Skip to content
← All weapons
Assault riflesReported
Published Updated Data as of Alpha 1 · 7 Aug 2026

KH-2002

KH-2002

Assault rifles

3.17 kg

$0

KH-2002 — in-game vendor render
  • –Semi / Burst Fire
  • –5.56x45mm
  • –Unable to equip attachments.

RewardsAssault XP

Manticore's mass produced and battle-scarred recruit rifle.

“It's free and it shoots bullets. What more do you need?”

The vendor's own card, as shown in the Closed Alpha.

Weapon stats

Damage per hit and rate of fire are the KH-2002's two base figures — the numbers every other calculation on this page starts from.

Damage
28

per hit, by calibre

Rate of fire
700

rounds per minute

From here down it is our model. Those two numbers give a time to kill against a 100-health target, re-run per range band at assumed hit rates.

Shots to kill
4
Time to kill
257 ms
Close range
371 ms
Medium range
676 ms
Long range
1,473 ms
Speed rank
#9 of 20

Figures move between patches — how the model works and what it ignores. Where the KH-2002 lands once price is the tiebreak is on the tier list.

Attachments

Magazines

2

1 of the 2 changes aim time, equip speed, horizontal recoil and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.

MagazinePrice
$10
$180

These are the attachments the game pairs with the KH-2002 in the alpha. The pairing is the game's own rather than a menu we opened, so read it as what the game associates with this weapon — accurate to the build, and worth checking in game before you plan a loadout around it.

A further 2 are paired with it that we cannot yet name, with no vendor entry we have seen. Those are held back until they have one — why we do that.

Ammunition

The KH-2002 fires 5.56×45mm, bought separately from the weapon. Which weapons take which calibre is the game's own association rather than a menu we opened, and it agrees across all three places the build records it.

LoadPer round
$1.50
$4
$2.50

Per-round prices are arithmetic — a loaded magazine's price minus the empty one's, over its capacity. How much difference each load makes has never been published. Everything we have on 5.56×45mm.

What “Assault XP” means on that card

WARDOGS has no fixed classes. Progression runs on six XP tracks, and Bulkhead has confirmed they are earned by using specialist gear rather than picked from a menu — so the REWARDS line is not flavour, it is the rule. Carry the KH-2002 and the XP goes to Assault, whatever the rest of your loadout is doing.

That makes the vendor tab a progression choice as much as a combat one. Every weapon we saw in the alpha pointed at exactly one track, and the tracks split along the vendor tabs: rifles fed Assault, SMGs fed Medic, shotguns and LMGs fed Support, everything long-range fed Recon.

Which is the argument for picking a weapon by what it leaves you rather than by what it does: what a full kit around the KH-2002 costs decides whether the track is affordable to grind, and where the KH-2002 lands once cost is the tiebreak is a different question from raw damage.

Six tracks and gear-driven progression are confirmed by Bulkhead. Which weapon feeds which track is our Alpha 1 reading, and it can change.

Other assault rifles in the vendor

The rest of the tab the KH-2002 is sold under, cheapest first.

Also earns Assault XP

Different vendor tabs, same progression track — carry any of these and the XP goes to the same place.

Where this weapon sits in the game