
Derived, explosive_tables falloff. The raw radial amount (before any target rule) at fixed distances, from the rule in section 1. Compare it with the radii above: the 40 mm grenade stays at 100 out to 2.5 m and is gone at 10 m, while an artillery shell keeps its full 450 out to 10 m.
| Source | 0 m | 2.5 m | 5 m | 7.5 m | 10 m | 12 m | 15 m | 20 m | |—|—:|—:|—:|—:|—:|—:|—:|—:| | Arrow.Explosive | 150 | 112.5 | 0 | 0 | 0 | 0 | 0 | 0 | | 30mm | 100 | 25 | 0 | 0 | 0 | 0 | 0 | 0 | | DroneProjectile | 120 | 120 | 120 | 93 | 0 | 0 | 0 | 0 | | 40mm | 100 | 100 | 66.7 | 33.3 | 0 | 0 | 0 | 0 | | 120x570mm | 150 | 150 | 139.1 | 0 | 0 | 0 | 0 | 0 | | 120x800mm.Standard | 120 | 120 | 120 | 93 | 0 | 0 | 0 | 0 | | 122mm | 100 | 87.5 | 25 | 0 | 0 | 0 | 0 | 0 | | 122mm.Havoc | 300 | 300 | 0 | 0 | 0 | 0 | 0 | 0 | | 125x570mm | 150 | 150 | 139.1 | 0 | 0 | 0 | 0 | 0 | | 155mm.Expensive | 450 | 450 | 450 | 450 | 450 | 366.3 | 240.8 | 0 | | 155mm.Expensive.Sandbox | 450 | 450 | 450 | 450 | 405 | 369 | 315 | 0 | | 155mm.Standard | 450 | 450 | 450 | 450 | 405 | 369 | 315 | 0 | | 155mm.Standard.Sandbox | 450 | 450 | 450 | 450 | 405 | 369 | 315 | 0 | | 70mm | 100 | 100 | 91.7 | 70.8 | 0 | 0 | 0 | 0 | | 84mm.TVGuided | 100 | 100 | 91.7 | 70.8 | 0 | 0 | 0 | 0 | | 72mm | 200 | 190.9 | 145.5 | 100 | 54.5 | 0 | 0 | 0 | | 84mm | 100 | 100 | 83.3 | 41.7 | 0 | 0 | 0 | 0 | | 93mm | 110 | 110 | 83.9 | 57.9 | 31.8 | 0 | 0 | 0 | | M67 frag grenade | 100 | 100 | 100 | 50 | 0 | 0 | 0 | 0 | | C4 | 250 | 250 | 71.4 | 0 | 0 | 0 | 0 | 0 | | AT mine | 300 | 300 | 250 | 0 | 0 | 0 | 0 | 0 | | Claymore | 150 | 100 | 0 | 0 | 0 | 0 | 0 | 0 | | IED | 300 | 300 | 225 | 60 | 0 | 0 | 0 | 0 | | Molotov | 40 | 40 | 0 | 0 | 0 | 0 | 0 | 0 |
4. Damage to an unarmored infantry torso
Derived, explosive_tables infantry. The amount from section 3 times the rule factor for the ring the hit falls in, evaluated for Torso.Upper with the same code the Infantry Viewer uses (encode_zones and decode in _tools/infantry_tables.py; blast hits never get the ExplosiveBlunt bone entries, so most rings are a flat factor). The context is the source tag plus the context the infantry viewer retains for that source (weapon tag where an item exists), DamageType.Explosive and the Inner or Outer ring tag. “Mid-radius” is half of R; the ring there is Inner when R/2 is within E. Assumptions are the damage-table ones: hostile target, no armor, no instigator tags, no ricochet, line of sight clear, one component hit per body part. A real blast can hit several components of one character, and each kept hit is its own evaluation (Damage Pipeline section 1.1, “On a character”); this table is one hit.
