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WARDOGS · Support Handbook

Builder role, LMG builds, ballistics, kit, ammo, FOB + APC bunker · data: EVA data-mine (9 Oct) + Dexerto wiki, Season 1
Season 1 numbers. Season 2 lands Thu 15 Oct 2026: progression wipe, cash turns into Gold Bars, and Bulkhead is changing weapon damage, recoil and suppression. Re-check after the patch.
TL;DR

Builds

PKM

Best overall
Support 30 · $150,000 · $4,500 per buy · 7.5 kg · 7.62×54R
PKM
63.54Chest dmg
650RPM
825m/s
1,000 mFull dmg
0.73 sADS
NoneL1L2L3L4Body23345Head12224
Optic
Tricon 1.5xorSpectr 4x
Muzzle
Orpheus Max (−26% vert.)orHexagon 762 Supp.
Bipod
PKM Bipod (Support 33)
Box
100 rnd (default)

Why: 2 chest shots on no armor, 3 on L1–L2, 4 on L3, with the FAL's 0.10 s TTK and full damage to 1,000 m. EVA marks its 650 RPM as a placeholder.

M249 SAW

Early–mid LMG
Support 15 · $100,000 · $3,200 per buy · 7.5 kg · 5.56×45
M249 SAW
32.36Chest dmg
850RPM
915m/s
700 mFull dmg
0.68 sADS
NoneL1L2L3L4Body45679Head23345
Optic
Tricon 1.5xorSpectr 4x
Muzzle
TopComporAR Multi-Cal Supp.
Grip
RVG Vertical
Bipod
M249 Bipod (Support 18)· 200 rnd box at Support 23

Why: 850 RPM. 4 chest shots on no armor, 7 on L3 (rifles need 8). Its zero starts at 200 m.

M500

Base defense CQC
Support 10 · $50,000 · $1,200 per buy · 3.52 kg · 12 gauge
M500
198.13Chest dmg
120RPM
480m/s
70 mFull dmg
0.36 sADS
NoneL1L2L3L4Body12234Head11122
Buck
Full Choke (Support 19)tight spread, 1-shot kills to about 40 m
Slug
Sabre Brake (−20% vert., Support 11)or12 ga Supp. (Support 40)

Why: buckshot kills with 1 shot on no armor, 2 on L1–L2, 3 on L3. Effective range is only 70 m.

Launchers (specialist slot)

RPG-7 · $2,000Support 5 · 93 mm · 100 m/s · zero 100–500 m · 6.3 kg. Cheap anti-vehicle and FOB wall breacher.
MAAWS · $2,600Support 20 · 230 m/s · flatter than the RPG · 400 m · 7 kg.
9K333 Verba · $800Support 16 · lock-on anti-air · single use · 17.25 kg. Counters attack helicopters.
MGL-40Support 35 · 6 × 40 mm · zero 50–400 m. $3,500 per EVA, $6,000 per the wiki.

Ballistics & zeroing

WeaponZero200 m300 m400 m500 m600 m800 m1,000 m
PKM100 m14 cm0.7 mil43 cm1.4 mil86 cm2.2 mil144 cm2.9 mil216 cm3.6 mil404 cm5.0 mil649 cm6.5 mil
M249 SAW200 mcenter18 cm0.6 mil47 cm1.2 mil88 cm1.8 mil141 cm2.3 mil281 cm*3.5 mil469 cm*4.7 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

  1. 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.
  2. 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.
  3. 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.
  4. Past the full-damage range the round loses speed as well as damage, so it drops more than the table says (marked *).

Zero per gun + optic

WeaponWeapon zeroOpticOptic zeroYou can dial
PKM100–1500 mTricon 1.5x100–200 m100–200 m
PKM100–1500 mSpectr 4x100–400 m100–400 m
M249 SAW200–1200 mTricon 1.5x100–200 m200 m
M249 SAW200–1200 mSpectr 4x100–400 m200–400 m

The M249 row in the holdover table is sighted in at 200 m, its lowest zero. The M500 has no holdover worth learning inside 70 m.

Leading moving targets

Weapon100 m200 m300 m500 m800 m1,000 m
PKM0.12 s0.6 m lead0.24 s1.2 m lead0.36 s1.8 m lead0.61 s3.0 m lead0.97 s4.8 m lead1.21 s6.1 m lead
M249 SAW0.11 s0.5 m lead0.22 s1.1 m lead0.33 s1.6 m lead0.55 s2.7 m lead0.87 s4.4 m lead1.09 s5.5 m lead

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.

Rockets: dial the zero, then lead

LauncherSpeedZero100 m200 m300 m400 m
RPG-7100 m/s100–500 m1.0 s14 m lead2.0 s28 m lead3.0 s42 m lead—
MAAWS230 m/s100 m0.4 s6 m lead0.9 s12 m lead1.3 s18 m lead1.7 s24 m lead
MGL-40100 m/s50–400 m1.0 s14 m lead2.0 s28 m lead3.0 s42 m lead4.0 s56 m lead

Lead shown for a vehicle at 50 km/h. Rockets this slow drop meters past their zero, so dial the zero to the range (RPG-7, MGL-40) instead of holding over.

