Wardogs — GameFeatures / Vehicles Reference

Extracted from cooked game data as JSON. Source: Wardogs/Plugins/GameFeatures/Vehicles — 1,006 files, 2,936 export objects, 0 parse errors. Values are shown exactly as stored unless noted.

Scope note: This doc covers the vehicle plugin data: GameFeature wrappers, vehicle market and stats tables, modular platform/variant/part assets, health pools, seats, weapons, buildables, supply crates, and physics configs. The Content/Vehicles folder is covered elsewhere and is not described here.

Parts and handling: every ModularVehiclePart (93), the per-vehicle engine, gearbox, brake, steering and suspension numbers, and the network prediction thresholds are tabulated in Vehicle parts and handling.

Units: the export does not state units for most fields. Where a unit is named in the property (for example _mps, _kmh, _deg, _m), it is given. Everything else is “as stored”.


Season 02 update (2026-10-15)

  • New vehicle families: TNK_04 (T-72B3 heavy armored vehicle, 3 seats, market 16,000), WHL_08 (Wolf-110 SUV, 4 seats, market 2,200) and WHL_08_RingTurret (Wolf-110 M2 Browning variant, 5 seats, market 7,800).
  • New buildable: STN_06 MG Nest (cost 650, MaxHealth 3,000, MaxStack 5).
  • New countermeasure: Smoke (Id.Item.VehicleSmoke), vendor price 750, level 1. Flares are unchanged at 750.
  • Vehicle prices (old → new): Havoc 18,000 → 28,000; Littlebird MachineGuns 7,000 → 12,000; Littlebird RocketPods 12,500 → 18,800; ROT_04 MachineGuns 8,000 → 15,000; TNK_01 Heavy 14,000 → 22,000; TNK_01 AntiAir 10,000 → 14,000.
  • More vehicle prices (old → new): Kodiak MachineGun 3,750 → 6,750; Humvee Minigun 4,500 → 10,000; Humvee MachineGun 3,750 → 8,500; Ural Battle 6,000 → 7,200; Ural Attack 6,750 → 9,500.
  • Buildable costs (old → new): MistralAA 1,000 → 650; Phalanx 1,500 → 1,200; Mortar 150 → 600; Loudspeaker 100 → 200; Stingray 150 → 650.
  • Mounted Verba (STN_01): reload 2.0 s → 5.0 s; restock 50 → 200.
  • Mortar (STN_03): restock 75 → 150.
  • Phalanx (STN_02) cannon: muzzle speed 85,000 → 110,000.
  • Damage tables: every existing vehicle damage table except the base DT_GlobalDamage_VehicleData gained entries. ROT_02, ROT_03, ROT_04, SPW_01, WHL_01, WHL_02, the three WHL_05 tables, WHL_06 and WHL_07 gained 1 (the Rocket.125mm entry). STN_01 to STN_05 gained 2 (that entry plus a Cannon.20x102mm entry). TNK_01 went from 84 to 87 entries, 1 more in each of its three rows.
  • Stats assets: the values of the existing 20 stats assets are unchanged. Three assets were added (TNK_04, WHL_08, WHL_08_RingTurret), so the total is 23.
  • Input: the Flares fire action is renamed to FireCountermeasures in the vehicle input controls. The Flares item itself is unchanged.
  • Seat check: DA_TNK_04_Stats lists MaxSeats 3, but the TNK_04 seat asset has 2 setups.
  • Not in this doc’s scope: IA_Vehicle_FireFlares was removed from Content/Vehicles, and IA_Vehicle_FireCountermeasures was added there. Two REV audio files moved to a differently cased folder, so family file totals are unchanged.

Full before/after list: Season 2 Changes → Vehicles.


1. Folder Layout and Family Map

Each top-level folder is one family (a vehicle, a vehicle variant group, a buildable, or a support feature). Every family has a GameFeatureData wrapper plus GameFeatureAction_* entries that register its data tables and content.

Family folder Role (class tag) Files Objects What it is
TNK_01 Tracked 85 255 Heavy tank family: Heavy, Artillery, AntiAir variants
TNK_04 Tracked 43 104 T-72B3 heavy armored vehicle (3 seats)
WHL_01 Wheeled (4W) 51 117 Bobcat light truck
WHL_02 Wheeled (4W) 72 171 Kodiak truck: Default, Pickup, base platform for ring turret
WHL_02_RingTurret Wheeled 15 42 Kodiak “MachineGun” variant (ring turret)
WHL_05 Wheeled (4W) 59 203 Humvee (Default + shared platform)
WHL_05_Minigun Wheeled 17 42 Humvee Minigun variant
WHL_05_RingTurret Wheeled 20 104 Humvee MachineGun (ring turret) variant
WHL_06 Wheeled (4W) 50 122 Dune Buggy
WHL_07 Wheeled (4W) 60 158 Ural truck: Default and Battle variants
WHL_07_ArmouredBattle Wheeled 17 44 Ural “Attack” (armoured battle) variant
WHL_08 Wheeled (4W) 51 139 Wolf-110 SUV (4 seats)
WHL_08_RingTurret Wheeled 15 35 Wolf-110 “M2 Browning” variant (ring turret, 5 seats)
ROT_02 Rotary 48 215 Havoc attack helicopter
ROT_03 Rotary 40 211 Littlebird helicopter (base)
ROT_03_WeaponVariants Rotary 31 66 Littlebird Mounted MachineGuns and RocketPods variants
ROT_04 Rotary 38 200 ROT_04 helicopter (13 seats; unnamed in export)
ROT_04_MachineGun Rotary 18 39 ROT_04 Mounted MachineGuns variant
SPW_01 Tracked 36 118 Spawn vehicle (Valkyra), 10 seats
STN_01 Stationary 27 49 Mistral AA (buildable emplacement)
STN_02 Stationary 27 51 Phalanx (buildable emplacement)
STN_03 Stationary 27 50 Mortar (buildable emplacement)
STN_04 Stationary 18 31 Loudspeaker (buildable)
STN_05 Stationary 49 130 Stingray (drone buildable, DroneProjectile)
STN_06 Stationary 24 45 MG Nest (buildable emplacement, sandbagged M2)
SupplyCrates n/a 31 123 Supply crates, supply pallets and the garage market for them
BobbleHeads n/a 20 36 Bobblehead cosmetic parts (4 sub-features)
Flares n/a 4 9 Flares countermeasure item and vendor entry
VehicleSmoke n/a 4 9 Smoke countermeasure item and vendor entry
Lockpicking n/a 4 6 Lockpicking interaction context and recon skill grant
FreeVehicleSpawner n/a 1 2 Component add for a free vehicle spawner
VehicleRewardZone n/a 1 5 Reward-zone widgets and components (values are not in this folder)
VehicleUtility n/a 1 2 Component add (utility)
VehicleLifetimeManager n/a 1 1 GameFeatureData only
DebugCockpit n/a 1 2 Debug widget elements

