Weapon Type Primary Weapon
Weapon Class Personal Defense Weapon
Rank Prerequisites Rank 74
Damage 35 -> 24
Range 70 max -> 125 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 800 RPM

TTK (Time to Kill) 0.15 s
Head & Body Multiplier
Hitbox Range
Max (70 studs) Min (125 studs)
(x1.4) Head 49 33.6
(x1) Torso 35 24
(x1) Arms and Legs 35 24
Red color signifies a fatal hit. And all damage value are rounded down.
Note: The damage value in-game is rounded down, example: 99.9 damage is counted as 99 damage and not 100 damage.
Suppressed Stats
Suppressor Suppressed Damage Suppressed Range
ARS Suppressor 35 -> 21.6 70 max -> 112.5 min
R2 Suppressor 33.25 -> 22.8 66.5 max -> 118.75 min
PBS-4 Suppressor 32.2 -> 23.52 66.5 max -> 125 min
PBS-1 Suppressor 35 -> 22.08 66.5 max -> 106.25 min
Suppressor 31.5 -> 24 63 max -> 125 min
Muzzle Velocity 2000 studs/s
Penetration Depth 0.8 studs
Suppression 0.2


Hipfire Camera Recovery Speed 20
Sight Camera Recovery Speed 18
Weapon Recovery Speed 20
Weapon Recoil Damping 0.85


Min Camera Kick 3.00, -0.61, -0.50
Max Camera Kick 3.70, -0.11, 0.50
Min Recoil Displacement -0.31, 0.40, 8.19
Max Recoil Displacement 0.30, 0.50, 9.80
Min Recoil Rotation -0.50, -1.00, -0.31
Max Recoil Rotation 0.89, 1.29, 0.30
Hipfire Spread Factor 0.07
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.50


Min Camera Kick 1.10, -0.70, -0.31
Max Camera Kick 2.20, 0.69, 0.30
Min Recoil Displacement -0.11, -0.31, 9.19
Weapon Shot Displacement 0.10, 0.50, 9.80
Min Recoil Rotation 0.30, -0.21, -0.50
Max Recoil Rotation 0.50, 0.20, 0.50
Sight Magnification 2.0x


Reload Time 2.7 seconds
Empty Reload Time 3.8 seconds
Equip Speed 16
Aiming Speed 14
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 20


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 10.5 stud/s
Ammo Type 10mm Auto
Round in Chamber One
Shot Suppression Range None


The MP5/10 is a German Personal Defense Weapon. It is unlocked at Rank 74 or can be purchased with credits (CR).


The MP5/10 is chambered in 10mm Auto (10x25mm), available in various stock/trigger group configurations. The 10mm Auto is a round developed to have better ballistic performance than the iconic 9mm and .45 ACP rounds, but despite becoming the service round of the FBI in 1989 and having some success with special forces, it never quite caught on the way its variant, .40 S&W, did. Meanwhile, weapons like the MP5/10 were produced in expectation of the 10mm Auto's success. Unfortunately for the producers, the 10mm Auto did not become popular with any of its markets. The MP5/10 was produced from 1992 to 2000, having a very limited production run and its usage in the real world also very limited.


General Information

Users may notice that the magazine is longer compared to the other MP5 variants, looking like a longer UMP-45 magazine, while still carrying the same 30 rounds. The bigger (and more lethal) 10mm ammunition and straighter magazine design contributes to the strange appearance of the magazine. The advantage of using the larger round size is the higher damage inflicted and the longer maximum damage range. However, the recoil of the MP5\10, with its high rate of fire can be difficult to manage even with the best set of attachments for it, unlike with the UMP45. Its recoil pattern is very high in both the vertical and horizontal axes, choosing the barrel attachments will depend on the user's play style.

This weapon is used best in smaller maps like Mall Construction, but also in certain areas in the Desert Storm and Crane Site. The Rate of Fire (RoF) of this weapon is quite high, at 800 RPM, like its base variant, the MP5. Combined with the high damage, the MP5/10 has a very low Time-To-Kill (TTK) in CQC. However, the MP5/10 is not ideal to spray beyond short ranges due to its unpredictable recoil, unlike with other variants in the MP5 family. To consistently hit targets at medium to long range, the user needs to control the burst or switch to semi-auto mode (press V) to control the bullet. Therefore, the carbine or assault rifles would be a better choice for this task. For some reason, the MP5/10 has a bad ballistic trajectory and muzzle velocity, making it even harder to use over range.

