
LMG · 7.62mm
Fire rate:
Base damage drops with distance to the target. We don't show the analyzed damage for each meter so that the charts and damage calculations don't lag your browser too much. That's why there are these points at growing intervals. The curve stops at 500m because that is as far as our recorded hits reach. We don't know what the damage does past that point, and it won't necessarily stay flat.
| Distance | Base Damage | Damage to chest | Damage to head | Chest HTK |
|---|---|---|---|---|
| 0m | 43.0 | 49.7 | 98.9 | 3 |
| 25m | 43.0 | 49.7 | 98.9 | 3 |
| 50m | 42.9 | 49.6 | 98.8 | 3 |
| 100m | 41.8 | 48.3 | 96.2 | 3 |
| 150m | 40.6 | 46.9 | 93.4 | 3 |
| 200m | 39.3 | 45.4 | 90.4 | 3 |
| 250m | 38.1 | 44.0 | 87.7 | 3 |
| 300m | 36.9 | 42.6 | 84.9 | 3 |
| 400m | 34.6 | 40.0 | 79.7 | 3 |
| 500m | 34.4 | 39.7 | 79.1 | 3 |
Unarmoured target, full health. HTK is how many chest hits it takes to kill.
Actual damage is base damage multiplied by four things: distance, the hit area you hit, the weapon class you are holding, and armour. Hit area and weapon class are the two that never change, so multiplying them gives you the weapon's true multiplier for that body part. Armour then applies on top of that rather than replacing it. Helmets cover the head and neck, vests cover the clavicle, chest, stomach and pelvis, and nothing covers the arms or legs.
Base damage×Distance×Hit area×LMG class×Armour| Body part | Hit area | LMG | Armour | True × | Damage | HTK | TTK |
|---|---|---|---|---|---|---|---|
| Head | 1.00 | 2.30 | 0.60 | 1.38 | 59.3 | 2 | 0.08s |
| Neck | 0.75 | 2.30 | 0.60 | 1.03 | 44.5 | 3 | 0.16s |
| Clavicle | 1.00 | 1.05 | 0.60 | 0.63 | 27.1 | 4 | 0.24s |
| Chest | 1.10 | 1.05 | 0.60 | 0.69 | 29.8 | 4 | 0.24s |
| Upper stomach | 1.00 | 1.05 | 0.60 | 0.63 | 27.1 | 4 | 0.24s |
| Lower stomach | 0.95 | 1.05 | 0.60 | 0.60 | 25.7 | 4 | 0.24s |
| Pelvis | 1.00 | 1.00 | 0.60 | 0.60 | 25.8 | 4 | 0.24s |
| Upper arm | 0.60 | 0.90 | — | 0.54 | 23.2 | 5 | 0.32s |
| Forearm | 0.50 | 0.90 | — | 0.45 | 19.4 | 6 | 0.40s |
| Hand | 0.30 | 0.90 | — | 0.27 | 11.6 | 9 | 0.64s |
| Thigh | 0.60 | 0.90 | — | 0.54 | 23.2 | 5 | 0.32s |
| Calf | 0.50 | 0.90 | — | 0.45 | 19.4 | 6 | 0.40s |
| Foot | 0.30 | 0.90 | — | 0.27 | 11.6 | 9 | 0.64s |
Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the LMG column is where the classes differ (AR vs DMR etc, each class has different balance). In the armour column, 1.00 means armour could cover that body part but you have none equipped, and a line means armour never reaches there.
Every change we have recorded for the RPD, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
ADS speed decreased
0.30s0.37s
Recoil control reduced by 10% when standing
Recoil control reduced by 17% when crouching
Recoil control reduced by 27% when prone
Spawn rate reduced by 30%
Added to the game as a 7.62mm LMG with full-auto fire, 43 damage, 735m/s muzzle velocity and 750 RPM. 50-round magazine, expandable to 110. Takes all AR and LMG magazines and stocks, and scopes up to 6x, but cannot take a foregrip or muzzle attachment. World spawns on every map
Open the RPD in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon. The change history above is this weapon's slice of the full PUBG weapon patch notes, where the same updates are listed with everything else they touched.