A compact Brazilian revolver firing .410 shotshells. High per-pellet damage with moderate spread and fast rate of fire.
–In-game description
JUDGE angled
Weapon Type Secondary Weapon
Weapon Class Revolver
Rank Prerequisites Rank 113
Damage 40 → 20
Range 25 max → 60 min


Hip Accuracy


Sight Accuracy


Magazine Size 5
Ammo Reserve 25
Fire Modes Semi
Rate of Fire 300 RPM

TTK (Time to Kill) 0.40 s
Head & Body Multiplier
per bullet/pellet
Max (25 studs) Min (60 studs)
(x1.14) Head 45.6 22.8
(x1) Torso 40 20
(x1) Arms and Legs 40 20
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
R2 Suppressor 38 -> 19 23.75 max -> 57 min
Suppressor 36 -> 20 22.5 max -> 60 min
Armor Piercing 40 -> 16.66667 0 max -> 60 min
Hollow Point 33.33333 → 24 25 max → 60 min
Muzzle Velocity 2000 studs/s
Penetration Depth 1.0 studs
Suppression 3.0


Hipfire Camera Recovery Speed 7
Sight Camera Recovery Speed 7
Weapon Recovery Speed 12
Weapon Recoil Damping 0.8


Min Camera Kick (3.70, -1.00, -0.31)
Max Camera Kick (4.19, -2.00, 0.30)
Min Recoil Displacement (0.50, -0.61, 14.19)
Max Recoil Displacement (0.80, 2.40, 15.80)
Min Recoil Rotation (19.20, -1.00, -1.30)
Max Recoil Rotation (22.29, 1.20, -2.30)
Hipfire Spread Factor 0.20
Hipfire Recovery Speed 5
Hipfire Spread Damping 0.70


Min Camera Kick (2.70, -1.50, -0.31)
Max Camera Kick (3.40, -1.00, 0.30)
Min Recoil Displacement (1.39, -1.21, 12.19)
Weapon Shot Displacement (1.60, 1.70, 14.80)
Min Recoil Rotation (16.29, -1.21, -8.50)
Max Recoil Rotation (17.20, -2.21, -10.50)
Sight Magnification 1.5x


Reload Time 3.5 seconds
Empty Reload Time 3.5 seconds
Equip Speed 9
Aiming Speed 13
Crosshair Size 30
Crosshair Spread Rate 300
Crosshair Recover Rate 15


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type .410 bore
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
Z-Point 10 Kills
H&K Sight 20 Kills
EOTech XPS2 45 Kills
Delta Sight 70 Kills
MARS 70 Kills
EOTech 552 85 Kills
Mini Sight 110 Kills
C79 125 Kills
Comp Aimpoint 130 Kills
PK-A 165 Kills
M145 185 Kills
PKA-S 225 Kills
PSO-1 Scope 240 Kills
Reflex Sight 285 Kills
Kobra Sight 320 Kills
Super Slim Sight 350 Kills
Coyote Sight 380 Kills
ACOG Scope 430 Kills
VCOG 6x Scope 455 Kills
Pilad 3 500 Kills
TA33 ACOG 650 Kills
Barska Electro 750 Kills
OKP-7 900 Kills
DDHB Reflex 1200 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills
Animu Sight 4500 Kills
Furro Sight 5000 Kills
Full Ring Sight 50 Kills
Half Ring Sight 90 Kills

Underbarrel Kills Required

Barrel Kills Required
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Laser 20 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The Judge is a Brazilian Revolver Shotgun. It is unlocked at rank 113, or it can be purchased with credits.


The Taurus Judge is a revolver produced by the Brazilian company Taurus. It is derived from their earlier Taurus Tracker model of revolver. Designed to fire both .45 Long Colt and .410 shotshells, the Taurus Judge is marketed as a self-defense weapon against close quarters encounters such as carjackings, robberies, and home defense situations. The barrel has shallow rifling, which aside from meeting in the middle where the .45 Long Colt rounds remain at least somewhat accurate and the .410 shotshells don't run into dispersion issues, means that under American firearms law, the Judge is technically not a short barreled shotgun. This makes it legal to own in any American state other than California, which has a wider definition as to what a short barreled shotgun is defined as.

Taurus also markets other variants of the Judge revolver. The Raging Judge, represented in Phantom Forces as the Executioner, is strengthened and upgraded to fire the .454 Casull round. There is also the Circuit Judge carbine, sold under the Rossi subsidiary brand, which is represented in Phantom Forces as the Jury.


General Information

The Judge is an unusual weapon. Despite being a revolver, it fires shotgun shells, making it comparable to the secondary shotguns, namely the Saiga-12U and Sawed Off, rather than any revolver. These shells only fire half the amount of pellets in standard buckshot rounds; four pellets instead of eight. Regardless, damage is fairly high for a shotgun, dealing 40 damage up close and 20 at the end of its damage drop off; higher per-pellet damage than other shotguns. This means it is capable of a one-shot kill (1SK) assuming either three or all pellets hit the target. Range is average, with its damage beginning to drop off at 25 studs and stopping at 60 studs, meaning the Judge can kill with one shot to the body up until approximately 51 studs, assuming all pellets connect. Muzzle velocity is above average for a shotgun, at 2000 studs per second.

