WARDOGS · Driver Handbook
- Job: move squads and pallets. Each passenger pays 50 XP, plus 100 if they survive. A round trip is 300, a supply pallet 750 XP + $2,500.
- Bonus stacks: after 10 players delivered every delivery pays ×1.1, rising to ×2 at 50 and ×3 at 75.
- Ride: Kodiak M249 (Driver 6) → Humvee M249 (20, tough) · Ural for pallets (3) · L2A6 tank (35).
- Drop short of the kill zone. Park reversed into cover with the exit facing safety. Parked vehicles draw mortars, supply trucks draw artillery.
- What kills you: drones (+350–500%), AT mines (+145–250%), IEDs, rocket splash. Bullets barely scratch (−95% or better).
Builds
Kodiak [M249]
Best early![Kodiak [M249]](img/kodiak-m249.png)
Why: the fastest car with a gun. Bring a gunner and keep moving: idle Kodiaks die.
Humvee [M249]
Armored taxi![Humvee [M249]](img/humvee-m249.png)
Why: shrugs off RPG-7 rockets (−75%), which hit a Kodiak at full damage. The plain Humvee (Driver 15) has nearly the same armor and no gun.
Ural
Pallets
Why: the supply truck: each pallet you drop pays 750 XP + $2,500. The Ural Defender (Driver 18) adds armor over the passengers.
Ural Defender [M249]
Troop carrier![Ural Defender [M249]](img/ural-defender-m249.png)
Why: carries a full squad with two M249s. Slow, so pick the route before you go.
L2A6
Heavy tank
Why: 120 mm cannon plus two MGs, immune to bullets. Only worth it when your team can follow the hole you punch.
Kodiak
Starter
Why: cheapest fast ferry. The Kodiak Pickup (Driver 10, $3,000) seats 6.
Personal loadout
- Light and cheap: AK-74 or MP5, L2–L3 armor, IFAK, smoke. You'll lose it to a mine sooner or later.
- Wrench and a Fuel Can in the pack, plus an orange Damaged Vehicle smoke to call for repairs.
- Kills with your rifle pay Assault XP, kills with an SMG pay Medic XP.
Ballistics & zeroing
| Weapon | Zero | 150 m | 200 m | 300 m | 400 m |
|---|---|---|---|---|---|
| AK-74 | 100 m | 5 cm0.3 mil | 13 cm0.6 mil | 38 cm1.3 mil | 76 cm1.9 mil |
| MP5 | 100 m | 23 cm1.5 mil | 61 cm3.1 mil | 184 cm*6.1 mil | 368 cm*9.2 mil |
Holdover = how far above the target to aim, in cm and in mil (1 mil = 1 cm per 10 m, the hash marks on MRAD scopes). Lead = how far ahead to aim at a target running 5 m/s (an assumed sprint speed, WARDOGS does not publish one). Calculated from muzzle velocity (g = 9.81, no drag inside the full-damage range). Check it in the firing range: patches change velocities.
Zeroing rules
- Sight in at 100 m and aim center chest out to 200 m. The round lands a hand-width low at 200 m, which is still chest.
- Between steps (for example 160 m): keep the lower zero and aim at the top of the head. A low miss still hits neck or chest. Dialing up to 200 m and aiming low sends the round over the head.
- Long shots: PgUp/PgDn dial the zero in 100 m steps, then aim dead center. If you don't want to dial, use the holdover table.
- Past the full-damage range the round loses speed as well as damage, so it drops more than the table says (marked *).
Leading moving targets
- Lead in mil stays the same at every range inside the full-damage range: target speed ÷ bullet speed × 1000. A 5 m/s runner needs about 6 mil with an 830–900 m/s rifle and about 13 mil with a 380–400 m/s SMG.
- Players stop about every 10 s to scope in or check the map. Shoot then, and you don't need to lead at all.
- Running straight at you or away from you: no lead, aim for the drop only.
Vehicle guns and the tank cannon
- The wiki lists no muzzle velocity for the M249 mount, the M134D minigun or the L55A1 cannon, so there is no holdover table for them.
- Use the tracers: fire a short burst, watch where it lands, walk it onto the target.
- Call your route to your gunner and don't swerve: gunners need a stable arc.
Kit









This kit weighs about 24 kg, which puts you in Medium.
Armor & helmets
| Tier | Armor | Helmet | Blocks (FMJ) |
|---|---|---|---|
L1 | $400 · 3 kg | $200 | 30% |
L2 | $1,000 · 4.5 kg | $500 · 1.6 kg | 40% |
L3 | $2,000 · 10.5 kg | $1,500 · 3 kg | 55% |
L4 | $4,000 · 18 kg | $3,000 · 4.5 kg | 65% |
Skip the L2 helmet: it only saves you a shot against 2 of 28 guns (BMR-308, M1911). Go L1 straight to L3. Armor unlocks: L2 Wardog 30, L3 Wardog 60, L4 Wardog 100.