Object totals by type (top of the list): WDGameplayCueEffect 153, MVF_StaticMesh 148, CurveFloat 116, DataTable 113, WDAttributeEffectsTrigger_VehicleHealth 100, ModularVehiclePart 93, WDWheeledVehicleEffect 94, ModularVehicleSlot 71, WDAudioData 88, ModularVehicleVariant 32, WDVehicleStatsDataAsset 23, WDVehicleWeaponDataAsset 23, WDVehicleWeaponExtensionDataAsset 24, WDWeaponStatsData 15, WDBuildableDataAsset 6, WDVehicleBuildSpawner 6, WDItemExtensionData_VehicleSupplyCrate 9, WDVendorData (in DataTables) 17 tables.

GF action mix: GameFeatureAction_DataRegistrySource is in every content family. GameFeatureAction_AddWorldPartitionContent appears in the families that place world content (for example ROT_02, SPW_01, STN_01, STN_05, SupplyCrates, TNK_01, WHL_02, Flares, VehicleRewardZone). BHGameFeatureAction_AddGameplayCuePath appears in most vehicle families (not all).


Most vehicle data follows one chain. Read it top-down to find any value.

  1. Market row (DT_VehicleMarket_*) keyed by a Vehicle.Variant.* tag. Holds Price, LevelToUnlock, Amount and a VehicleStatsDataAsset reference.
  2. Variant (ModularVehicleVariant, VV_*) with VariantID (same tag) and AssemblyData.VehicleBase pointing to a platform.
  3. Platform (ModularVehiclePlatform, VP_*) with ImplementationClass (the actor class), SpawnParams, Fragments (Health, Seats, Config, Stats, Interactions, Destruction and so on) and Slots.
  4. Slots (ModularVehicleSlot) hold parts. Parts are ModularVehiclePart (VP_*) or MVF_StaticMesh / MVF_SkeletalMesh fragments.
  5. Weapons: slot part to WDVehicleWeaponDataAsset (W_*) to WeaponExtensionsDataAssets to WDVehicleWeaponExtensionDataAsset (ammo, reload, start inventory) to WDWeaponStatsData (RPM, speed, range).
  6. Config: platform Config fragment to MWheeledVehicleConfigDataAsset / BHRotaryVehicleConfigDataAsset / MTrackedVehicleConfigDataAsset / BHBaseVehicleConfigDataAsset, which point to physics, camera, input, sensors and gameplay-system assets.

3. Vehicle Market (Purchase Prices)

Source: DT_VehicleMarket_* (one per family) and DT_GarageMarket_SupplyCrates. Each row is a WDVendorData with VendorItemVariations. Price is the stored purchase price; LevelToUnlock is the stored unlock level (its exact meaning is not confirmed, see section 15). All entries have Amount 1, LifeTimeBuyLimit 0 and bRequiresAccountEntitlement False.