Rate of fire (RoF) is quite fast for a shotgun, at 300 RPM; tied with the AA-12 for second-fastest firing shotgun. This gives the Judge a slightly faster time to kill (TTK) within its 1SK range compared to other shotguns albeit a very marginal difference, but a more noticeable difference when a user fails to achieve a 1SK. The Judge also has tigher pellet spread compared to most shotguns, making it more accurate and subsequently more consistent.

Capacity is higher than any secondary shotgun at five rounds. Ammunition reserve is also higher than any secondary shotgun at 25 rounds. Reload times are identical for both tactical and empty reloads given it being a revolver, requiring 3.5 seconds. Recoil is quite high, especially when fired at its 300 RPM firecap.

Usage & Tactics

The Judge can be drawn relatively quickly, making it an excellent panic weapon. If an enemy is bearing down on a player, the Judge can be drawn and snap-aimed relatively quickly, allowing the player to dump a lethal spread of buckshot downrange towards their assailant. This can become even more important when dealing with weapons like sniper rifles or heavy DMRs that don't handle close quarters encounters as well.

The Judge also suits itself well to an aggressive playstyle, as long as the wielder does not try to get themselves into the thick of combat. With the ability to collect shotgun ammunition, which is relatively common on the battlefield, the Judge can be used to quickly dispose of targets. Only three pellets need to connect at any range for a kill. With the Judge's tight spread, its effective instant kill range is somewhere between 20 and 30 studs. However, this damage comes at the price of the 2 pellets that all other shotguns get, meaning the Judge cannot perform crowd control very well. For players seeking a crowd control solution, the dedicated secondary shotguns serve that role much better than the Judge does.

Like other shotguns, the Judge can accept alternative ammunition types. Flechette is available for a tight, penetrative punch (increases the pellet count to 6), Birdshot is useful for ramping up the Judge into a proper shotgun (pellet count increased to 8) and Slugs fires a single, hard-hitting round. However, reserve ammunition is decreased by 5.


The Judge is a near-perfect weapon for players seeking a quick, instant kill weapon that can be drawn at a moment's notice and remains accurate at a distance. However, it is also easy to overwhelm a Judge user with numbers, and range causes the Judge to lose most of its effectiveness, just like with any other shotgun. Single targets at close range are the Judge's forte.

Damage Table for Ammunition Attachments

Hitbox for Flechette Range
Max (30 studs) Min (60 studs)
(x1.14) (x6 pellets) Head 41.04 (246.24) 22.8 (136.8)
(x1.00) (x6 pellets) Torso 36 (216) 20 (120)
(x1.00) (x6 pellets) Arms and Legs 36 (216) 20 (120)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Birdshot Range
Max (30 studs) Min (60 studs)
(x1.14) (x8 pellets) Head 41.04 (328.32) 20.52 (164.16)
(x1.00) (x8 pellets) Torso 36 (288) 18 (144)
(x1.00) (x8 pellets) Arms and Legs 36 (288) 18 (144)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Slugs Range
Max (25 studs) Min (60 studs)
(x2.29) (x1 pellet) Head 171.75 91.6
(x1.20) (x1 pellet) Torso 90 48
(x1.00) (x1 pellet) Arms and Legs 75 40
Note: Red color signifies a fatal hit.

Pros & Cons


  • Highest per-pellet damage out of any shotgun in-game.
  • Highest capacity out of any secondary shotgun in-game.
  • High ammunition reserve for a secondary shotgun.
  • Second highest firerate of any shotgun.
  • Surprisingly tight spread for a secondary shotgun.


  • Only four pellets per shot.
  • Lowest base range for any secondary shotgun in-game.
  • High recoil.
  • Very slow recoil recovery.


  • This is the first weapon that takes shotgun ammunition to not be classed as a ‘shotgun’ or ‘other’ weapon.
    • This was also the first shotgun-type weapon to not be able to take alternate shotgun ammo types since the ability to do so was introduced, however, this was changed in update 4.13.0.
  • This is the second shotgun-type weapon to take unique shotgun ammunition (.410 bore), the first being the KS-23M, which uses 23×75mmR shells.
  • Due to the .410 bore having comparable size dimensions to .45 Colt and .454 Casull, the Judge shoots the smallest shotgun caliber in the game. It is also why it shoots the smallest pellet count, since .410 is barely wide enough to fit 00 buckshot, and long enough to fit four of these pellets.
  • The Judge is the only weapon to come with purple iron sights.
  • The name of the gun, along with the Jury and the Executioner, forms the English idiom "judge, jury, and executioner". This idiom essentially means that the person in question is in charge of all decisions made, and those decisions are all final, as if the legal process was suspended.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector
MP40 - X95 SMG - Tommy Gun

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
X95R - HK51B

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - Henry 45-70
FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - Desert Eagle XIX

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - MP1911


MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner


Serbu Shotgun - SFG 50 - Sawed Off - Saiga-12U - Obrez

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