MP5k angled

MP5k alpha

Weapon Type Primary Weapon
Weapon Class Personal Defense Weapon
Rank Prerequisites Rank 0
Damage 30 -> 17
Range 50 max -> 80 min


Hip Accuracy


Sight Accuracy


Magazine Size 30, 31 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 900 RPM

TTK (Time to Kill) 0.133 s
Head & Body Multiplier
per bullet/pellet
Max (50 studs) Min (80 studs)
(x1.4) Head 42 23.8
(x1) Torso 30 17
(x1) Arms and Legs 30 17
Red color signifies a fatal hit. And all damage value in-game are rounded down. (e.g. 99.99 is counted as 99).
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 30 -> 15.3 50 max -> 72 min
R2 Suppressor 28.5 -> 16.15 47.5 max -> 76 min
PBS-1 Suppressor 28.5 -> 16.15 47.5 max -> 76 min
PBS-4 Suppressor 28.5 -> 16.15 47.5 max -> 76 min
Suppressor 27 -> 17 45 max -> 80 min
Armor Piercing 30 -> 14.16667 50 max -> 0 min
Hollow Point 25 -> 20.4 50 max -> 80 min
Muzzle Velocity 2000 studs/s
Penetration Depth 0.5 studs
Suppression 0.2


Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 22
Weapon Recovery Speed 21
Weapon Recoil Damping 0.75


Min Camera Kick (1.00, -0.61, -0.31)
Max Camera Kick (1.20, -0.11, 0.30)
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, 2.20, 0.30)
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 12
Hipfire Spread Damping 0.80


Min Camera Kick (0.89, -0.50, -0.31)
Max Camera Kick (1.60, 0.30, 0.30)
Min Recoil Displacement (-0.11, 0.60, 6.19)
Weapon Shot Displacement (0.10, 0.89, 7.80)
Min Recoil Rotation (0.50, -0.21, -0.50)
Max Recoil Rotation (0.89, 0.40, 0.50)
Sight Magnification 1.8x


Reload Time 2.6 seconds
Empty Reload Time 3.7 seconds
Equip Speed 16
Aiming Speed 18
Crosshair Size 25
Crosshair Spread Rate 300
Crosshair Recover Rate 20


Weapon Walk Speed 15 stud/s
Aiming Walk Speed 11.2 stud/s
Ammo Type 9x19mm
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
ACOG Scope 430 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 Sights 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The MP5K is a German Personal Defense Weapon variant of the MP5. It is unlocked by default.


The MP5K (Maschinenpistole 5 Kurz, literally German for short machine pistol 5) is a compact variant of the MP5, manufactured by Heckler & Koch. Due to a less massive bolt, the MP5K has a higher Rate of Fire (RoF) than its long-barreled cousin. The MP5K also has a built-in Vertical Grip which replaced the handguard, but no shoulder stock. It does feature a butt cap like the original MP5. The MP5K was first developed in 1976. In 1999, Heckler & Koch developed the UMP as a cheaper and lighter successor, although both weapons are still popular on the market today, due to their price and quality.[1][2]


General Information

The MP5K is the first Personal Defense Weapon unlocked. Like all PDWs, this weapon is only available to the Scout Class. The MP5K has a very high Rate of Fire (RoF), tying with the P90 as the 5th fastest firing PDW (behind the MP7, MAC-10, Kriss Vector and Colt SMG). Like the majority of PDWs, the MP5K has high mobility and higher-than-average hip stability. The damage per shot provides decent stopping power for close range - it does around the same damage as an Assault Rifle at this range. However, the weapon quickly loses power at range, being a 6SK beyond 65 studs. Being a PDW, the MP5K is most effective at Close Quarters Combat (CQC), although it can deal a decent amount of damage at a moderate distance with the correct attachments.

Usage & Tactics

The MP5K can be treated like a CQC-oriented M4A1. New players can use this weapon as an alternative to the aforementioned carbine - some may find it more easy to use thanks to its low, easily managed recoil, fast RoF, and having a full auto mode in place of burst-fire. Like the M4, the ammunition for the MP5K is plentiful and found with many different PDWs as well as several sidearms.

Like most Personal Defense Weapons, the MP5K is a good choice for short-ranged firefights, being reasonably accurate both when hipfiring as well as aiming down sights. However, the MP5K is very weak at long ranges, due to its statistical range limits and low minimum damage. Even with the low recoil, it is suggested that players tap-fire or fire in short bursts instead of holding down the trigger and trying to compensate for the recoil. In any event, one should not be seeking medium-to-long range engagements with this weapon, although if unavoidable, it can occasionally achieve a long-ranged kill.


The MP5K will introduce the player to the general playstyle of Personal Defense Weapons in Phantom Forces: close range, fast automatic fire that has the capability to kill several enemies at once, but strictly limited ammunition and poor performance at range. Though some Personal Defense Weapons (such as the larger cousin of the MP5K, the MP5) will play differently, the MP5K is a good gun to introduce the player to using this class of weapon.

Pros & Cons


  • High RoF.
  • High Damage Per Second (DPS) at short ranges.
  • Common ammunition type.
  • Good hipfire.
  • Unlocked by default.
  • Fairly clear iron sights.
  • Low recoil.
  • Good mobility - Fast walkspeed.


  • High ammunition consumption rate.
  • Very low minimum damage.
  • Short range.


  • The MP5K was buffed to 800 RPM from 600 RPM in an earlier patch. It was recently increased to its real-life RoF of 900 RPM in the February 9th update, which also added the MP5 and MP5SD.
  • Before, when an underbarrel attachment was added, it would be attached to the side of the gun like the MP7, instead of replacing the default grip. This, however, was fixed, and now any underbarrel attachment will properly replace it.
  • The bullets in-game once shot out of the gas piston above the barrel. However. In the February 9th update, the model of the MP5K was remade and the bug was fixed. This can be seen in the Alpha model.
  • The MP5K is a very small Personal Defense Weapon, being barely larger than a conventional handgun.
    • This is likely why it has a walkspeed of 15, the same as the MAC-10 and some melee weapons.
  • The grip already present on the MP5K, visually similar to the Vertical Grip in-game, is only cosmetic; it has no effect on statistics.
  • Any underbarrel attachments equipped on the MP5K will have the same weapon skin selected in Slot 2, however, for some pattern skins it will be a solid color.
    • This also applies to the grip already present on the MP5K.


  1. [1] Wikipedia - HK MP5
  2. [2] Guns Wikia - HK MP5
Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 FAMAS - AK47 - AUG A3 - L85A2 - AK74 - AKM - M231- AK103
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - L2A3
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