Kit

Large Hammer · $2,4003.18 kg · Support 8. Builds everything at the fastest speed.
Ruck Backpack · $2,40024 slots · 1.5 kg · Wardog 55.
Gunner Backpack · $3,50024 slots + 1 sling slot · Wardog 73.
L3 Helmet · $1,5003 kg. Skip the L2 helmet.
L3 Armor · $2,00010.5 kg. Tanks rifle sprays.
Build Supplies · $10Stacks to 50. Every buildable needs them.
FOB Core · $7,5006.5 kg. Bigger structures, item storage, and the build radius.
Wrench · $150Repairs all vehicles. Cheap but slow.
Heavy Drill · $1,3006.9 kg · Support 28. Fastest repair. Light Drill ($600, Support 1). Both run on batteries ($150).
C4 · $250 + detonator $550Stack of 3 · Support 2. Explosives don't chain-react: only the charge you trigger goes off.
IED · $300Single use, remote detonated.
AT Mine · $6508.6 kg · Support 25. Only vehicles trigger it.
Smoke · $100Cover while you build in the open.
IFAK · $800Full heal.

This kit weighs about 33 kg, which puts you in Heavy.

PKM + RPG + L3 armor puts you in Heavy: no tactical sprint. Leave the RPG at the FOB, or wear L2 armor (−6 kg), when you need to move.

Armor & helmets

TierArmorHelmetBlocks (FMJ)
L1$400 · 3 kg$20030%
L2$1,000 · 4.5 kg$500 · 1.6 kg40%
L3$2,000 · 10.5 kg$1,500 · 3 kg55%
L4$4,000 · 18 kg$3,000 · 4.5 kg65%

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 weightClassMove speedNotes
under 10 kg—full
10–17 kgLight−5%
17–27 kgMedium−13%slower ADS, less stamina regen
27–40 kgHeavy−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

CaliberAmmoNo armourL1L2L3L4Unlock
7.62×54R (PKM)FMJ63.54 (2 shots)44.48 (3)38.13 (3)28.61 (4)22.25 (5)default
HP127.07 (1 shots)18.88 (6)13.74 (8)6.02 (17)0.88 (114)Wardog 28
AP50.84 (2 shots)43.21 (3)40.67 (3)36.86 (3)34.32 (3)Wardog 82
5.56 (M249)FMJ32.36 (4 shots)22.66 (5)19.42 (6)14.57 (7)11.34 (9)default
HP64.69 (2 shots)9.62 (11)7 (15)3.07 (33)0.45 (223)Wardog 10
AP25.89 (4 shots)21.23 (5)19.68 (6)17.35 (6)15.8 (7)Wardog 83

Chest damage per hit, with shots to kill in brackets. EVA data-mine.

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.

Shotgun shells

ShellNo armourL1L2L3L4
Buckshot (8 pellets)198.13 (1)83.27 (2)71.4 (2)46.88 (3)31.14 (4)
Slug103.97 (1)63.32 (2)54.27 (2)40.71 (3)31.66 (4)

Slugs unlock at Wardog 41. Buckshot is 8 pellets, so the numbers assume every pellet hits.

93 mm rocketRPG-7 ammo, free unlock with the launcher.
84 mm rocketMAAWS ammo.
40 mm grenadesMGL-40 ammo.
Ammo Supplies · $10Reloads buildable weapons (SAM, CIWS, mortar) inside the FOB radius.

Field rules

Fighting as Support

  • Only LMG and shotgun kills pay Support XP (250). Rifle and SMG kills go to Assault and Medic.
  • Go prone or mount on cover before you spray: the bipod only works when deployed.
  • With a PKM, 2 hits drop an unarmored player at any range to 1,000 m. Tap at range, don't hose.

Fortification tricks

4-high concrete wall (can't be jumped by vehicles)

1 sandbag 2 concrete on top 3 swap bottom

Place a sandbag wall, snap concrete on top of it, then destroy the sandbag and fill the gap with concrete.

Staggered concrete gate

  • A single door dies to 1 C4.
  • Place gates 4 lengths deep with concrete side walls.
  • Add a small turned concrete block to make a viewing slit. You can shoot sappers through it, but they can't hit you.

Gate repair

  • Hammering does not bring back a destroyed door.
  • Hit the foundation block under the gate to collapse it, then build a new gate.

Anti-mortar

  • Put 3×3 or 3×6 indirect-fire shelters over the APC spawn and the core.
  • Repair the ceiling panels from inside during barrages.
  • Put hedgehogs on the outer corners. They soak up explosive damage and keep the sandbags and shelters standing longer.

Honeypot trap FOB

  1. Drive an SUV into the circle. Place a FOB core with 3 radio stations playing music.
  2. Put an IED on the back of the FOB and C4 on the buildables around it.
  3. Walk away and wait for the enemy to capture it.
  4. When the FOB icon disappears from your minimap, detonate.

