WARDOGS · Pilot Handbook
- All four assists ON: Stability, Auto Hover, Envelope Limits, Turn Coordination.
- MKB: Rotary Mouse Control on · Air Vehicle Multiplier 2.0 · mouse 50% · axis isolation 0% · arrow keys as secondary collective and yaw.
- Sticks: in-game sensitivity never below 1.0. Use 1.1 (yaw 1.05), and do all smoothing with S-curves in VKBDevCfg.
- Flying: under 80 km/h turn with yaw, over 80 bank to turn. Touch down under 50 km/h. Drop pallets below 60 m.
- Pay: each pallet delivered = 750 XP + $2,500. Threat: a CIWS kills a Havoc in about 6 s.
Builds

MH-6 · small transport, fast and agile take-offs and landings.

AH-6M Miniguns · small attack heli with 2× M134D miniguns.

Z20 Lakota · large transport and pallet slinger. Fastest in the fleet.

AH-6R Rockets · small attack heli with 2× B-13 rocket pods.

Z20 Lakota Miniguns · 11 passengers plus 2 door miniguns.

Havoc · heavily armored gunship with B-13 rockets and a 2A42 autocannon.
Personal loadout
- Flares ($750, 3 bursts) for every attack run.
- A parachute: Basic ($100) or Sport ($1,000, steerable, 9 kg) to bail out.
- Wrench for field repairs, a purple Landing Zone smoke ($50) to mark pickups.
- Light carry weapon (MP5 or AK-74) and an IFAK for when you end up on foot.
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.
Aerial guns and rockets
- The wiki lists no muzzle velocity for the M134D, the B-13 rockets or the 2A42 autocannon, so there is no holdover table for them.
- Walk tracers onto the target. Rockets (122 mm HE) have a large splash: aim at the ground at their feet.
- Yaw S-curve 5 on sticks stops the minigun slingshotting past targets (see HOSAS).
Kit