The MP5/10 is powerful at short to medium ranges, considering its respectable RoF and how only 3 shots can kill a full health enemy in CQC, but at long ranges, the MP5-10 become markedly less effective and is much less efficient with ammunition than its competition in such situations.

Usage & Tactics

Coming Soon


Coming Soon

Available Attachments

List of Optic Attachments
Optics Kills Required Or Buy With
Coyote Sight 380 Kills 580 CR
EOTech 552 85 Kills 285 CR
Acog Scope 430 Kills 630 CR
Reflex Sight 285 Kills 485 CR
Kobra Sight 330 Kills 530 CR
Vcog 6x Scope 455 Kills 655 CR
PKA-S 225 Kills 425 CR
PK-A 165 Kills 365 CR
EOTech XPS2 55 Kills 255 CR
The Credits (CR) will decrease everytime you get a kill.
List of Underbarrel Attachments
Underbarrel Kills Required Or Buy With
Angled Grip 115 Kills 315 CR
Vertical Grip 45 Kills 245 CR
Stubby Grip 355 Kills 555 CR
Folding Grip 265 Kills 465 CR
Laser 75 Kills 275 CR
The Credits (CR) will decrease everytime you get a kill.
List of Barrel Attachments
Barrel Kills Required Or Buy With
ARS Suppressor 150 Kills 350 CR
R2 Suppressor 40 Kills 240 CR
Flash Hider 100 Kills 300 CR
Muzzle Brake 175 Kills 375 CR
Compensator 120 Kills 320 CR
PBS-4 Suppressor 245 Kills 445 CR
PBS-1 Suppressor 205 Kills 405 CR
Suppressor 30 Kills 230 CR
The Credits (CR) will decrease everytime you get a kill.
List of "Other" Attachments
Other Accessories Kills Required Or Buy it with
Laser 20 Kills 220 Kills
Green Laser 110 Kills 310 CR
Canted Delta Sight 405 Kills 605 CR
Canted Iron Sight 310 Kills 510 CR
Ballistics Tracker 1500 Kills 1700 CR
The Credits (CR) will decrease everytime you get a kill.

Pros & Cons


  • High damage overall - a 3SK in CQC (Close Quarters Combat).
  • Larger magazine size compared to other 3SK weapons such as the UMP45 and the AS VAL.
  • Good Rate of Fire (RoF).


  • Long reload, especially the empty reload.
  • Moderate recoil for a PDW.


  • The idea of using a larger caliber on the MP5s was cancelled in favor of the UMP series with the UMP-45 and UMP-40.
    • Heckler & Koch reduced the maximum rate of fire to avoid malfunctions and to make the weapon more controllable.
    • Its production lasted from 1992 to 2000, with very few real-world examples available.
  • The model in-game appears to be an MP5A3 chambered in 10mm Auto due to its retractable stock, unlike the other MP5 models.
  • It is currently the only weapon to shoot the 10mm round in-game.
  • The MP5/10 reload animation is unrealistic because unlike the other MP5s, it does not have a magazine release button.
  • In real life, it is the only MP5 variant that has a bolt release.
  • In-game, barrel attachments hover slightly above the barrel.
Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - Honey Badger - AK74 - AKM - M231
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - MP5SD - MP10 - MP5\10 - AUG A3 Para - Kriss Vector
Light Machine Guns Colt LMG - M60 - Colt LMG - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK - SCAR-HAMR - RPK-74
Sniper Rifles Intervention - Remington 700 - AWS - BFG 50 - Mosin Nagant - L115A3 - Hecate II [NEW!]
Carbines M4 - G36C - M4A1 - L22 - SCAR-PDW - AKU-12 - AK-12C - SR-3M - Groza-1 - Groza-4
Designated Marksman Rifles MK-11 - SKS - Dragunov SVU - VSS Vintorez - SCAR-SSR
Battle Rifles SCAR-H - AK-12 BR - AG-3 - Henry 45-70
Shotguns KSG-12 - Remington 870 - KS-23M - Stevens DB
Secondary Weapons Pistols M9 - G17 - M1911 - DEAGLE 44
Machine Pistols G18 - M93R - TEC-9
Revolvers MP412 REX - 1858 New Army [NEW!]
Other Serbu Shotgun - ZIP 22 - SFG 50 - Sawed Off - Obrez

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