PKM

PKM  
General  
Class Light machine gun
Caliber 7.62x54mm
Fire modes Fully automatic and semi-automatic
Performance  
Fire rate 600 rounds/min (class default)
Muzzle velocity 825 m/s
Effective range 1000 m
Standard magazine PKM 100 RND Box
Availability  
Vendor price 4100
Unlock level 1
Internal name LMG_02

The PKM is a light machine gun chambered in 7.62x54mm. It fires fully automatic and semi-automatic at 600 rounds/min. Its standard magazine is the PKM 100 RND Box.

Overview

Light machine guns are the LMG class in the weapon data.

It takes the bullet types described on the Ammunition page: Standard (FMJ), Flesh Damage (HP), Armor Piercing (AP). Each has a tracer version.

Stats

Stat Value
Fire modes Fully automatic and semi-automatic
Fire rate 600 rounds/min (class default)
Muzzle velocity 825 m/s
Effective range 1000 m

Damage

Figures are for Standard (FMJ) at point blank range, per hit, against a character without armor.

By body part (no armor)

Body part Damage
Head 77.6
Neck 58.2
Upper torso 32.1
Middle torso 32.0
Upper arm 17.8
Thigh 17.8

Armor (torso and head hits)

Armor class Torso Head
No armor 32.1 77.6
Light 22.5 54.3
Medium 19.3 46.5
Heavy 16.1 38.8
Super heavy 12.9 31.0

Range falloff (upper torso, no armor)

Distance Damage
0 m 32.1
50 m 32.1
100 m 32.1
200 m 32.1
300 m 32.1
400 m 32.1
600 m 32.1
800 m 32.1
1000 m 32.1

Upper torso, no armor, by ammo type

Ammo Damage per hit
Standard (FMJ) 32.1
Flesh Damage (HP) 64.3
Armor Piercing (AP) 25.7

See Ammunition for how each type does against armor, and Weapon Damage for the full tables.

Recoil and spread

Each bullet leaves the barrel in a random direction inside a cone around the point you aim at. Hip fire uses a wide cone that grows when you move. Aiming down the sights uses a very narrow one. Every shot also pushes the view up and to the side, following the weapon’s recoil pattern.

Spread

Situation Still Moving at full speed
Standing, hip fire 4.0° 7.0°
Crouching, hip fire 3.0° 6.0°
Prone, hip fire 2.0° 4.0°
In the air, hip fire 10.0° 10.0°
Aimed down sights 0.0716° 0.0716°

Cone half-angles in degrees: a bullet can land up to that far from the aim point. At 100 m, standing hip fire has a radius of 7.0 m when still and 12.3 m at full speed; aimed, it is 0.13 m. Half of the shots land within half that radius.

Accuracy is 2.5 mrad, a full cone angle; the aimed row is half of it, in degrees.

  • The data has no per-shot bloom and no recovery timer: nothing found in the spread data makes firing widen the spread, and spread changes only with speed, stance, being in the air and aiming. This comes from reading the game files, not from testing in game.
  • Hip spread eases toward its new value with a time constant of about 0.04 s (a native default found by static reading).
  • The 10° in-air figure is a native default found by static reading; only the grenade launcher’s data sets it, to the same 10°.
  • At full aim (aim blend exactly 1.0) hip spread is set to zero, so only the aimed row applies. A partly aimed weapon counts as hip fire.
  • “Full speed” means 4 m/s standing, 2.5 m/s crouching and 0.5 m/s prone; between still and that speed the hip spread is a straight line.
  • The figures are before attachments, which can change spread (see Attachments).

Recoil

Measure Value
Shots in the recoil pattern 30
Kick on the first shot 1.68° up
Climb after 10 shots 24.0° up
Climb after 30 shots 68.1° up
Average climb per shot over 30 shots 2.27° up
Sideways drift after 30 shots 5.1° right
Pattern resets after 0.9 s without firing
Vertical kick crouching / prone, compared with standing 0.60× / 0.35×
Default-loadout recoil multiplier, vertical / horizontal 1 / 1

Climb and drift figures are computed from the pattern points, before the recoil multiplier. The game turns each authored kick by up to 20° per shot, so the real sideways drift varies from burst to burst. After shot 30 each kick is random inside the post-pattern range.

Season 2 did not change the recoil pattern.

To see the whole pattern as a picture, open the Weapon Spray Viewer and pick the PKM in the viewer.

Ammunition

Ammo types for this weapon: Standard (FMJ), Standard (FMJ) with tracer, Flesh Damage (HP), Flesh Damage (HP) with tracer, Armor Piercing (AP), Armor Piercing (AP) with tracer. See Ammunition.

Attachments

Slots on this weapon: Barrel, Grip, Handguard, Magazine, Sight, Stock, Underbarrel. See Attachments for what each part changes.

Default parts: magazine (PKM 100 RND Box).

Cost and unlocking

  • Vendor price: 4100. The data pages do not decode the currency, so the price is shown as a plain number.
  • Unlock level: 1.

Season 2 changes

  • Suppression effect multiplier: 0.45 to 0.9
  • Vendor price: 4,500 to 4,100

See also

Sources