This kit weighs about 11 kg, which puts you in Light.
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 |
|---|---|---|---|---|---|---|---|
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 | |
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 |
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
| Speed | What happens | Do |
|---|---|---|
| < 50 km/h | safe touchdown | Land only below this, or you break the skids or flip. |
| < 80 km/h | full yaw authority | Rotate freely with Q/E or the stick twist. |
| > 80 km/h | yaw authority drops off sharply | Turn by banking (A/D) with a little back-pitch. |
| ~300 km/h | best level cruise | Keep the HUD pitch triangle just above the lowest gauge line. |
Lakota pallets
- No J-hooks or hard airbrakes while you carry a pallet. The weight shifts your center of gravity and you get a tail-spin you can't recover from.
- Drop below 60 m AGL while in a slow forward hover.
- Keep Envelope Limits ON.
Pre-flight checklist
- All 4 assists ON
- Stick sensitivities ≥ 1.0 (1.1 / 1.05)
- Gremlin activated + free-look script running
- Flares bound and tested
- Proximity chat on a button to talk to passengers
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. Same delivery bonus as Driver: ×1.1 after 10 players, up to ×3 after 75.
What kills you
| Vehicle | Bullets | Worst threats (extra damage) |
|---|---|---|
Havoc | −95% | drone +450% · rocket splash +400% · AT mine +200% · 20 mm CIWS and 35 mm Gepard +87.5% |
Lakota | −95% | drone +450% · rocket splash +200% · 120 mm +150% |
MH-6 / AH-6 | −92.5% | drone +500% · rocket splash +400% · AT mine +200% · 120 mm +100% |
Wiki damage-resistance tables. Since the 2 Oct hotfix a Vanguard CIWS kills a Havoc in about 6 s again (it was 12). Stay out of its sight.
Mouse & keyboard
In-game settings
| Rotary Vehicle Mouse Control | ON. Use Yaw & Pitch to aim like a rifle, or Roll & Pitch if you come from Battlefield. |
| Heli mouse pitch / yaw sens. | 50% |
| Heli mouse axis isolation | 0% |
| Air Vehicle Multiplier | 2.0 (full-strength key input) |
Flight assists: all ON
| Stability Assist | no spiral or tumble when you tap keys |
| Auto Hover | no crash if you let go for a moment |
| Envelope Limits | stops nose-dives you can't recover from while carrying Lakota pallets |
| Turn Coordination | smooth high-speed banking |
Keybinds: primary + secondary
| Function | Primary | Secondary | Why |
|---|---|---|---|
| Collective up | Space | ↑ | Thumb control, so W/S stay free for pitch |
| Collective down | C | ↓ | Same key as crouch, so it feels natural |
| Yaw left | Q | ← | Two-handed fast rotation |
| Yaw right | E | → | Two-handed fast rotation |
| Roll L / R | A / D | — | Lateral tilt |
| Free look | L-Alt | — | Hold to check the cockpit or landing zone |
4-button instant airbrake (from 250+ km/h)
- Level out: line the horizon up with the center display.
- Hold S + D + ↓ + → together. Mirrored version: A + S + ← + ↓.
- You get a flat flick-stop to < 50 km/h in seconds, with no altitude loss and no nose-dive. Safer than a J-hook.
Single stick / HOTAS
In-game sensitivities
| Axis | Value | Note |
|---|---|---|
| Pitch | 1.1 | |
| Roll | 1.1 | |
| Collective | 1.1 | |
| Yaw | 1.05 | twitchy · dead zone 0.02 |
Button map
| Main trigger | Fire |
| Thumb red button | Reload |
| Hat pull back | Flares / countermeasures |
| Rocker R / L | 1st/3rd person / ping target |
| Throttle side button | Proximity / squad voice |
| Throttle rocker / lever | Deploy supply crate |
External tools
- Joystick Gremlin maps stick switches to keys the game won't bind (map zoom [ ], proximity chat, squad comms). Details on the Gremlin page.
- Free-look script turns a hat switch into smooth mouse look while you hold L-Alt. The game has no native head-tracking for sticks.
- Curves: use S-response curves in device software (VKBDevCfg). See the HOSAS page.
HOSAS · 2× VKB Gladiator NXT EVO
VKBDevCfg curves
| Axis | Dead zone | Curve |
|---|---|---|
| Yaw (R twist) | 2–3% | S-curve 5 (range 4–6). Top priority: stops the minigun from slingshotting past targets. |
| Pitch / Roll (R stick) | 2–3% | S-curve 3 (range 2–4). Smooth for landings and pallet drops, full authority at the stops. |
| Collective (L Y) | — | Linear (0) for predictable altitude |
| Strafe (L X) | 2–3% | mild S-curve |
What an S-curve does
Your notes disagreed on the S-curve values and on collective direction. This page uses yaw 5, pitch/roll 3, and pull = climb. If climb feels backwards, invert the axis in VKBDevCfg.
Joystick Gremlin + free-look
Why
WARDOGS reads stick axes, but it can't bind some features to stick buttons. Gremlin turns a button press into a normal key press. It doesn't inject code, read memory, or run macros, so it's safe to use.
Remaps
| Throttle side button | P proximity chat (talk to passengers) |
| Throttle rocker up / down | [ / ] mini-map zoom |
| Spare throttle switch | squad voice key |
| Left thumb button | L-Alt free-look |
Setup
- Install Joystick Gremlin, plus vJoy if your setup needs it.
- Find the button: press it on the stick and Gremlin highlights that input.
- Remap: select the input, set the action to Remap, then press the target key from the table above.
- Free-look script: download IceManIsaac's Python script (from his GitHub or HOTAS community links). Tune the X/Y magnitude in its file, then start it.
- Activate Gremlin with the green button before you launch WARDOGS.
- Test in the firing range in an MH-6: hold L-Alt with your left thumb and move the hat switch with your right.
Why the script: Gremlin's own hat-to-mouse mapping moves in fixed steps and jumps on diagonals. The script moves the mouse along a smooth sine curve instead.
Progression ladder
| Level | Unlock | Cost | Why |
|---|---|---|---|
| 2 | Small Armored Crate | $10,000 | air-drop supplies |
| 4 | AH-6M Miniguns | $50,000 | first gunship |
| 10 | Z20 Lakota | $35,000 | 13 seats, pallets |
| 15 | Large Armored Crate | $25,000 | bigger air drops |
| 20 | AH-6R Rockets | $250,000 | rocket pods |
| 25 | Z20 Lakota Miniguns | $75,000 | door guns |
| 35 | Havoc | $500,000 | armored gunship |
Unlocked by other roles: MH-6 needs no unlock