Variant tag Price LevelToUnlock Vendor subcategory Stats asset
Vehicle.Variant.Air.Rotary.Havoc.Default 28,000 0 Air.Combat DA_ROT_02_Stats
Vehicle.Variant.Air.Rotary.Littlebird.Default 6,250 1 Air.Transport DA_ROT_03_Stats
Vehicle.Variant.Air.Rotary.Littlebird.MountedMachineGuns 12,000 1 Air.Combat DA_ROT_03_MachineGuns_Stats
Vehicle.Variant.Air.Rotary.Littlebird.RocketPods 18,800 1 Air.Combat DA_ROT_03_RocketPods_Stats
Vehicle.Variant.Air.Rotary.ROT_04.Default 7,400 0 Air.Transport DA_ROT_04_Stats
Vehicle.Variant.Air.Rotary.ROT_04.MountedMachineGuns 15,000 0 Air.Combat DA_ROT_04_MachineGun_Stats
Vehicle.Variant.Land.Tracked.TNK_01.Heavy 22,000 1 Land.Tank DA_TNK_01_Stats
Vehicle.Variant.Land.Tracked.TNK_01.AntiAir 14,000 1 Land.Tank DA_TNK_03_Stats
Vehicle.Variant.Land.Tracked.TNK_04.Default 16,000 1 Land.Tank DA_TNK_04_Stats
Vehicle.Variant.Land.Tracked.TNK_01.Artillery 8,000 1 Land.Artillery DA_TNK_02_Stats
Vehicle.Variant.Land.Wheeled.Bobcat.Default 500 0 Land.Transport DA_WHL_01_Stats
Vehicle.Variant.Land.Wheeled.Kodiak.Default 2,500 0 Land.Transport DA_WHL_02_Stats
Vehicle.Variant.Land.Wheeled.Kodiak.Pickup 3,000 0 Land.Transport DA_WHL_02_Pickup_Stats
Vehicle.Variant.Land.Wheeled.Kodiak.MachineGun 6,750 0 Land.Transport DA_WHL_02_SUV_Stats
Vehicle.Variant.Land.Wheeled.Humvee.Default 3,000 0 Land.Transport DA_WHL_05_Humvee_Stats
Vehicle.Variant.Land.Wheeled.Humvee.Minigun 10,000 0 Land.Transport DA_WHL_05_Humvee_MinigunStats
Vehicle.Variant.Land.Wheeled.Humvee.MachineGun 8,500 0 Land.Transport DA_WHL_05_Humvee_RingTurretStats
Vehicle.Variant.Land.Wheeled.DuneBuggy.Default 1,500 0 Land.Transport DA_WHL_06_DuneBuggy_Stats
Vehicle.Variant.Land.Wheeled.Ural.Default 5,000 0 Land.Transport DA_WHL_07_Stats
Vehicle.Variant.Land.Wheeled.Ural.Battle 7,200 0 Land.Transport DA_WHL_07_Stats (see note)
Vehicle.Variant.Land.Wheeled.Ural.Attack 9,500 0 Land.Transport DA_WHL_07_Battle_Stats
Vehicle.Variant.Land.Wheeled.WHL_08.Default 2,200 0 Land.Transport DA_WHL_08_Stats
Vehicle.Variant.Land.Wheeled.WHL_08.MachineGun 7,800 0 Land.Transport DA_WHL_08_RingTurretStats

Note: Ural.Battle points at DA_WHL_07_Stats, while Ural.Attack (the ArmouredBattle asset) uses DA_WHL_07_Battle_Stats. Both have identical numbers in the stats table, so this has no visible effect in this export. It may be a leftover reference.

Other market rows

Item Price LevelToUnlock Category
Flares (Id.Item.Flares) 750 1 Vehicle.CounterMeasures.Flares
Smoke (Id.Item.VehicleSmoke) 750 1 Vehicle.CounterMeasures.Smoke
Supply crate Small (ID.Item.VehicleSupplyCrate.Small) 150 0 Vehicle.SupplyCrate
Supply crate Large 300 0 Vehicle.SupplyCrate
Supply crate Small Armoured 500 0 Vehicle.SupplyCrate
Supply crate Large Armoured 800 0 Vehicle.SupplyCrate
Pallet BuildSupply 400 0 Vehicle.Logistics.Pallet
Pallet MunitionsSupply 400 0 Vehicle.Logistics.Pallet
Pallet FuelSupply 400 0 Vehicle.Logistics.Pallet
Pallet SparePartsSupply 400 0 Vehicle.Logistics.Pallet

Stationary buildables do not appear in these market tables. Their Cost is on the buildable asset (section 10).


4. Vehicle Stats (WDVehicleStatsDataAsset)

23 stats assets. Each lists the vehicle’s spec sheet (MaxSpeed, MaxFuel, FuelEconomy, MaxSeats), a Stats array of vendor stat widgets (Seats, MaxSpeed, FuelCapacity, FuelEconomy, CounterMeasures, Weapons), and display names for weapons and countermeasures. Stationary (STN) and drone families have no stats asset.

Stats asset Family MaxSpeed MaxFuel FuelEconomy MaxSeats
DA_ROT_02_Stats ROT_02 (Havoc) 400.0 130.0 4.4 2
DA_ROT_03_Stats ROT_03 (Littlebird) 350.0 105.0 4.4 6
DA_ROT_03_MachineGuns_Stats ROT_03 MG variant 350.0 105.0 4.4 2
DA_ROT_03_RocketPods_Stats ROT_03 Rocket variant 350.0 105.0 4.4 2
DA_ROT_04_Stats ROT_04 445.0 120.0 4.4 13
DA_ROT_04_MachineGun_Stats ROT_04 MG variant 445.0 120.0 4.4 13
DA_SPW_Stats SPW_01 (Valkyra) 71.0 100.0 5.7 10
DA_TNK_03_Stats TNK_01 AntiAir 65.0 110.0 10.0 2
DA_TNK_02_Stats TNK_01 Artillery 65.0 105.0 8.0 3
DA_TNK_01_Stats TNK_01 Heavy 65.0 110.0 8.0 3
DA_WHL_01_Stats WHL_01 (Bobcat) 75.0 18.0 2.2 2
DA_WHL_02_Stats WHL_02 (Kodiak) 154.0 50.0 2.9 4
DA_WHL_02_Pickup_Stats WHL_02 Pickup 154.0 50.0 2.9 6
DA_WHL_02_SUV_Stats WHL_02 RingTurret 154.0 50.0 2.9 5
DA_WHL_05_Humvee_Stats WHL_05 (Humvee) 113.2291 65.0 3.3 4
DA_WHL_05_Humvee_MinigunStats WHL_05 Minigun 113.2291 65.0 3.3 5
DA_WHL_05_Humvee_RingTurretStats WHL_05 RingTurret 113.2291 65.0 3.3 5
DA_WHL_06_DuneBuggy_Stats WHL_06 130.0 68.0 5.0 3
DA_WHL_07_Stats WHL_07 (Ural) 79.0 85.0 4.0 3
DA_WHL_07_Battle_Stats WHL_07 ArmouredBattle 79.0 85.0 4.0 3
DA_TNK_04_Stats TNK_04 60.0 110.0 8.5 3
DA_WHL_08_Stats WHL_08 129.0 60.0 4.0 4
DA_WHL_08_RingTurretStats WHL_08 RingTurret 129.0 60.0 4.0 5

Weapon names in stats (example, DA_TNK_01_Stats): VehicleWeaponryNames = M249 Machine Gun, L55A1 Cannon, MG3A1 Coaxial Gun; VehicleCounterMeasuresNames = Smoke. These are localized through STRINGS_VehicleVendor_Stats.

