A conceptuaized prototype LMG, essentially a heavy-barrel version of the AK12. Features low recoil and an incredibly fast burst fire mode with a fast reload and high damage.
–In-game description
RPK12 angled
Weapon Type Primary Weapon
Weapon Class Light Machine Gun
Rank Prerequisites Rank 37
Damage 32 → 21
Range 100 max → 180 min


Hip Accuracy


Sight Accuracy


Magazine Size 45, 46 with round in chamber
Ammo Reserve 135
Fire Modes Auto, 3× Burst, & Semi
Rate of Fire Auto: 700 RPM
3× Burst: 1000 RPM

TTK (Time to Kill) Auto: 0.17 s
3× Burst: 0.12 s
Head & Body Multiplier
per bullet/pellet
Max (100 studs) Min (180 studs)
(x1.4) Head 44.8 29.4
(x1) Torso 32 21
(x1) Arms and Legs 32 21
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 32 -> 18.9 100 max -> 180 min
R2 Suppressor 30.4 -> 19.95 95 max -> 171 min
PBS-1 Suppressor 30.4 -> 19.95 95 max -> 171 min
PBS-4 Suppressor 30.4 -> 19.95 95 max -> 171 min
Suppressor 28.8 -> 21 90 max -> 180 min
Armor Piercing 32 -> 17.5 0 max -> 180 min
Hollow Point 26.66667 → 25.2 100 max → 180 min
Muzzle Velocity 2800 studs/s
Penetration Depth 1.4 studs
Suppression 0.5


Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 18
Weapon Recovery Speed 20.5
Weapon Recoil Damping 0.8


Min Camera Kick (2.09, -0.50, -0.31)
Max Camera Kick (2.90, -0.21, 0.30)
Min Recoil Displacement (-0.50, 0.60, 8.19)
Max Recoil Displacement (0.80, 1.10, 9.80)
Min Recoil Rotation (0.20, 0.40, -0.50)
Max Recoil Rotation (1.89, 2.59, 0.50)
Hipfire Spread Factor 0.07
Hipfire Recovery Speed 8
Hipfire Spread Damping 0.80


Min Camera Kick (1.20, -0.31, -0.50)
Max Camera Kick (1.89, 0.40, 0.50)
Min Recoil Displacement (-0.11, 0.30, 5.19)
Weapon Shot Displacement (0.10, 0.85, 6.80)
Min Recoil Rotation (0.20, 0.10, -0.31)
Max Recoil Rotation (0.60, -0.21, 0.30)
Sight Magnification 2.5x


Reload Time 2.9 seconds
Empty Reload Time 3.8 seconds
Equip Speed 10
Aiming Speed 12
Crosshair Size 30
Crosshair Spread Rate 450
Crosshair Recover Rate 20


Weapon Walk Speed 12 stud/s
Aiming Walk Speed 7.2 stud/s
Ammo Type 5.45x39mm
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
Z-Point 10 Kills
H&K Sight 20 Kills
EOTech XPS2 45 Kills
Delta Sight 70 Kills
MARS 70 Kills
EOTech 552 85 Kills
Mini Sight 110 Kills
C79 125 Kills
Comp Aimpoint 130 Kills
PK-A 165 Kills
M145 185 Kills
PKA-S 225 Kills
PSO-1 Scope 240 Kills
Reflex Sight 285 Kills
Kobra Sight 320 Kills
Super Slim Sight 350 Kills
Coyote Sight 380 Kills
ACOG Scope 430 Kills
VCOG 6x Scope 455 Kills
Pilad 3 500 Kills
TA33 ACOG 650 Kills
Barska Electro 750 Kills
OKP-7 900 Kills
DDHB Reflex 1200 Kills
TA11 ACOG 1750 Kills
PSO-1M2 Scope 2250 Kills
TA01 ACOG 2500 Kills
Animu Sight 4500 Kills
Furro Sight 5000 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills
Flashlight 0 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sight 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The RPK12 is a fictional Russian Light Machine Gun variant of the AK12 Assault Rifle. It is unlocked at rank 37, or it can be bought with credits.


The RPK12 is a fictional Light Machine Gun variant of the AK-12 design, based on the AK-200 prototype. No known example of such a weapon exists in real life, with the RPK12, like the AKU12, only being a speculation.

There exists a mock-up design on the RPK12, essentially being the AK-12 rifle with a heavier barrel, bipod and higher capacity magazines. The older AK-12 was planned to have a 45-round box magazine, a 60-round quad-stack magazine or 95-drum magazine in 5.45×39mm. It is likely the RPK12 would have been able to use such magazines.

There exists an RPK-16, the squad automatic weapon variant based on the final production model of the AK-12 that feeds primarily from 96-round drum magazines and the most noticeable difference being a much shorter barrel.[1] The RPK12 supposedly would have been similar to RPK-16. Both rifles chamber the same round and have standard squad-automatic-weapon features. However, since no machine gun variant of the prototype AK-12 design was ever seen, this is purely speculation.


General Information

The RPK12 is similar to other RPKs, apart from being based on their respective Kalashnikov assault rifle. It sports a 45-round magazine along with 135 rounds in reserve - below-average for an LMG. However, that is where most of the similarities end.

