Economic Overview
With every respawn, players acquire personalized equipment packages chosen from broad offerings of firearms, supplies, tools, and transport. Earned funds carry forward across successive engagements, so committing substantial capital toward upgraded armaments, hardware, or vehicles can reverse match momentum and generate significant rewards. All combatants initiate their deployment holding a starting bankroll of $10,000. Accumulated currency pays for personal gear, weaponry, combat vehicles, and player abilities. Performing tasks throughout an engagement yields currency rewards, with most activities simultaneously granting role experience points.
Starter Budget
Teams represent three fighting organizations across each engagement: Lonestar, Valkyra, and Manticore. Every faction features a distinct color scheme alongside a designated service rifle. Designated service firearms are supplied at zero cost to their respective factions, giving the Bushmaster M17S to Lonestar, the A-91 to Valkyra, and the KH-2002 to Manticore. Internal market configurations establish a 0% price rating on each weapon for operators belonging to that faction. As an economical alternative, combatants can acquire the AK74 assault rifle for 800 cash, which operates at a fire rate of 650 rounds per minute. Landing 4 hits with the AK74 eliminates an unarmored opponent.
Basic personal protection combines torso coverage from a vest with head defense from a helmet. Equipping a Light vest provides a 30% damage reduction across the torso, while a Light helmet supplies a 30% reduction to head trauma. Injured operators will never recover health automatically over time. Applying a Bandage recovers 35 HP and requires about 5 seconds to use. Administering an Individual First Aid Kit replenishes 100 HP and needs about 5 seconds to use.
| Component | Selection | Price | Damage Reduction | Notes |
|---|---|---|---|---|
| Primary Weapon | Signature Rifle (Bushmaster M17S / A-91 / KH-2002) | $0 | N/A | 0% price for matching faction |
| Alternate Weapon | AK74 Assault Rifle | $800 | N/A | 650 RPM, 4 hits to kill unarmored |
| Body Armor | Light Vest | Low | 30% | Protects torso |
| Helmet | Light Helmet | Low | 30% | Protects head |
| Medical Utility | Bandage & IFAK | Low | N/A | +35 HP / +100 HP restore |
Mid Tier
Stepping up to higher defensive tiers blocks a greater percentage of incoming trauma. Procuring the M4 assault rifle requires 2,800 cash, delivering 27.3 upper-torso damage at 10 meters with an 800 rounds per minute rate of fire. In dedicated marksman setups, purchasing the SKS costs 2,400 cash while striking for 40.0 damage to the upper torso. Operators can also select the TCX-SPR marksman rifle for 3,200 cash, which discharges at a rate of 800 rounds per minute.
Standard loadout categories offer Light, Medium, Heavy, and Super heavy tiers for body vests, alongside helmet options. A Medium vest lowers incoming torso harm by 40%, whereas a Medium helmet reduces head impact by 40%. When confronting Medium or thicker protective gear, chambering armor-piercing ammunition produces higher damage output. Although armor-piercing rounds inflict 20% less damage against unarmored targets, incoming defensive reduction against them is substantially degraded. Firing an M4 inflicts 16.6 with armor-piercing versus 16.4 with full metal jacket on a Medium vest, shifting to 14.0 compared to 10.9 on a Super heavy vest.
| Component | Selection | Price | Damage Reduction | Notes |
|---|---|---|---|---|
| Primary Rifle | M4 Assault Rifle | $2,800 | N/A | 800 RPM, 27.3 torso damage |
| Alternate Rifle | SKS Marksman Rifle | $2,400 | N/A | 40.0 torso damage |
| Rapid DMR | TCX-SPR Marksman Rifle | $3,200 | N/A | 800 RPM, 29.1 torso damage |
| Body Armor | Medium Vest | Mid | 40% | Protects torso |
| Helmet | Medium Helmet | Mid | 40% | Protects head |
| Ammunition | Armor-Piercing (AP) | Variable | Penetration | Superior against Medium and Heavy armor |
High Tier
Operators equip protective gear across two slots, placing a vest over the torso and a helmet upon the head. Defensive vests mitigate incoming harm by designated ratings, where Heavy provides 50% reduction and Super heavy affords 60% reduction. Defensive vests shield the operator across the upper, middle, and lower sections of the torso. Broader defensive coverage on the Super heavy vest extends protection over the pelvis and upper arms. Ballistic helmets defend the head region against hostile fire. Additional neck shielding is provided exclusively by Heavy, Super heavy, and Tank helmet models.
Impacts directed at the head represent the most lethal damage location on an operator. High-powered sniper rifles are capable of eliminating targets in a single shot. Inflicting 192.0 damage on headshots alongside 118.8 to upper-torso impacts, the MK22 generates sufficient trauma to defeat an unarmored opponent in either location. Purchasing the MK22 sniper rifle costs 6,400 cash, chambering .308 Win rounds with a 10-round magazine capacity. In heavy fire support roles, the Evo-3 Ultra costs 7,250 cash, firing 50 rounds of .308 Win ammunition at 700 rounds per minute.
| Component | Selection | Price | Damage Reduction | Notes |
|---|---|---|---|---|
| Sniper Rifle | MK22 (.308 Win) | $6,400 | N/A | 118.8 torso, 192 head, 1-shot unarmored kill |
| Heavy Support | Evo-3 Ultra (.308 Win) | $7,250 | N/A | 700 RPM, 50-round magazine |
| Body Armor | Heavy or Super Heavy Vest | High | 50% - 60% | Super heavy extends to pelvis and upper arms |
| Helmet | Heavy or Super Heavy Helmet | High | 50% - 60% | Extends protection to head and neck |
Armor Coverage
Equipped protective pieces fail to shield every single impact point. Because helmets and vests never protect identical zones, each anatomical hit location benefits from only a single armor element. No protective gear in the game shields an operator’s hands, feet, lower arms, thighs, or calves. Striking an unprotected head while the foe wears solely a vest deals complete cranial damage, while arm wounds bypass armor mitigation entirely. Every piece of defensive equipment is governed by a distinct durability pool. Absorbing enemy fire reduces this remaining durability value, causing the protection to shatter entirely upon reaching 0. Damage mitigation does not degrade as armor takes damage, because identical percentage resistance applies across all four durability stages. When an M4 strikes the upper torso for 27.3 damage, wearing a Heavy vest with 50% resistance reduces the blow to 13.6.
Sources
- WARDOGS Steam Store Specification (App ID 1867240)
- Official WARDOGS Community Wiki: Beginner’s Guide (CC BY-SA 4.0)
- Official WARDOGS Community Wiki: Armor (CC BY-SA 4.0)
- Official WARDOGS Community Wiki: Weapon Comparison (CC BY-SA 4.0)
- Official WARDOGS Community Wiki: Factions (CC BY-SA 4.0)
- Official WARDOGS Community Wiki: Cash and Rewards (CC BY-SA 4.0)