Things to check:

  • MaxSeats disagrees with the seat setups for TNK_01 Artillery and Heavy (3 stated, 2 seat setups). See section 7.
  • MaxSpeed and FuelEconomy units are not given. Treat them as relative values until confirmed.

5. Health Pools (MVF_HealthSections)

Each platform lists its health pools as HealthSections (Attribute tag to MaxHealth). Sub-parts (wheels, tracks, radar) have their own pools in their part assets.

Platform Health (body) Engine FuelTank Other pools
VP_ROT_02 (Havoc) 800 200 200 Rotor.Main 400, Rotor.Tail 300, Wheel.Left.Front 100, Wheel.Right.Front 100
VP_ROT_03 (Littlebird) 400 200 200 Rotor.Main 400, Rotor.Tail 300
VP_ROT_04 600 200 200 Rotor.Main 400, Rotor.Tail 300
VP_SPW (Valkyra) 1,000 n/a 100 Tracks.Left 125, Tracks.Right 125; Radar part 100
VP_TNK_01_AntiAir 800 150 150 Tracks.Left 125, Tracks.Right 125
VP_TNK_01_Artillery 650 150 100 Tracks.Left 125, Tracks.Right 125
VP_TNK_01_Heavy 800 150 150 Tracks 125 each; Body.StrongArea 350
VP_TNK_04 (T-72B3) 750 150 150 Tracks.Left 125, Tracks.Right 125
VP_WHL_01 (Bobcat) 200 200 100 Wheels 75 each (VP_WHL_01_Wheels)
VP_WHL_02 (Kodiak) 400 400 400 Wheels 75 each
VP_WHL_05 (Humvee) 500 400 400 Wheels 75 each
VP_WHL_06_DuneBuggy 400 400 300 Wheels 75 each
VP_WHL_07 (Ural) 700 400 400 Wheels 75 each (6 wheels); Body.ModerateArea = 1
VP_WHL_08 (Wolf-110) 500 400 400 n/a (wheel pools not tabled)
VP_STN_01 (Mistral AA) 3,000 n/a n/a n/a
VP_STN_02 (Phalanx) 5,000 n/a n/a n/a
VP_STN_03 (Mortar) 3,000 n/a n/a n/a
VP_STN_04 (Loudspeaker) 1,000 n/a n/a n/a
VP_STN_05 (Stingray) 3,000 n/a n/a n/a
VP_STN_06 (MG Nest) 1,800 n/a n/a n/a

Stationary body health matches the buildable MaxHealth (section 10). Exception: the MG Nest buildable has MaxHealth 3,000 while VP_STN_06 has a body pool of 1,800.


6. Health Threshold Triggers (WDAttributeEffectsTrigger_VehicleHealth)

100 triggers. Each fires effects when an attribute crosses a threshold. Thresholds are percentages of max health unless marked otherwise.

Pattern Thresholds (percent) Applies to
Body Health 55, 25, 10 ROT_02, ROT_03, ROT_04, SPW_01 (55, 10 only), TNK_01 (all three), WHL_01, WHL_02, WHL_05, WHL_06, WHL_07
Health.FuelTank 90 / 80, 55, 0 (or 10, 0 on ROT_03) WHL_01, SPW_01, TNK_01, WHL_05_RingTurret, ROT_03
Health.Tracks.Left/Right 0 (below: dead), 55 (above) SPW_01, TNK_01 (incl. TNK_03 AntiAir), TNK_04 (the “above 55%” trigger has 2 effects)
Wheel parts (Health.Wheel.*) 55, 0 WHL_01, WHL_02, WHL_05, WHL_05_RingTurret, WHL_07 (incl. Middle wheels)
Health.Engine 20 (WHL_01), 55 (TNK_01, WHL_05_RingTurret), 0 WHL_01, TNK_01, WHL_05_RingTurret
Health.Rotor.Main / Tail 55 (above and below), 0 ROT_02
Health.Radar 55, 25, 0 SPW_01
Stationary body 1 STN_02

Trigger effects are WDVehicleEngineEffect, WDVehicleTurretEffect, WDFuelComponentEffect and similar objects. Full effect semantics are not decoded here (see section 15).


7. Seats (BHSeatSettingsDataAsset)

Seat setups define a role per seat (Driver, Gunner, ActivePassenger, PassivePassenger) plus flags. Counts below are from the seat asset itself.

