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Marksman riflesReported
Published Updated Data as of Alpha 1 · 7 Aug 2026

SKS

SKS

Marksman rifles

3.85 kg

$2,400

SKS — in-game vendor render
  • –Semi automatic
  • –7.62x39mm

RewardsRecon XP

A classic marksman rifle from the 20th century that has great recoil control.

Reach Recon Lvl 5

Unlock: $25,000

The vendor's own card, as shown in the Closed Alpha. The level it opens at and the one-off unlock are not from that tile: they come from a progression snapshot dated 2 September 2026, and are reported rather than confirmed.

Weapon stats

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

Damage
42

per hit, by calibre

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

Attachments

Optics

15

All 15 change ADS zoom and aim time. The build names the attributes; it does not publish the amounts, so neither do we.

OpticPrice
$820
$580
$520
$840
$650
$640
$740
$880
$860
$1,650
$680
—
$1,800
—
$850

Foregrips

1

Changes aim time, horizontal recoil, spread and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.

ForegripPrice
$800

These are the attachments the game pairs with the SKS 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 SKS fires 7.62×39mm, 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.

The SKS itself costs as much as 60 boxes of what it fires, at $40 a box. The spread across calibres runs $10 to $250, wider than the gap between most of the rifles that fire them, so a cheap weapon on an expensive calibre is not a cheap loadout.

LoadPer round
—
—
—

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 7.62×39mm.

At $2,400 the SKS is 24% of a full loadout budget, leaving $7,600 for everything else you carry. What a complete kit costs.

What “Recon 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 SKS and the XP goes to Recon, 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 SKS costs decides whether the track is affordable to grind, and where the SKS 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 marksman rifles in the vendor

The rest of the tab the SKS is sold under, cheapest first.

Also earns Recon XP

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

Guides that cover the SKS

Where this weapon sits in the game