| Source | Torso factor Inner | Torso factor Outer | Torso at 0 m | Mid-radius (R/2, m) | Ring at mid | Amount at mid | Torso at mid | |—|—:|—:|—:|—:|—|—:|—:| | Arrow.Explosive | x1.1 | x1.1 | 165 | 2 | Inner | 150 | 165 | | 30mm | x1.98 | x1.98 | 198 | 1.5 | Outer | 75 | 148.5 | | DroneProjectile | x1 | x1 | 120 | 5 | Inner | 120 | 120 | | 40mm | x1 | x0.5 | 100 | 5 | Outer | 66.7 | 33.3 | | 120x570mm | x1 | x0.5 | 150 | 3.8 | Inner | 150 | 150 | | 120x800mm.Standard | x1 | x1 | 120 | 5 | Inner | 120 | 120 | | 122mm | x0.55 | x0.55 | 55 | 3 | Outer | 75 | 41.2 | | 122mm.Havoc | x0.55 | x0.55 | 165 | 1.5 | Inner | 300 | 165 | | 125x570mm | x1 | x0.5 | 150 | 3.8 | Inner | 150 | 150 | | 155mm.Expensive | x1 | x0.45 | 450 | 10 | Inner | 450 | 450 | | 155mm.Expensive.Sandbox | x1 | x0.45 | 450 | 10 | Outer | 405 | 182.2 | | 155mm.Standard | x1 | x0.45 | 450 | 10 | Outer | 405 | 182.2 | | 155mm.Standard.Sandbox | x1 | x0.45 | 450 | 10 | Outer | 405 | 182.2 | | 70mm | x1 | x1 | 100 | 5 | Outer | 91.7 | 91.7 | | 84mm.TVGuided | x1 | x1 | 100 | 5 | Outer | 91.7 | 91.7 | | 72mm | x1 | x1 | 200 | 5.4 | Outer | 138.2 | 138.2 | | 84mm | x1.01 | x0.5 | 101 | 5 | Outer | 83.3 | 41.7 | | 93mm | x1 | x0.5 | 110 | 6 | Outer | 73.5 | 36.8 | | M67 frag grenade | x1 | x1 | 100 | 5 | Inner | 100 | 100 | | C4 | x1 | x0.6 | 250 | 3 | Outer | 214.3 | 128.6 | | AT mine | x1 | x1 | 300 | 3.8 | Inner | 300 | 300 | | Claymore | x1 | x1 | 150 | 1.5 | Inner | 150 | 150 | | IED | x1 | x1 | 300 | 4 | Inner | 300 | 300 | | Molotov | x1 | x1 | 40 | 2.5 | Inner | 40 | 40 |
5. Vehicle point-blank hits to destroy
Derived, explosive_tables vehicles. Hits to destroy the vehicle’s main health section with the explosion centred on it (distance 0, so the Inner ring and the full Base amount), with the rule factor in brackets. The factor uses the vehicle’s own damage row plus the generic row for the source tag, its context and Radius.Inner (source_rule_factor in _tools/damage_tables.py), applied once to the main-body section; section routing then runs with each section’s radial skip flags honored (hits_to_destroy, Vehicle Damage Pipeline section 5.4). A “-“ means the rules reduce the damage to 0 or it never reaches the main health.
Assumption, stated plainly: one radial application resolving to the main health section. The Vehicle Viewer resolves the section from the first component hit and lets each component hit evaluate separately, so a real blast near several parts can do more than one hit’s worth; this table is the single-hit case. Blast falloff, line of sight and overlap multiplicity at larger distances are not modelled (the vehicle catalog note says the same, Vehicle Damage Pipeline section 5.3). Vehicles: Little Bird ROT_03_Default, Humvee WHL_05_Humvee_Default, T-72 TNK_04, Leopard spawn SPW_01.
| Source | Inner amount | Little Bird (ROT_03_Default, 400 HP) | Humvee (WHL_05_Humvee_Default, 500 HP) | T-72 (TNK_04) (TNK_04, 750 HP) | Leopard spawn (SPW_01, 1000 HP) | |—|—:|—|—|—|—| | Arrow.Explosive | 150 | 36 (x0.075) | 134 (x0.025) | - (x0) | - (x0) | | 30mm | 100 | 7 (x0.595) | 17 (x0.3) | 38 (x0.21) | 51 (x0.21) | | DroneProjectile | 120 | 1 (x6) | 1 (x4.5) | 2 (x5.5) | 2 (x6) | | 40mm | 100 | 5 (x0.9) | 8 (x0.65) | 17 (x0.48) | 44 (x0.24) | | 120x570mm | 150 | 1 (x10) | 1 (x10.5) | 4 (x1.73) | 4 (x1.8) | | 120x800mm.Standard | 120 | 1 (x6.25) | 3 (x1.95) | 7 (x1.06) | 4 (x2.4) | | 122mm | 100 | 5 (x1) | 4 (x1.35) | 9 (x0.881) | 12 (x0.9) | | 122mm.Havoc | 300 | 2 (x1) | 2 (x1.35) | 3 (x0.881) | 4 (x0.9) | | 125x570mm | 150 | 1 (x10) | 1 (x10.5) | 4 (x1.73) | 4 (x1.8) | | 155mm.Expensive | 450 | 1 (x5) | 1 (x10.5) | 1 (x2.12) | 2 (x2.2) | | 155mm.Expensive.Sandbox | 450 | 1 (x5) | 1 (x10.5) | 1 (x2.12) | 2 (x2.2) | | 155mm.Standard | 450 | 1 (x5) | 1 (x10.5) | 1 (x2.12) | 2 (x2.2) | | 155mm.Standard.Sandbox | 450 | 1 (x5) | 1 (x10.5) | 1 (x2.12) | 2 (x2.2) | | 70mm | 100 | 1 (x5) | 2 (x3) | 7 (x1.18) | 6 (x2) | | 84mm.TVGuided | 100 | 1 (x5) | 2 (x3) | 7 (x1.18) | 6 (x2) | | 72mm | 200 | 1 (x5) | 1 (x3) | 4 (x1.18) | 4 (x1.4) | | 84mm | 100 | 1 (x6.5) | 2 (x3.9) | 3 (x3.35) | 3 (x3.8) | | 93mm | 110 | 1 (x4.62) | 6 (x0.9) | 5 (x1.71) | 5 (x2) | | M67 frag grenade | 100 | 1 (x5) | 2 (x3) | 7 (x1.18) | 6 (x2) | | C4 | 250 | 2 (x1) | 3 (x0.8) | 5 (x0.75) | 4 (x1.15) | | AT mine | 300 | 1 (x3) | 1 (x3) | 2 (x2.45) | 2 (x2) | | Claymore | 150 | 6 (x0.5) | 14 (x0.25) | 106 (x0.05) | 141 (x0.05) | | IED | 300 | 2 (x1.25) | 1 (x2.5) | 3 (x1.3) | 2 (x2.5) | | Molotov | 40 | 10 (x1) | 13 (x1) | 20 (x1) | 27 (x1) |
Fuse and arming values per item
Data (Blueprint CDO), explosive_tables fuses (round 17 evidence). Each value is resolved up the Blueprint parent chain; a value no Blueprint sets is the native default.