Seat asset Family Setups Roles Gunner seats
DA_ROT_02_SeatSettings ROT_02 2 Driver, Gunner 1
DA_ROT_03_Attack_SeatSettings ROT_03 Attack variant 2 Driver, ActivePassenger 0
DA_SeatSettings_SPW SPW_01 10 Driver + 9 PassivePassenger 0
DA_TNK_03_SeatSettings TNK_01 AntiAir 2 Driver, Gunner 1
DA_TNK_01_Artillery_SeatSettings TNK_01 Artillery 2 Driver, Gunner 1
DA_TNK_01_Heavy_SeatSettings TNK_01 Heavy 2 Driver, Gunner 1
DA_SeatSettings_WHL_02 WHL_02 Kodiak 4 Driver + 3 ActivePassenger 0
DA_TNK_04_SeatSettings TNK_04 2 Driver, Gunner 1
DA_TNK_04_MountedMachineGun_SeatSettings TNK_04 MachineGun 1 Gunner 1
DA_SeatSettings_STN_06 STN_06 (MG Nest) 1 Gunner 1
DA_SeatSettings_WHL_08 WHL_08 4 Driver + 3 ActivePassenger 0
DA_SeatSettings_WHL_08_RingTurret WHL_08 RingTurret 5 Driver, 3 ActivePassenger, Gunner 1

Round 39 re-read of the seat assets (assets/data/vehicle-seats.json, Vehicle weapon rates, seats and damage effects section 3): the assets listed above as having 0 setups do have seats. WHL_01 has 2 (exterior driver and passenger), STN_01 has 1 (exterior gunner), the TNK_01 Artillery MG, TNK_01 Heavy MG and TNK_04 MG seat assets have 1 gunner each, WHL_02_RingTurret has 5, the three WHL_05 variants have 4, 5 and 5, WHL_06 has 3, WHL_07_ArmouredBattle has 5, ROT_04_MachineGun has 13 and the Pickup extra-seats asset has 6.

Stats against seat setups, resolved in round 39:

  • TNK_01 Artillery and Heavy: MaxSeats 3 = the 2 hull seats (Driver, Gunner) + 1 gunner seat in the separate mounted-machine-gun seat asset. TNK_04: MaxSeats 3 = 2 + 1 the same way.
  • WHL_02 Pickup: MaxSeats 6 = the extra-seats asset, which lists 6 seats: Driver, 3 ActivePassenger, then 2 ActivePassenger flagged bIsExteriorSeat (the bed). The first four match the base asset; whether the pickup chassis part (fragment key ExtraSeats) replaces or adds to the base seat fragment is assembly code, not read.
  • ROT_03 and ROT_04: DA_ROT_03_SeatSettings has 6 seats (Driver, 1 ActivePassenger, 4 exterior ActivePassenger) = MaxSeats 6; DA_ROT_03_Attack_SeatSettings has 2 = the MG and rocket variants’ 2; DA_ROT_04_SeatSettings has 13 (Driver + 12 ActivePassenger) = MaxSeats 13, and the MG variant has the same 13 with 2 of them gunners.

8. Weapons

8a. Weapon stats (WDWeaponStatsData)

Stats asset Family RPM Burst Fire modes Muzzle speed Effective range Accuracy Caliber
DA_ROT_02_Weapon_122mm_Stats ROT_02 rockets 500 1 Automatic 45,000 1,000 6.0 122mm
DA_ROT_02_Weapon_30mmCannon_Stats ROT_02 cannon 250 1 Automatic 90,000 600 35.0 30mm
DA_ROT_03_AttachedMachineGuns_Stats ROT_03 MGs 1,500 1 Automatic 85,300 800 25.0 308Win
DA_ROT_03_Weapon_122mm_Stats ROT_03 rocket pods 350 1 Automatic 45,000 1,000 6.0 122mm
DA_ROT_04_MountedMachineGun_Stats ROT_04 MG 1,500 1 Automatic 85,300 1,500 10.0 308Win
DA_STN_01_Heavy_MountedMachineGun_Stats STN_01 Mistral AA 100 1 SemiAutomatic 2,000 1,000 1 (class default) 72mm
DA_STN_02_Heavy_MainCannon_Stats STN_02 Phalanx 1,800 1 Automatic 110,000 1,000 25.0 20x102mm
DA_STN_03_Heavy_MainBarrel_Stats STN_03 Mortar 50 1 SemiAutomatic 80,000 1,000 50.0 120x800mm
DA_STN_05_Heavy_MainBarrel_Stats STN_05 Stingray 50 1 SemiAutomatic 11,000 10,000 50.0 DroneProjectile
DA_TNK_03_Weapon_Stats TNK_01 AntiAir 1,100 1 Automatic 117,500 1,000 1 (class default) 35x228mm
DA_TNK_01_Artillery_Weapon_Stats TNK_01 Artillery 50 1 SemiAutomatic 30,000 10,000 10.0 155mm
DA_TNK_01_Heavy_Weapon_Stats TNK_01 Heavy 50 1 SemiAutomatic 60,000 10,000 30.0 120x570mm
DA_TNK_01_MachineGun_Weapon_Stats TNK_01 coax / MG 650 1 Automatic 82,000 200 25.0 308Win
DA_WHL_05_RingMinigun_Stats WHL_05 Minigun 1,500 1 Automatic 85,300 800 25.0 308Win
DA_TNK_04_Weapon_Stats TNK_04 cannon 50 1 SemiAutomatic 46,000 10,000 30.0 125x570mm

Muzzle speed is stored as a raw number with no unit in the export.

8b. Weapon extensions (WDVehicleWeaponExtensionDataAsset)

Each extension ties an item to its stats, ammo, reload timing and starting inventory. Reload fields are named ReloadTime, StartDelayTime and LoopLoadRoundTime. Their exact meaning is inferred from the names.

