A carbine variant of the Brazilian-made Judge revolver. High damage and firerate with harsh recoil and reduced magazine capacity.
–In-game description
JURY angled
Weapon Type Primary Weapon
Weapon Class Carbine
Rank Prerequisites Rank 114
Damage 80 → 50
Range 35 max → 200 min


Hip Accuracy


Sight Accuracy


Magazine Size 6
Ammo Reserve 75
Fire Modes Semi
Rate of Fire 300 RPM

TTK (Time to Kill) 0.00 s
Head & Body Multiplier
per bullet/pellet
Max (35 studs) Min (200 studs)
(x1.80) Head 144 90
(x1.25) Torso 100 62.5
(x1) Arms and Legs 80 50
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 80 -> 45 35 max -> 200 min
R2 Suppressor 76 -> 47.5 33.25 max -> 190 min
PBS-1 Suppressor 76 -> 47.5 33.25 max -> 190 min
PBS-4 Suppressor 76 -> 47.5 33.25 max -> 190 min
Suppressor 72 -> 50 31.5 max -> 200 min
Armor Piercing 80 -> 41.66667 0 max -> 200 min
Hollow Point 96 -> 60 35 max -> 200 min
Muzzle Velocity 1500 studs/s
Penetration Depth 1.0 studs
Suppression 3


Hipfire Camera Recovery Speed 18
Sight Camera Recovery Speed 12
Weapon Recovery Speed 10
Weapon Recoil Damping 0.9


Min Camera Kick (3.70, -0.61, -0.31)
Max Camera Kick (4.19, -0.11, 0.30)
Min Recoil Displacement (0.50, -0.61, 12.19)
Max Recoil Displacement (0.80, 2.40, 15.80)
Min Recoil Rotation (1.20, -1.00, -0.31)
Max Recoil Rotation (2.29, 2.09, 0.30)
Hipfire Spread Factor 0.20
Hipfire Recovery Speed 5
Hipfire Spread Damping 0.70


Min Camera Kick (2.29, -0.61, -0.31)
Max Camera Kick (3.00, 0.69, 0.30)
Min Recoil Displacement (-0.41, 0.20, 22.20)
Weapon Shot Displacement (0.40, 0.30, 24.79)
Min Recoil Rotation (1.70, 0.50, 3.50)
Max Recoil Rotation (1.10, 0.80, 4.19)
Sight Magnification 2.0x


Reload Time 3.5 seconds
Empty Reload Time 3.5 seconds
Equip Speed 11
Aiming Speed 14
Crosshair Size 65
Crosshair Spread Rate 220
Crosshair Recover Rate 15


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type .45 Long Colt
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
PSO-1M2 Scope 2250 Kills
TA01 ACOG 2500 Kills
Animu Sight 4500 Kills
Furro Sight 5000 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 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 Sight 310 Kills
Ballistics Tracker 1500 Kills
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The Jury is a Brazilian Carbine variant of the Judge. It is unlocked at rank 114, or can be purchased with credits.


The Rossi Circuit Judge is a carbine variant of the popular Taurus Judge revolver. Much like the revolver, it can accept .410 shotshells or .45 Long Colt. The Circuit Judge comes with an 18 inch barrel and a special shroud to deflect gases from the cylinder gap away from the shooter's forearm. The buttstock and fore-end may either be made of wood, or of a plastic, depending on the purchaser's preference.

The Circuit Judge is incapable of chambering the .454 Casull round due to the chambers being choked to prevent their insertion.


General Information

The Jury is a unique revolver carbine. Rather than acting more like a sniper rifle, which is the niche that the 1858 Carbine fills, the Jury fills the role that the SCAR SSR fills—a highly lethal weapon within a short range, with two headshots required to defeat a target at distance. This distance is quite long, maintaining lethality out to about 170 studs. The Jury can also instantly kill to the torso as long as the target is within about 45 studs. The only real constraint with the Jury, aside from its poor 1500 stud/sec muzzle velocity, is that its recoil leaves something to be desired with how slowly it recovers from each shot.

Usage & Tactics

Much like the other revolver carbines, the Jury is a lightweight weapon, and works best when the user constantly repositions. On the topic of repositioning, it will need to be performed often, as the Jury's one-shot-headshot range is somewhat limited. While most lanes on most maps will be suitable for these headshots, extended distances like those on Mirage or Ravod 911 will leave the Jury needing to score two hits in order to get a kill. However, the Jury can two-shot kill (2SK) anywhere on the body, even the limbs, as the Jury has 50 minimum damage. This means that even if a body or limb shot is made, the next shot will always kill without a doubt.

Be mindful of the Jury's 5 round capacity. This is smaller than the other revolver carbines, and can quickly be exhausted when firing at the weapon's 300 RPM limit. It is easy to overscan in a panic situation, but a steady hand can quickly dispatch incoming enemies within the one-shot-torso kill range.


The Jury should not be underestimated in close quarters by any stretch. Despite its length, from the hip, the Jury can be incredibly lethal to anyone blindly rushing whoever wields this weapon. However, it is also incredibly easy to outdo a Jury user outside of their comfort zone, and range will be both the greatest asset and worst enemy of a Jury user, as they require a sweet spot much like the SCAR SSR in order to score their one-shot headshots.

Pros & Cons


  • High damage; 1SK to the torso at its maximum damage range, 2SK at all ranges.
  • 1SK to the head out to 173 studs.
  • Decent firerate and mobility for its power.
  • Long minimum damage distance.
  • High reserve ammunition count for its capacity.


  • High recoil.
  • Lowest capacity in class.
  • Second lowest muzzle velocity in class.
  • Very short maximum range.
  • Cannot be suppressed.
  • Longest reload time in-class.


  • This is the 1st weapon in game to use the .45 Colt (Long Colt).
  • The Rossi Circuit Judge in game used a Taurus Judge revolver as the base, which cannot handle high pressure .45 Colt. The standard .45 Colt is about as powerful as the .45ACP (like on the M1911 and Thompson) at best.
    • Modern high pressure .45 Colt, on the other hand, has higher mass and velocity, which gets it over 2 times more powerful than the standard load(!) The Rossi Circuit Judge can handle it only if it uses the Raging Taurus as base. It would also justify the high damage number in a more logical manner.
  • The name of the gun, along with the Judge 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.
  • The Jury's third person model is the same as the Judge.


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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