WARDOGS UAMaps. Tools. Your squad.
One deployment — and everything worth knowing before it.
Map and tactical room
The in-game map, not a redraw. Towers, spawns, rotations, a ruler with bearing — and a room where the squad draws the plan together and sees it at once.
→02Kit planner
Slots like the vendor’s, a grid like your backpack. Build a kit — see the weight, the price and whether that optic even fits that gun.
→03Damage calculator
Gun, round, armor and distance — and you see how many shots and seconds it takes to drop the target. For each of twelve zones, not “somewhere in the torso”.
→04Base builder
Walls, towers and ladders in real meters, terrain from the game’s heights. Put the base on the map and show the squad with one link.
→05Shots to kill
One table instead of twenty tabs: every gun against every armor tier, in shots and seconds.
→06Artillery
Bearing and elevation for the L81 and SPH-2 right on the map — corrected for a target above or below the gun.
→07Vehicle cargo
What fits in the bed, what a full load costs and whether room is left for loot — for every vehicle in the database.
→08Run profitability
Honest deployment math: from what survival chance you are still in the black — and starter kits for $10,000.
→A map that matches the game meter for meter — and a room where the whole squad draws the plan
Open the mapLONESTAR, MANTICORE and VALKYRA: every faction’s spawns and bases are on the maps, and the faction color is the same everywhere — in the room, on the contract board and in your profile.

Weapons
guns with stats, prices and attachments
35 entries
Vehicles
ground and air: roles, capacity, cost
21 entries
Ammo and prices
what every shot costs
calibers with game damage
Attachments
optics, grips, modules
199 entries
Gear
armor, medkits, gadgets
from the game data
Emplaced weapons
turrets and mounts for the position
from the game data
Grenades and throwables
frag, smoke, flash
from the game data
Building
structures and deployables
25 entriesPlayers on Steam
Posts come from our Telegram channel; we translate them here, and the links go straight to the Ukrainian original.
Highlights of BULKHEAD's Road to Season 02 press conference: the Mosin is locked to its 3.5x PU scope, hollow points are useless against tier-4 body armor, rain masks footsteps, squads get intent icons instead of custom names, light MMG helicopters sway more, server names are hidden in the pause menu and team-hopping is penalised. Season 1 XP is banked for a future skill tree, weapons will unlock with a new Intel currency, seasons target about six weeks, and testers are already playing a dense urban map.
BULKHEAD's Road to Season 02 devlog: Season 1 ends with a full wipe, leftover cash turns into Gold Bars for permanent cosmetics and early-access XP is banked for future progression. Season 2 nerfs mortar spam, adds delivery streaks, reworks heavy helmets and tier-4 armor, buffs Lonestar; no lobby parties yet. Four new weapons, a Molotov, four vehicles and rain.
The studio is preparing a hotfix for minor security and stability issues affecting some players. Servers will be unavailable for about an hour on October 2 at 11:00 Kyiv time.
Today at 11:00 Kyiv time the game goes offline for an hour for update 0.1.2: the studio closed cash and XP farming exploits and warns that repeat abuse can now mean a permanent ban without warning.