Extension Family Ammo tag Reload (s) Start delay (s) Loop round (s) Start inventory Restock needed
122mm Rockets ROT_02 Id.Item.122mm 6.0 1.0 0.75 0 n/a
30mm Cannon ROT_02 Id.Item.30mm 8.0 n/a n/a 0 n/a
308mm Machine Gun ROT_03 MG Id.Item.308Win 4.25 1.0 n/a 300 (tracer) n/a
MachineGun ROT_04 MG Id.Item.308Win 5.0 1.0 n/a 150 (tracer) n/a
Mounted Verba STN_01 Id.Item.72mm 5.0 1.0 n/a 1 200
Mounted Verba STN_02 Id.Item.20x102mm 3.0 1.0 n/a 500 250
Mortar STN_03 Id.Item.120x800mm 4.5 1.0 n/a 3 150
Stingray STN_05 Id.Item.DroneProjectile 0.0 1.0 n/a 0 900
35mm Cannons TNK_01 AntiAir ID.Item.35x228mm 4.0 n/a n/a 0 n/a
Artillery TNK_01 Artillery ID.Item.155mm 25.0 1.0 n/a 10 (Expensive), 0 (Standard) n/a
Heavy Turret TNK_01 Heavy ID.Item.120x570mm 4.0 1.0 n/a 9 n/a
Mounted M249 TNK_01 Id.Item.556mm 4.25 1.0 n/a 0 (tracer) n/a
Machine Gun TNK_01 coax / MG Id.Item.308Win 4.25 1.0 n/a 300 (tracer) n/a
Minigun WHL_05 Minigun Id.Item.308Win 4.25 1.0 n/a 150 (tracer) n/a
MG Nest STN_06 Id.Item.50Cal.Tracer 8.0 1.0 n/a 60 200
Heavy Turret TNK_04 ID.Item.125x570mm 4.0 1.0 n/a 9 n/a
Machine Gun TNK_04 MachineGun Id.Item.762x54mm 4.25 1.0 n/a 300 (tracer) n/a

Five extensions carry a restock count (the Restock column). The restock semantics and tag are not decoded.

8c. Weapon data (WDVehicleWeaponDataAsset)

23 assets, one per weapon mount (for example W_TNK_01_Heavy, W_ROT_02_122mm, W_WHL_05_Humvee_RingMinigun). Each gives the weapon tag (Id.Vehicle.Weapon.*), a skeletal mesh, muzzle sockets, the player attach socket and the aim sensitivities (for example Gamepad 35, Mouse 8, Key 45 for W_TNK_01_Heavy).


9. Projectile and Damage Model

9a. Drone projectile (WDProjectileData, Stingray)

Field Value
ProjectileId Item.Caliber.DroneProjectile
Damage tag Meta.Damage.Explosive.Drone
BaseDamage 120
ExplosiveRadius 1,000
EffectiveExplosiveRadius 500
MinimumExplosiveDamage 15
ExplosiveDamageFallOff 0.45
ExplosiveBluntDamage 100
Impulse scale 2,500 (Z 3,500)
BaseSuppression 0.8
MaxProjectileLifetime 500
ArmingDelay 0.1

9b. Global damage tables (DT_GlobalDamage_VehicleData_*)

A WDDamageableEntityTableRow lists damage modification entries per source, target and hit location.

Table Family Rows Entries Operations used
DT_GlobalDamage_VehicleData_ROT_02 ROT_02 1 35 Percentage_Ongoing 31, None 4
DT_GlobalDamage_VehicleData_SPW_01 SPW_01 1 32 Percentage_Ongoing 27, None 5
DT_GlobalDamage_VehicleData_STN_01 STN_01 1 26 Percentage_Ongoing 21, None 4, Add 1
DT_GlobalDamage_VehicleData_TNK_01 TNK_01 3 87 Percentage_Ongoing 72, None 15
DT_GlobalDamage_VehicleData_TNK_04 TNK_04 1 30 Percentage_Ongoing 25, None 5
DT_GlobalDamage_VehicleData_WHL_01 WHL_01 1 20 Percentage_Ongoing 19, None 1
DT_GlobalDamage_VehicleData_WHL_05 (and Minigun, RingTurret) WHL_05 family 1 each 31 each Percentage_Ongoing 28, None 3
DT_GlobalDamage_VehicleData_WHL_06_DuneBuggy WHL_06 1 30 Percentage_Ongoing 27, None 3
DT_GlobalDamage_VehicleData_WHL_07_Ural WHL_07 1 30 Percentage_Ongoing 27, None 3
DT_GlobalDamage_VehicleData_WHL_08 (and RingTurret) WHL_08 family 1 each 31 each Percentage_Ongoing 28, None 3
DT_GlobalDamage_SupplyCrate SupplyCrates 5 7 Percentage_Ongoing 7

Each entry’s Amount and per-entry requirements are not summarized here (section 15).


10. Stationary Buildables

Six buildable emplacements, each a WDBuildableDataAsset with a WDVehicleBuildSpawner that spawns the stationary vehicle.

Buildable Family EntityTag Cost MaxHealth MaxStack Damage tag Spawner variant
DA_Buildable_MistralAA STN_01 Id.Buildable.MistralAA 650 3,000 6 none Vehicle.Variant.Stationary.MistralAA
DA_Buildable_STN_02 STN_02 Id.Buildable.Phalanx 1,200 5,000 6 none Vehicle.Variant.Stationary.Phalanx
DA_Buildable_STN_03 STN_03 Id.Buildable.Mortar 600 3,000 6 Meta.Damage.Vehicle.Stationary.Mortar Vehicle.Variant.Stationary.Mortar
DA_Buildable_STN_04 STN_04 Id.Buildable.Loudspeaker 200 1,000 not set none Vehicle.Variant.Stationary.Loudspeaker
DA_Buildable_STN_05 STN_05 Id.Buildable.STN_05 650 3,000 6 Meta.Damage.Vehicle.Stationary.STN_05 Vehicle.Variant.Stationary.STN_05
DA_Buildable_MGNest STN_06 Id.Buildable.MGNest 650 3,000 5 none Vehicle.Variant.Stationary.MGNest

Cost is the stored build cost. Buildable prices are not on a vendor table in this folder.