| Item | Timer | Seconds | Source | Notes | |—|—|—|—|—| | M67 frag grenade (Id.Item.M67Grenade) | BaseFuseTime (fuse after the throw) | 4 | Data (Blueprint CDO) B_FragGrenade | cookable (bCanBeCooked true) and throw-back allowed (bCanThrowBack true); the gold variant B_GoldFragGrenade inherits | | Smoke grenades, all 8 colours | BaseFuseTime | 3 | Data (Blueprint CDO) B_SmokeGrenade_Red | every colour sets 3.0 (the native base is 5.0); the smoke then lasts PostExplodeLifespan 10 s on the grenade actor, the smoke itself 180 s by default (see Fire page) | | Molotov (Id.Item.Molotov) | BaseFuseTime | 5 | Native (ctor 0x6CADC90) | B_Molotov does not set it, so the grenade base class value stands; bCanBeCooked is also native (+0x624 false, store 0x6CADCBB, round 18; the Molotov constructor 0x86A0200 runs the grenade base 0x6CADED0, same zero at 0x6CADEEE), so it cannot be cooked; whether the Molotov bursts on impact or on the fuse is not traced | | C4 charge (Id.Item.C4Explosive) | TimerBeforeExplosion on the charge | 0.2 | Data (Blueprint CDO) B_ThrowableC4 | set on the actor; B_ThrowableIED inherits it | | C4 detonator (Id.Item.C4Trigger) | DelayTillExplosion after the trigger press | 0 | Data (Blueprint CDO), type default | the item and its Blueprint leave it unset, so it is the Blueprint variable’s default 0 (immediate) | | IED detonator (Id.Item.IED.Trigger) | DelayTillExplosion after the trigger press | 3 | Data (Blueprint CDO) ID_IED_Trigger | set on the item instance | | AT mine (ID.Item.ATMine) | ArmingDelay after placement | 1 | Data (Blueprint CDO), inherited BH_AT_MineExtensionData | from BH_AT_MineExtensionData; the item sets only the trigger box and UniversalVehicleSpeed | | Claymore (Id.Item.Claymore) | ActivationDelayTimer after placement | 2 | Data (Blueprint CDO), inherited BH_ClaymoreExtensionData | from BH_ClaymoreExtensionData; the item sets only the trigger box |
Open items
- Per-item fuse overrides and the mine and Claymore trigger defaults are settled in round 17 (fuse table above, Fire, Smoke and Mines section 5). Round 39: a thrown Molotov bursts on its first impact (its Blueprint sets the impact-explode bool
AWDExplosive +0x49Ctrue, handler0x6CAB030; no other throwable does), the fuse is a backstop (round 39 evidence E-1). Still open: what the fragGrenadeInteractionData.MinimumRemainingFuseTime5.0 (above the 4.0 s fuse) gates. - Round 39 mapped the vehicle weapons (round 39 evidence V-12): the Havoc and ROT_03 rocket pods name
Item.Caliber.122mm(assetDA_122mm_ProjectileData), and no vehicle weapon, item or stats asset references the122mm.Havocasset; no vehicle weapon names70mm,84mmor84mm.TVGuided; the sandbox shells (ID.Item.155mm.Sandbox) belong to the itemID_VehicleTurretArtillery_SBand have a row inDT_WeaponMarket. Not read: how native code picks the projectile asset from the caliber tag. - Armored targets and several-component blasts are not tabulated; use the Infantry Viewer and Vehicle Viewer.