The RPK12 is one of the faster firing LMGs in-game, firing at 700 RPM in full-auto. However, what sets it apart from other LMGs is its unique burst-fire mode, being the only LMG in-game that has access to such a firemode. This is a three-round burst which fires at an elevated rate of 1000 RPM, as seen on the AK12. This higher firerate is the fastest rate-of-fire (RoF) of any LMG in-game, tied with the MG3KWS.

It also has some of the lowest recoil values in the game for an LMG, differentiating it from the other RPKs, both of which possess high recoil. However, firing in the burst-fire mode will mean the recoil felt is higher, particularly when spammed.

Damage is moderate, being very similar to the AK12; a four to five-shot-kill (5SK). However, the 4SK range extends out to 150 studs, which is impressive for an LMG of its type. Like the RPK74, it carries a heightened velocity compared to the other LMGs, rivaled only by the M60, RPK74, and L86 LSW.

Reload times are somewhat mixed, sporting a quick tactical reload time for an LMG of its type at 2.9 seconds but a lengthier empty reload of 3.8 seconds.

Usage & Tactics

The RPK12 plays similarly to its assault rifle counterpart, being quite versatile but geared towards medium-range combat. It performs admirably outside of this range bracket, however. Its lower damage is somewhat countered by its high RoF, allowing it to compete fairly well at most distances.

The weapon is not the best-suited for close-quarters-combat (CQC) compared to other LMGs such as the MG3KWS or Colt LMG, but the burst-fire mode allows it to compete much better up close than most LMGs. The faster firerate reduces the time to kill (TTK) and puts it on par with the likes of the PPSh-41, MP7 and P90.

The poor handling traits of an LMG - such as worse hipfire, reload times and aim-down-sights (ADS) time - prevent the weapon from excelling in CQC and not suiting an aggressive role. It is best to not rush with the RPK12 and mostly keep outside of distances where shotguns and PDWs will easily outperform the weapon. However, if a user is prepared for such engagements by anticipating enemy movement, stationed in a covered position and keeping their sights up, a user can perform well against such weapons.

At longer ranges, the weapon's better muzzle velocity benefits such engagement distances, but higher-damage LMGs such as the M60 or L86 LSW fair better overall, sporting better TTKs at such distances.

The RPK12 suits a more mobile-defense playstyle, where the user can get to and easily defend key chokepoints or objectives and keep enemies at an arm's reach, whilst retaining the better TTK up close the burst-fire mode provides.

Attachment wise, most optical attachments can work with the RPK12, however, lower magnification optics such as the Kobra Sight fair better with the RPK12, although a chosen optic is subject to user preference. Grips such as the Angled Grip well help lower the recoil overall, making sustained fire and firing bursts in quick succession easier to control. This can be assisted by equipping a Muzzle Brake or Compensator, to lower the vertical or horizontal recoil respectively. As an auxiliary attachment, a laser sight provides a marginal benefit to hip-fire performance, helping combat one of the RPK12's drawbacks.

Extensive use of the burst-fire mode will likely result in the user expending much of their ammunition given the higher RoF and will need to reload often. Reloads although not lengthy compared to most LMGs still take a substantial amount of time, and so finding cover to reload is recommended. The high RoF means ammunition consumption rate is fairly high. This is worsened by the low magazine capacity for an LMG and its ammunition reserve amount being the second lowest in-class; at 180 rounds in total - tied with all the RPKs and only just above the AUG HBAR's 168 rounds (For reference, the average assault rifle has 150 rounds total).

This results in users having to scavenge the battlefield for a different weapon to continue the fight or to resupply - the latter being less common to perform when compared to assault rifles, but still common enough to ensure frequent usage of the weapon. It is recommended to pair a secondary weapon the user is good with in order to continue fighting whilst searching for ammunition or a replacement weapon.


The RPK12 is a unique LMG, which has several unique advantages over its competition. The unique burst-fire allows for a very fast TTK for those daring enough to use it and has the fast reloading of the RPK platform, which is always a good thing. Although being a good all-rounder, it is outclassed in some key areas such as damage and magazine capacity.

Pros & Cons


  • Very fast burst-fire RoF.
  • Good RoF for an LMG.
  • Fastest reload for its class.
  • Good range.
  • Low recoil.


  • High muzzle flash.
  • High ammunition consumption rate.
  • Low ammunition reserve.
  • Long gun model - easier to be spotted.
  • Low penetration depth for its class.


  • The RPK12 was based off the one seen in Battlefield 4.[2]
    • It features a 60-round quad-stack magazine, whereas the RPK12 seen in Phantom Forces uses a 45-round box magazine.
  • The RPK12 was added to the game on the Halloween Update (3.1.0).
  • The RPK12 shares a similar model design to the AK12BR and the DBV12. The only differences are the length and end of the barrel and the magazine, with all of them having separate, distinct magazine designs.
  • As with the AK12, the RPK12's burst-fire and fully-automatic firerates are displayed in the in-game statistics bar incorrectly as having been switched.


  1. Wikipedia, AK-12.
  2. Battlefield Wikia, AK-12.
Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - Type 88-2
C7A2 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - Krinkov - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
X95R - HK51B

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - MP1911


MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner


Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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