11. Supply Crates and Pallets (WDItemExtensionData_VehicleSupplyCrate)

Item Slots StartingHealth MaxHealth Notes
ID_FreeSupplyCrate 6 150 250 Free crate (no market row)
ID_SmallSupplyCrate 6 150 300 Market: Small, 150
ID_SmallSupplyCrate_Armoured 6 300 not set Market: Small Armoured, 500
ID_LargeSupplyCrate 16 250 not set Market: Large, 300
ID_LargeSupplyCrate_Armoured 16 400 500 Market: Large Armoured, 800
Pallet BuildSupplies 12 800 800 bLockCrateOnPurchase True; market 400
Pallet FuelSupplies 12 800 800 Market 400
Pallet MunitionsSupplies 12 800 800 Market 400
Pallet SparePartsSupplies 12 800 800 Market 400

Crate and pallet bases are BlueprintGeneratedClass objects. Crates use the WDItemExtension_VehicleSupplyCrate component. Faction materials are keyed by Meta.Alignment.Faction.*. Lock-on-purchase was checked only on the BuildSupplies pallet (True).


12. Physics and Movement Configs

12a. Wheeled characteristics (MWheeledVehicleCharacteristicsDataAsset)

Family Mass CoM Z offset DrivetrainFriction HandBrakePower ABS ASR ReverseBrakeSpeed DownForce
WHL_01 Bobcat 250 -0.45 25.0 8.0 n/a n/a n/a 0.1
WHL_02 Kodiak 2,750 -0.3 100 50 30 (min speed 35) 55 6.0 5.0
WHL_05 Humvee 7,250 -0.4 100 80 50 45 15.0 5.0
WHL_06 Dune Buggy 550 -0.65 (X 0.35) 10.0 50 25 18 n/a 0.5
WHL_07 Ural 10,000 -0.3 (X -1.4) 100 50 15 (min 35) 45 30.0 5.0
WHL_08 Wolf-110 3,200 -0.4 100 80 40 (min speed 22) 55 15.0 5.0

n/a means the field was not extracted, not that it is absent. Mass is as stored (Chaos units, probably kg). Several other wheeled fields are present but not tabled here (understeer and oversteer assists, friction, antiroll).

12b. Engine and transmission (MWheeledVehicleEngineTransmissionDataAsset)

Family Idle RPM Limit RPM Torque scale Friction torque Gear ratios Final gear
WHL_01 1,200 7,000 n/a 15 4.2, 2.8, 1.9, 1.5, 1.3, 6.0 9.5
WHL_02 n/a n/a 0.6 75 6.0, 3.1, 2.45, 1.7, 1.3, 6.0 5.5
WHL_05 700 4,000 n/a 75 3.6, 2.4, 1.7, 1.35, 1.12, 3.6 6.54
WHL_06 800 n/a 0.35 75 4.8, 3.6, 2.7, 2.15, 1.98, 6.0 4.3
WHL_07 650 2,600 (limiter 50) 2.0 n/a 5.62, 2.89, 1.64, 1.25, 1.1, 3.25 7.32

Each has a torque curve (CRV_Torque*), a boost scale of 1.03 to 1.2, and a ChangeTime / ClutchTime.

12c. Rotary flight (BHRotaryFlightDataAsset)

Family MaxLiftCoeff Rotor radius Stall AoA (deg) Translational lift % Translational lift window (m/s) Ground effect Cyclic attenuation Max angular velocity (deg/s)
ROT_02 Havoc 1.8 600 40.0 20 24 to 34 falloff 12 m 0.45 83
ROT_03 Littlebird 1.25 n/a n/a 16 20 to 28 falloff 12 m 0.6 83
ROT_04 5.75 800 n/a 25 24 to 34 strength 30%, falloff 12 m 0.45 83

Rotor tuning on the engines: ROT_03 EngineRPMDecreaseRatePerSecond 850. ROT_04 MainRotorCriticalLowRPM 180 and MainRotorOperatingRPM 270. ROT_02 has an empty engine asset.

12d. Air drag (BHAirVehicleDragDataAsset)

Asset Family Front area Side area Drag coefficient Air density (sea level)
DA_ROT_02_Drag ROT_02 4,000 7,000 0.0056 0.00125
DA_ROT_03_DragDataAsset2000KGLight ROT_03 1,000 5,000 0.0056 0.00125
DA_ROT_03_RocketPods_DragDataAsset2000KGLight ROT_03 RocketPods 1,000 5,000 0.0056 0.00125
DA_ROT_04_DragDataAsset ROT_04 4,000 9,000 0.0056 0.00125

12e. Tracked configs (SPW_01, TNK_01)

Tracked vehicles use MTrackedVehicleConfigDataAsset with engine, suspension, wheel, dynamics and track data. The config carries VehicleFlipCheckThreshold (TNK_01 Artillery 150) and EntryOffsetTolerance (TNK_01 Artillery 1,000; SPW_01 400). Track wheel bone lists and tread meshes are set per family.

12f. Stationary configs

Stationary platforms use BHBaseVehicleConfigDataAsset (no physics). They carry gameplay system and camera assets, and bAllowCameraViewToggle is false on all four.