Weight classes
| Kit weight | Class | Move speed | Notes |
|---|---|---|---|
| under 10 kg | — | full | |
| 10–17 kg | Light | −5% | |
| 17–27 kg | Medium | −13% | slower ADS, less stamina regen |
| 27–40 kg | Heavy | −20% | no tactical sprint |
| 40 kg + | Super Heavy | −20% | no sprint, slowed |
Source: WarDogs.News weight-class table. Other guides give −12% / −19%. An Adrenaline Pen drops you one class for a short time.
Ammo

Your carry weapon
| Caliber | Ammo | No armour | L1 | L2 | L3 | L4 | Unlock |
|---|---|---|---|---|---|---|---|
5.45 (AK-74) | FMJ | 28.62 (4 shots) | 20.03 (5) | 17.18 (6) | 12.89 (8) | 10.03 (10) | default |
| HP | 57.21 (2 shots) | 8.51 (12) | 6.19 (17) | 2.72 (37) | 0.4 (250) | Wardog 16 | |
| AP | 22.9 (5 shots) | 18.77 (6) | 17.4 (6) | 15.35 (7) | 13.98 (8) | Wardog 93 | |
9×19 (SMGs, GGX) | FMJ | 25.43 (4 shots) | 17.81 (6) | 15.27 (7) | 11.45 (9) | 8.91 (12) | default |
| HP | 50.84 (2 shots) | 7.56 (14) | 5.51 (19) | 2.41 (42) | 0.36 (278) | Wardog 6 | |
| AP | 20.34 (5 shots) | 16.08 (7) | 14.65 (7) | 12.52 (8) | 11.09 (10) | Wardog 75 |
Which ammo
- FMJ is the default. Armor blocks 30 / 40 / 55 / 65% of it at L1 / L2 / L3 / L4.
- HP does 2× to flesh, but armor blocks 85–99% of it. Only use it on players with no armor, or aim for arms and legs.
- AP does 20% less to flesh, but armor only blocks 10–20%. It wins against L3–L4 armor and helmets.
- Headshots do about 2.1×. L3 and L4 helmets also cover the neck. L4 armor also covers the upper arms and pelvis.
- HP and AP rounds unlock on the Wardog (career) track. The vendor sells the tracer versions.
Field rules
Pay per trip
| Action | XP | Cash |
|---|---|---|
| Passenger delivered | 50 | $150 |
| …and they survive | +100 | +$500 |
| Round trip (troops only) | 300 | $750 |
| Supply pallet delivered | 750 | $2,500 |
EVA. After 10 / 20 / 30 / 40 / 50 / 75 players delivered, each new delivery pays ×1.1 / 1.2 / 1.3 / 1.5 / 2 / 3.
Insert procedure
- Call it: tell the squad where you drop and which way you drive. Ask for a gunner and for smoke on a hot drop.
- Route: terrain edges, compounds and reverse slopes. No straight runs across open dirt. Slow down before blind corners.
- Drop short of the worst fire, not on the exact Hot Zone marker. Passengers ready their weapons before the wheels stop.
- Foot finish: about 20 s on foot keeps the truck alive for a second trip.
- Reset: park reversed into cover with the exit facing safety, or leave. Go before a third team arrives with fresh rockets.
What kills you
| Vehicle | Bullets | Worst threats (extra damage) |
|---|---|---|
Kodiak | −95% | drone +500% · rocket splash +400% · AT mine +200% · IED +150% |
Humvee | −95–97.5% | drone +350% · 120/155 mm +250% · AT mine +200% · IED +150% |
Ural | −95% | drone +500% · AT mine +250% · rocket splash +200% |
L2A6 | −100% | drone +450% · AT mine +145% · 84 mm (MAAWS) +140% |
Wiki damage-resistance tables. AT mines only trigger on vehicles.
Logistics
- Supply trucks draw artillery and parked vehicles draw mortars. Take the long route along cover, and don't drive through the Hot Zone.
- Load pallets at HQ (2 on a truck) and drop them at a friendly FOB near the fight. The builder who unloads gets 360 XP.
- A FOB run takes about 3 min each way (EVA).
- Keep the spawn APC alive: killing it pays the enemy $4,000, up to +150% in the Hot Zone.
Progression ladder
| Level | Unlock | Cost | Why |
|---|---|---|---|
| 3 | Ural | $35,000 | pallets |
| 6 | Kodiak [M249] | $50,000 | first gun car |
| 8 | Dune Buggy | $25,000 | 130 km/h, 3 seats |
| 10 | Kodiak [Pickup] | $35,000 | 6 seats |
| 15 | Humvee | $25,000 | armor |
| 18 | Ural Defender | $75,000 | covered troop truck |
| 20 | Humvee [M249] | $125,000 | armor + gun |
| 25 | Ural Defender [M249] | $125,000 | 2 gunners |
| 30 | Humvee [Minigun] | $150,000 | M134D |
| 35 | L2A6 | $500,000 | heavy tank |
Unlocked by other roles: Bobcat ($500) and Kodiak ($2,500) need no unlock · SPH-2 artillery: Wardog 90 (Support XP) · Light Drill: Support 1









