WARDOGS

Unofficial field manual

Submachine gun

PP-19 Vityaz

Item Id.Item.SMG_03. Numbers below are stored values for game build 25937608.

PP-19 Vityaz

Base stats

Base weapon stats
StatValue
Fire modesAutomatic, Semi-automatic
Rounds per minute800
Rounds per burst— Not in the game files
Calibers9mm
Caliber base damage
  • 9mm: 22
Muzzle velocity380 m/s
Effective range200 m
Accuracy1.3
Random deviation17 °
ADS time— Not in the game files
Reload time— Not in the game files
Ergonomics— Not in the game files
Windup time— Not in the game files
Melee damage20
Suppression multiplier— Not in the game files
ZeroingMin — Not in the game filesMax 200 mStep 50 m

Damage falloff

Damage multiplier by distance
DistanceMultiplierChangeInterpolation
0 m1—Linear
200 m10Cubic
300 m0.6−0.4Cubic
1,200 m0.1−0.5Linear
0 m1
200 m1
300 m0.6
1,200 m0.1

Between points the game interpolates linearly unless a point is marked Cubic. The first multiplier holds before the first distance, and the last multiplier holds after the last distance. Cubic tangents were not published.

Recoil

Each point is one shot. X is sideways and Y is upward, in the game's own units, which are not published.

Pattern reset 0.55 s

Shot table
Recoil pattern samples
ShotXY
10.0331.0899
20.0771.189
30.0991.2485
40.11551.2881
50.111.2782
60.09351.2683
70.0661.2534
80.0331.2386
9-0.06051.2287
10-0.1211.2138
11-0.1651.1989
12-0.18151.1841
13-0.17051.1692
14-0.13751.1544
15-0.09351.1395
16-0.0331.1246
170.06381.1098
180.1211.0949
190.1541.08
200.15951.0652
210.14521.0503
220.111.0354
230.06381.0206
240.01651.0057
25-0.04620.9889
26-0.08580.971
27-0.09680.9492
28-0.06820.9265
29-0.02750.8967
300.0330.8626

Attachment slots

Attachment slots on this weapon
SlotFilterHiddenAcceptsBlocksDefault
ChamberAllow listYesItem.Caliber.9mmNoneNone
SightBlock priorityNoItem.Attachment.Sight.ShortNoneNone
UnderbarrelBlock priorityNoItem.Attachment.UnderbarrelId.Item.FGRP_014, Item.Attachment.Bipod.AttachedNone
MagazineAllow listNoId.Item.SMG_03Magazine, Id.Item.MAGZ_046, Id.Item.MAGZ_059, Item.Attachment.Magazine.SMGNoneId.Item.SMG_03Magazine
GripAllow listYesId.Item.SMG_03PistolGripNoneNone
StockAllow listYesId.Item.SMG_03StockNoneNone
BarrelAllow listYesId.Item.SMG_03BarrelNoneNone

Missing data

These fields are null on this weapon. Null means the game files omit the field. It does not mean zero, and this site does not estimate a replacement.

  • — Rounds per burst
  • — ADS time
  • — Reload time
  • — Ergonomics
  • — Windup time
  • — Suppression multiplier

How to read the PP-19 Vityaz page

TODO: localization. This section is a shared placeholder for every weapon, not a review of this one.

This page is a field reference for a single weapon. Every figure is copied from the public game files for one Steam build. The page does not rank weapons, and it does not fill a gap with a guess. When a cell says the value is not in the game files, the weapon record has no such field. An empty cell is not a zero. A zero is shown only when the files stored a zero. Reload time and ergonomics are missing on every weapon in this build, so those rows stay empty on every page. Aim-down-sight time is present on only a few weapons. A handful of those stored numbers are far too large to read as a person's time-to-aim in seconds. They are printed as stored. Do not read a blank ADS row as a fast weapon, and do not read a five-digit ADS row as a stopwatch result, until the files use one scale for every weapon.

Damage here is not a single weapon stat. The projectile for a caliber carries a base damage that applies before distance, armor, and hit location. That number lives in the ammunition table. This page shows it only when the weapon's caliber token matches one projectile id exactly. Calibers that fan out into several projectile ids, such as a family of shells, are left blank rather than assigned to a variant. The falloff curve then multiplies damage by distance. Between two points the game interpolates in a straight line, unless a point is marked Cubic. A cubic segment is a smooth curve, and the tangents the game uses were not published, so they are not drawn here. Before the first distance the first multiplier holds. After the last distance the last multiplier holds. A weapon with no falloff list is not a weapon that keeps full damage at every range. The curve is absent, so this site does not draw one.

Recoil, when the files include it, is the game's own pattern: one sideways sample and one upward sample per shot, in firing order. The game publishes no unit for those samples. Pattern reset time, when present, is the number of seconds without a shot before the pattern returns to the first sample. Weapons with no pattern are marked missing. They are not given a flat kick.

The paragraphs in this section are a shared placeholder. They explain how to read the page. They are not a review of this specific weapon, and they are marked for localization. Korean and English carry the same explanation. Every other language falls back to English until a translation is added. Numbers are not translated. Names are the display names stored in the files, not community nicknames.

This page is not affiliated with Bulkhead or Team17. The numbers come from the warpuppies/wardogs-data repository, which is released under the Unlicense. Icon paths named by the dataset point at images that are not in that git repository, so this page does not draw a substitute picture. When you cite a figure, cite the game build in the header. A later ingest can replace the file and keep this address.

Questions

Why is a stat blank?

The weapon entry in the game files does not contain that field. A blank cell is not a zero. A zero appears only when the files stored a zero.

Does a missing ADS time mean the weapon aims instantly?

No. ADS time is filled in for only some weapons in this build. A blank cell means the files omit it.

Where do these numbers come from?

The figures are read from warpuppies/wardogs-data for game build 25937608, under the Unlicense. This site does not estimate values the files leave out.