PKP
Signature: Support
A belt-fed monster that turns a corner into a no-go zone. Slow to move and reload — set up behind cover and don't get flanked.
- BipodDeploy on cover for near-zero recoil and a locked-down lane.
- 2x ScopeMid-magnification optic — reach without giving up much close-range speed.
- Extended BeltMore rounds before you reload — fewer lulls in a drawn-out fight.
- CompensatorCuts vertical recoil so the climb stays flat through a spray.
The PKP is a wall of lead. A hundred-round belt and a punishing sustained rate turn a corner into a no-go zone — the enemy that peeks your lane eats a stream that never seems to stop. It doesn't need to be accurate to win; it needs to be pointed at the right doorway.
Slow to move, slow to reload, and merciless once it's set. This is the anchor a defence is built on.
Heavy and sluggish off the bipod, laser-flat once deployed. Standing fire wanders — the whole gun changes character the moment you plant it behind cover.
Deals full damage out to 16m, falls off to its floor by 60m. Fight inside the green and it out-trades; past the red, switch weapons or reposition.
Lead: at 800 m/s the round travels fast — hold only a sliver ahead of a runner at distance. Slower rounds need a full body of lead.
Fast, mobile, forgiving up close — for flanks, rooms, and the swing.
Flat and steady for holding lanes — trade at distance where others fall off.
Deploy the bipod
On a wall or ledge, the PKP goes from spray to precision and the recoil all but vanishes. Pick the position before the fight starts, not during it.
Suppress to deny
You don't need kills to win the lane. A steady stream on the choke freezes the enemy in place while your squad flanks them at leisure.
Watch your flanks
Your slow handling makes a surprise flank fatal. Anchor where a teammate covers your back and the belt does the rest.
Wallet is optional. Collectibles are optional and not required to play. WW3 values shown are estimates and not guaranteed. Prediction Markets are free and have no payout.
