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Delta Force Weapon Stats: Damage, RPM & TTK Chart

Delta Force weapon stats chart with damage, RPM, magazine and range for the guns players search for, and how to read it before building.

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Most “Delta Force weapon stats” searches want one thing: a number they can build around. The catch is that raw damage lies in this game. Two guns with the same body damage can feel like different weapons because of ammo penetration tier and range falloff — and Operations and Warfare use different damage values for the same gun. Read the chart below, then read the “how to use it” section, because the numbers only mean something next to the armor system.

Delta Force weapon stats chart (recent seasons)

These are close-to-current values drawn from community testing and the in-game firing range panels. Delta Force rebalances weapons every season, so treat this as a starting point and confirm in the range before you commit attachments.

WeaponClassBody damageRPMMagazineEffective range
M4A1Assault Rifle~25–2780030 (up to 45)~40 m
AK-12Assault Rifle~2473530~30 m
AKMAssault Rifle~2660030~30 m
K416Assault Rifle~21 (Warfare) / ~31 (Operations)88030~20–27 m
CI-19Assault Riflehigh precision—60 (drum)long
M7Assault Rifleburst-focusedhigh30close–mid
VectorSMG~20~109117–70~15–20 m
P90SMG~28~90050~20–40 m
MP5SMGmidhigh30close–mid
M249LMG~30~750high~50–100 m
M250LMGhighmoderatelarge beltsuppressive
PKMLMGhigh single-shotmoderate100defensive
AWMSniper~100bolt5–10~200 m
M14Marksmanhighfull-auto20+mid–long

How to read this chart (the part that actually wins fights)

Penetration tier beats raw damage. In Operations, a gun’s body damage is useless if your ammo tier is below the armor you hit. A 40-damage round with tier-2 ammo does zero flesh damage to a tier-4 vest until that vest breaks. Always pair the gun with ammo at or above the lobby’s expected armor level — see the Delta Force armor & ammo penetration tiers page for the exact match-up rules.

Operations and Warfare are not the same gun. K416, for example, sits around 21 damage in Warfare but ~31 in Operations. If you copy a Warfare build into an extraction raid, the TTK math is wrong. Check the range panel in the mode you actually play.

Range falloff is real. M4A1 drops from ~33 to ~18 damage past 50 m. P90 falls off a cliff after 40 m. Pick the gun for the distance you actually fight at, not for its close-range number.

RPM is the hidden TTK lever. Vector’s ~1091 RPM compensates for low per-shot damage in CQB; a slow rifle like the AKM needs every shot to land. When two guns have similar damage, the higher RPM usually wins the trade at close range.

Where each gun belongs

  • Close-quarters: Vector, MP5, SMG-45, M7 — high RPM, short effective range.
  • All-rounder: M4A1, K416, CI-19 — survive most ranges, easiest to learn.
  • Long-range / suppressive: PKM, M249, M250, AWM, M14 — hold angles and punish pushes.

For the ranked verdict on which of these to actually carry, read the Delta Force weapon tier list by mode.

FAQ

Do these numbers apply to both modes? No. Operations and Warfare use separate damage values for the same weapon, and Operations adds the armor/ammo penetration layer on top.

Why does my high-damage gun feel weak? Almost always an ammo-tier mismatch — your rounds are being stopped by armor. Check the penetration tiers before you blame recoil.

Where do I confirm exact stats? The in-game firing range shows live damage, RPM, and ammo Flesh Damage for your current build. That panel is the source of truth after every seasonal patch.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.