Calculateur balistique
Work out damage, shots to kill and time to kill for any of the 38 weapons in WARDOGS, against any armour, at any of 12 hit locations and any range out to 2 000 m.
Configuration
Helmet
Body armour
Ammunition
Hit location
Upper torsoBare flesh
Weapons
Damage breakdown
| Calibre | location | ammo | weapon | vs armour | armour | range | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| A-91 | 5,56 x 45 mm | Standard (FMJ) | 28.0 | × 0.97 | × 1.00 | × 1.00 | — | — | × 1.00 | 27.3 | 700 RPM | — | 4 | 0.26 s |
| AK74 | 5,45 x 39 mm | Standard (FMJ) | 26.0 | × 0.97 | × 1.00 | × 1.00 | — | — | × 1.00 | 25.3 | 650 RPM | — | 4 | 0.28 s |
| Bushmaster M17S | 5,56 x 45 mm | Standard (FMJ) | 28.0 | × 0.97 | × 1.00 | × 1.00 | — | — | × 1.00 | 27.3 | 700 RPM | — | 4 | 0.26 s |
How these figures are calculated
Damage per shot starts from the round's base damage and is adjusted by the hit location you choose - 12 of them, from head to foot - and by the ammunition type: standard (FMJ), hollow point or armour piercing.
Armour is applied as mitigation: the plate's damage reduction is weighed against the round's penetration effectiveness, so an armour-piercing round loses less of its damage to the same vest than a hollow point does.
Range is read from each weapon's own authored damage-falloff curve, and a weapon is modelled only as far out as that curve reaches.
Shots to kill divides the modelled 100 infantry health by the damage one shot does and rounds up. Time to kill multiplies the interval between shots by the shots after the first, and is stated only for weapons whose rate of fire is in the imported data.