본문으로 건너뛰기

시즌 02에 돌입했습니다. 레벨, 현금, 해금이 초기화되었습니다. 전환 이후 통계가 갱신되지 않는다면 WARDOGS 계정을 다시 연결해 주세요.

탄도 계산기

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

12g

Hit location

HeadNeckUpper torsoMid torsoLower torsoPelvisUpper armForearmHandThighCalfFoot

Upper torso레벨 1 방탄복

Weapons

1 of 8 selected
Infantry돌격소총
InfantrySMG
Recon저격소총
ReconDMR
Recon권총
Recon활
SupportLMG
Support산탄총
Support발사기

Damage breakdown

Calibrelocationammoweaponvs armourarmourrange
M50012g12g 7mm 벅샷25.0 × 8× 0.99× 0.60× 1.00× 1.00× 0.70× 1.0083.2120 RPM13 (84%)20.50 s
Time to kill (seconds)Range window0 – 1200 m

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.