KH-2002 — WARDOGS Weapon Wiki
KH-2002 is a WARDOGS assault rifle entry in the current public weapon dataset. This page is built as a practical Wiki record: identify the weapon, read the observed numbers, understand the role it is likely to fill, and then decide whether the cash cost fits the run you are planning.
KH-2002 at a glance
| Field | Value |
|---|---|
| Class | Assault Rifle |
| Ammunition | — |
| Fire mode | — |
| Damage | 28 |
| Effective range | 300 m |
| Rate of fire | 700 RPM |
| Observed price | — |
| Weight | — |

Version boundary: the numbers above are a current observed-data snapshot rather than an immutable official balance sheet. WARDOGS is in Early Access; live vendor values can move after patches.
What KH-2002 is for
KH-2002 fits the general-purpose infantry rifle part of the roster. In practical terms, that makes it most relevant to mid-range objective pushes, mixed terrain and flexible infantry work. That role description is more useful than treating the weapon as a universal “best” choice, because WARDOGS mixes travel distance, objective pressure, vehicle threats and persistent spending in the same life.
Economy check
Price not recorded in the current snapshot.
The budget question matters because WARDOGS cash persists between matches. A weapon purchase is not isolated from the rest of the loadout: ammunition, armor, medicine, backpack space and attachments all compete for the same balance.
Ammo, range and fire-rate context
- Ammunition: —. Use the live vendor and current attachment UI as the final compatibility authority.
- Observed damage: 28. Do not convert one base number into a guaranteed armored or ranged TTK without controlled same-build testing.
- Effective range: 300 m. Treat this as a catalogue reference, not a promise that every fight at that distance is efficient.
- Rate of fire: 700 RPM. Higher rate changes ammunition use and follow-up speed as well as theoretical output.
- Weight: —. When recorded, weight belongs in the full kit decision rather than being read in isolation.
Same-class alternatives
Practical use checklist
- Decide the task before buying the weapon.
- Check the live vendor price and unlock state.
- Budget ammunition, protection and medical items after the weapon cost.
- Match the class to the terrain and the active Control Zone route.
- Re-check attachment compatibility in the current build.
- Compare results after several lives instead of judging the weapon from one fight.
Questions about KH-2002
Combat Role
The KH-2002 belongs in a steady rifleman’s kit built around holding angles and supporting a measured objective advance. Its recorded 300 m effective range and 700 RPM place it in a controlled mid-range role. It is most useful when a player can choose engagements instead of chasing targets across open ground.
Effective Usage
Use semi-automatic or short controlled strings after confirming the live fire-mode options. Work from protected positions, let teammates cover movement, and avoid spending ammunition on targets outside the weapon’s recorded envelope. The missing ammunition and price fields make a vendor check essential before planning magazines, protection and utility.
Strengths
- Predictable mid-range role for organized infantry movement.
- Recorded 28 damage and 700 RPM create a balanced reference profile.
- Suitable for defending approaches where targets appear in repeatable lanes.
Weaknesses
- No verified ammunition, fire-mode, weight or cost value in this dataset.
- A 300 m reference offers limited reach for open-map overwatch.
- It has little reason to replace another rifle unless live handling suits the player.
Best Scenarios
The KH-2002 fits deliberate compound defense, support of a slower squad push and fights where cover creates stable firing lanes. Prefer a confirmed long-range rifle for ridge-to-ridge engagements and a close-range weapon for constant interior clearing.