13. Other Features

Feature Contents Notes
BobbleHeads (4 sub-features) 8 ModularVehiclePart (bobblehead parts, Vehicle.Bobblehead tag), 8 MVF_SkeletalMesh, WDCosmeticData rows Faction variants chosen by faction selectors: Lonestar, Valkyra, Manticore (Alpha, Bravo, Charlie); other sub-features: Warpup, HeavyHelmet, Grenade
Flares BHInventoryItemDefinition (Id.Item.Flares), BHEntityData_UI, WDVendorData (750) Anti-air countermeasure; “Deploys 3x bursts of flares”
VehicleSmoke Id.Item.VehicleSmoke, DT_EntityData_Ext_VehicleSmoke, DT_VendorData_Ext_VehicleSmoke (750, level 1) Countermeasure; “Sustained discharge trails around the vehicle”
Lockpicking WDUIInteractionContextDataTableRow (action “LOCKPICK”, context “Vehicle”), WDMetaSkillEffectsTaggedTableRow (grants GE_GrantSkill_Lockpicking), WDGameFeatureActions_AddWorldInteractableContextToActor Role: Recon
VehicleRewardZone WDGameFeatureAction_AddWidgetElements (plus _Instance), GameFeatureAction_AddComponents, world partition Reward values are not in this folder
FreeVehicleSpawner GameFeatureAction_AddComponents Component add only
VehicleUtility GameFeatureAction_AddComponents Component add only
VehicleLifetimeManager GameFeatureData only No content
DebugCockpit WDGameFeatureAction_AddWidgetElements Debug widget
Vehicle interaction contexts 15 WDVehicleInteractionContextsData assets and 28 WDVehicleInteractionsDataAsset Ordering for Enter.Driver and other seats; interaction tracker points; per-context overrides

14. How Values Combine

  • Buying a vehicle: the market row (section 3) gives the Price and the LevelToUnlock gate. The row’s stats asset (section 4) is the spec sheet shown to the player.
  • Health: a vehicle’s total effective durability is the body pool plus its sub-part pools (section 5). Threshold triggers (section 6) fire at percentages of each pool’s max. Damage routing for hits is in the global damage tables (section 9b).
  • Seats: the platform’s Seats fragment points at the seat asset. MaxSeats in the stats is the displayed capacity, which can differ from the seat setup count (section 7).
  • Weapons: a mount’s weapon data (8c) gives its extensions. Each extension gives reload timing, starting ammo and restock (8b). The stats asset (8a) gives fire rate and range.
  • Buildables: the buildable’s MaxHealth matches its platform’s body pool (sections 5 and 10). Cost is the build price.
  • Crates: the item extension (section 11) sets slots and HP. The garage market price is separate (section 3).

15. Still not pulled / Limitations

  • Unnamed fields. Some fields have no readable name. Their meanings are unknown and were skipped (for example, several flags on health triggers and vendor variations).
  • Units. Speed, fuel, FuelEconomy, muzzle speed, drag area and mass are not labelled in the export. Treat them as relative values until a reference confirms them. Only fields with a unit suffix (_mps, _kmh, _deg, _m) have a known unit.
  • Semantics inferred from names. LevelToUnlock (vendor), StartDelayTime / LoopLoadRoundTime (reload), RestockSuppliesNeeded, and the above/below effect split on health triggers are read from names only.
  • Health trigger effects. Round 39 tabled the parameters of every health-trigger effect (251 threshold rows, effect types and values) in Vehicle weapon rates, seats and damage effects section 4 and assets/data/vehicle-health-effects.json. Still open: the class defaults behind effects that serialise no property (WDVehicleEngineEffect is empty except bIsDestroyed: false at 55 percent) and the unit of FuelLeakPerSecondValue.
  • Damage entries. Damage tables are counted by operation. Each entry’s Amount, requirements and priority are not summarized.
  • Seat counts. ROT_03 and ROT_04 base seat assets were not pulled. Pickup’s extra 2 seats (6 stated vs 4 base) are unresolved.
  • Wheel and surface curves. The 116 CurveFloat objects, the per-surface audio and skid assets (DA_Vehicle_Surface_*, DA_Vehicle_Skidding_*, DA_Vehicle_BrakingSurface_*), and the wheel-level MWheeledVehicleWheelDataAsset values (friction, suspension, brake torque, Values[0..2] meaning unconfirmed) are not tabled.
  • Control assist conditions. The rotary control assist bodies and conditions (BH*RotaryMovementControlAssist* and related conditions, roughly 270 objects) are not decoded.
  • Audio and cues. WDGameplayCueEffect (153), WDAudioData (88) and the Crosstalk audio event objects (about 130) are inventoried only.
  • Input and camera. MWheeledVehicleInputDataAsset, MLandInputControlsDataAsset, and the spring arm and camera behaviour assets are not tabled.
  • Stationary stats. STN_01 to STN_05 have no stats asset, so their MaxSpeed, fuel and seat values are not available.
  • Vendor stat widgets. W_VehicleVendor_Stat_* widget objects (Seats, MaxSpeed, FuelCapacity, FuelEconomy, CounterMeasures, Weapons) are referenced by each stats asset but their display logic is not decoded.
  • Ural asset mapping. Ural.Battle points at DA_WHL_07_Stats rather than the ArmouredBattle asset (section 3). Numbers are identical, so this is only a reference oddity.
  • Localization. Names come from string-table keys (STRINGS_VehicleVendor_Stats, STRINGS_BuildTool, STRINGS_Bobblehead_Faction). Only the source strings are shown, not localized text in other languages.