Explosives don't chain-react. Only the charge you trigger goes off.

Role: the Builder

How scoring works

  • Holding the Control Zone scores victory points every 30 s.
  • Players inside the Hot Zone count double.
  • Infantry fight for position and Disruptors deny enemy builds. Builders create the late-game advantage.
  • Don't chase the roaming Hot Zone across open fields. Pull it onto your base with drills.

Drills

DrillHolds Hot ZoneCooldown
Tower Drill7 min15 min, shared
Fuel Drillup to 5 min (depends on fuel)20 min, per drill
4× Fuel Drill in one FOBRotate activations = Hot Zone stays on your base for good. This is how you close out matches.

XP & cash loop

ActionXPCashNote
Deposit a supply pallet360$1,800takes 10 s at the FOB, feeds build resources
LMG or shotgun kill250$2,750cash varies
Structure finished50$100bonus at 100%
Sale at your supply crate50sale priceteammates buy from your crate
Hammer hit on the yellow X10$50the main grind
Activate a drill rig500$2,500pays Assault XP, not Support (EVA)

EVA. Pallets dropped into a FOB outside the zone pay less (patch 0.1.2). Destroying a half-built buildable pays only for the progress.

54k XP/h power-level

  1. FOB near your HQ exit for short supply runs: Green → Ozetti · Red → Zestafona · Blue → Bakarani.
  2. Place a Vanguard SeaWiz (big, easy hitbox) or a SAM site as the hammer target.
  3. 45° trick: stand 1–2 m away at 45°, then inch forward or back until the yellow X stays fixed on your crosshair.
  4. Rhythm: hold LMB 0.55 s, release 0.065 s on the spark, and repeat.
  5. Duo: one player runs Ural pallets while the other hammers.

Rates

Solo (drive, unload, hammer)~30k XP/h
Duo (partner on pallets)40k–54k XP/h
Truck / heli Unload pallet Hammer SeaWiz 360 XP · $1,800 10 XP + $50per hit

FOB build

FOB Core · $7,5006.5 kg. Needed for bigger structures and sets the build radius.
Ural / Kodiak or heliCarries the core and 2+ pallets ($400 each, 1,800 resources). A delivered pallet also pays the driver 750 XP.
  1. Pick flat ground inside the Control Zone, out of sight of enemy towers.Level ground, so walls and bunkers snap cleanly
  2. Place the FOB Core at the center and build it.FOB icon shows on the minimap, with 1,250 starting resources
  3. Unload pallets at the site.+1,800 resources per pallet, and you get 360 XP + $1,800
  4. APC bunker over the APC spawn. See the next page.APC is covered from mortars, with a 360° walkway around it
  5. Walls and gates: 4-high concrete perimeter, with gates 4 lengths deep and side slits.No gaps to climb over or drive through
  6. Drills: 1–4 Fuel Drills (or a Tower Drill) inside the walls. Fuel them, then activate.Yellow Hot Zone marker moves onto your FOB
  7. Air defense and shelters: SeaWiz or SAM on a raised bunker, plus 3×3 or 3×6 indirect-fire shelters over the core.Clear view of the sky. You can repair the roof from below.
Final check: outer gates walled in · APC enclosed · a fuel drill running = Hot Zone locked.

APC bunker

Golden rule: destroy the lower bunker while the top one is still unfinished. If you finish the top one first, destroying the bottom collapses everything and wastes your resources.
1 · Hesco + 2 bunkers lower top (rotated 90°) 2 · Prone, kill lower ✕ destroyed finish from corner 3 · Clear the floor APC
  1. Foundation: 4 Hesco blocks in a line at the FOB core. Hit and finish them.
  2. Lower bunker goes on top of the Hesco line.
  3. Upper bunker: snap a Hesco to the side and hit it once to jump up. Place the second bunker on top and rotate it 90° (doorway on the left).
  4. Critical: go prone underneath and destroy the lower bunker while the top is still unfinished.
  5. Finish the top by standing on the corner Hesco and hitting its yellow X.
  6. Clear the floor of temporary Hesco and sandbags. The roof now floats, the APC parks underneath, and infantry get 360° movement plus a shooting floor above.

Progression ladder

LevelUnlockCostWhy
1Light Drill$10,000vehicle repair
2C4 + Remote Detonatorfree + $15,000demolition
3Medium Hammer$25,000large buildables
5RPG-7$30,000anti-vehicle
8Large Hammer$75,000builds everything
10M500$50,000first Support gun
15M249 SAW$100,000first LMG
169K333 Verba$50,000anti-air
19Full Choke$30,000M500 range
20MAAWS$125,000better AT
25AT Mine$75,000vehicle denial
30PKM$150,000best LMG
33PKM Bipod$35,000
35MGL-40$200,000grenade launcher
45Orpheus Max Brake$40,000best vertical brake

Unlocked by other roles: Hexagon 762 Supp.: Recon 15 · RVG grip: Medic 16 · Ruck Backpack: Wardog 55 · Gunner Backpack: Wardog 73