Remington 870

REMINGTON 870 angled new

REMINGTON 870 angled

R870 alpha

Weapon Type Primary Weapon
Weapon Class Shotgun
Rank Prerequisites Rank 11
Damage 35 -> 24
Range 50 max -> 100 min
Remington 870graph


Hip Accuracy


Sight Accuracy


Magazine Size 8
Ammo Reserve 50
Fire Modes Semi
Rate of Fire 75 RPM

TTK (Time to Kill) 1.20 s
Head & Body Multiplier
per bullet/pellet
Max (50 studs) Min (100 studs)
(x1.1) Head 38.5 26.4
(x1) Torso 35 24
(x1) Arms and Legs 35 24
Red color signifies a fatal hit. And all damage value in-game are rounded down. (e.g. 99.99 is counted as 99).
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 35 -> 21.6 50 max -> 90 min
R2 Suppressor 33.25 -> 22.8 47.5 max -> 95 min
PBS-1 Suppressor 33.25 -> 22.8 47.5 max -> 95 min
PBS-4 Suppressor 33.25 -> 22.8 47.5 max -> 95 min
Suppressor 31.5 -> 24 45 max -> 100 min
Flechette 31.5 -> 24 55 max -> 100 min
Birdshot 31.5 -> 24 55 max -> 100 min
Slugs 105 -> 60 50 max -> 100 min
Muzzle Velocity 1500 studs/s
Penetration Depth 0.5 studs
Suppression 2.5


Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 15
Weapon Recovery Speed 15
Weapon Recoil Damping 0.6


Min Camera Kick (3.00, -1.61, -0.31)
Max Camera Kick (4.19, -1.11, 0.30)
Min Recoil Displacement (0.10, 0.80, 12.19)
Max Recoil Displacement (0.40, 1.10, 12.80)
Min Recoil Rotation (6.19, -1.00, -0.31)
Max Recoil Rotation (7.09, 0.20, 0.30)
Hipfire Spread Factor 0.07
Hipfire Recovery Speed 8
Hipfire Spread Damping 0.80


Min Camera Kick (2.29, -0.50, -0.50)
Max Camera Kick (2.70, -0.90, 0.50)
Min Recoil Displacement (-0.11, 0.69, 7.19)
Weapon Shot Displacement (0.10, 1.60, 7.80)
Min Recoil Rotation (2.20, -0.50, -0.81)
Max Recoil Rotation (3.40, -0.21, -0.50)
Sight Magnification 2.5x


Reload Time 1.5 seconds
Empty Reload Time 1.4 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 40
Crosshair Spread Rate 800
Crosshair Recover Rate 10


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 12 gauge
Round in Chamber None
Shot Suppression Range None

List of Attachments

Optics Kills Required
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
ACOG Scope 430 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills
Flashlight 0 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 Sights 310 Kills
Ballistics Tracker 1500 Kills
Birdshot 1000 Kills
Fletchette 700 Kills
Slugs 2000 Kills

The Remington 870 is an American Shotgun. It is unlocked at Rank 11 or can be purchased with credits (CR).


The Remington Model 870 was designed by Remington Arms in 1951, replacing the Remington 31, which wasn't competing well with the Winchester Model 12. It is currently in use by almost all U.S. government agencies and the U.S. military. It is one of the most popular guns in the world, serving not only with U.S. government and security forces but is also used by civilians, law enforcement and military forces worldwide. In the U.S. military, it is designated as the M870. The Remington 870 has sold more than 10 million models and holds the title of being the world's best-selling shotgun in history.


General Information

The Remington 870 is a very powerful and well-rounded shotgun in Phantom Forces. It has relatively high damage and good range for a shotgun. It also has an equally slow but average rate of fire (RoF) for a shotgun at 75 rounds per minute (RPM). It has a capacity of eight shells and can pick up ammunition from other shotguns. It reloads via inserting one shell individually into the under-barrel tube magazine and in-game it takes exactly one second to reload one shell. When completing a full reload, after the last shell is loaded, there is a "pump" animation, which adds on a short delay. However, if the player cancels the reload right after that last shell is loaded with a left click, the "pump" animation won't be triggered, thus decreasing the reload time. The user can press the T button to activate the alternate aim mode of the shotguns; visually somewhere between hipfiring and aiming down sights (ADS).

With each type of ammunition, the behavior of the R870 will become different. Read more at Shotgun ammunition types. Note: While equipping the suppressors with the exotic ammunition, the penalty of the suppressors won't show, but it will still affect the statistics of the weapon.

Usage & Tactics

The Remington 870 is very much a "jack of all trades" kind of shotgun, with reasonably tight pellet spread, decent magazine size for a shotgun, and an average RoF. While it isn't an extremely aggressive weapon like the KSG-12 nor the high minimum damage of the Stevens DB or KS-23M, it can still do reasonably well against the weapons mentioned, due to its versatility at multiple ranges and in a variety of situations.

With the default Buckshot ammunition, the R870 can reliably kill a full-health enemy at 70 studs. At medium range, (less than 150 studs) the buckshot requires about two to three shots to eliminate a full health enemy.

Flechette rounds can go through walls of a certain thickness, such as the tall slabs of cement guarding the hill on Crane Site Revamp. Flechette rounds also have the same spread as Buckshot. However, they deal less damage than Buckshot, albeit the reduction is very slight and it only affects the maximum damage, not hugely impacting on the effectiveness of the R870 with Flechette compared to Buckshot at any range. Flechette rounds also have increased max damage range but this is fairly insignificant.

Birdshot rounds fire 24 pellets, but the spread is also three times wider. Birdshot has the same one-shot-kill (1SK) range as Buckshot, around 70 studs, and can eliminate multiple opponents with one shell. This is extremely dangerous in close quarters combat (CQC). However at longer ranges, Birdshot is dramatically weaker compared to other Ammunition Types due to the very wide pellet spread. It will require multiple shots to kill an opponent at range. Even at 100 studs, only two to three pellets actually hit the target.

Slug rounds are best used at medium to long range. For the Remington 870 with Slugs, it can score a one-shot-headshot at any range. Slugs are accurate enough to enable a user to engage an enemy at medium range. The stopping power is high enough to eliminate an opponent in one or two shots. At longer range, Slugs can still guarantee a 1-2SK, but the slower muzzle velocity and higher bullet drop make Slugs less accurate compared to weapons like DMRs. Over 150 studs, the horizontal deviation of the slugs also becomes more noticeable and at over 300 studs, a player can miss a target even when carefully aimed at, though it's unusual. Shotguns with Slug rounds are inferior to longer ranged weapons due to their inaccuracy and slower RoF. The player can still use the alternate aiming feature of the shotguns on the Remington 870 for better self-defense at close range while using the normal ADS for long range engagement.


Overall, the Remington 870 is a versatile shotgun, not being too fast or too slow and can be used at a variety of ranges. Its strength lies in the fact that it has no major weakness, like the slower RoF of the KS-23M, the tiny magazine size of the Stevens DB, or the wider spread of the KSG-12.


Damage Table for Ammunition Attachments

Hitbox for Birdshot Range
Max (60 studs) Min (100 studs)
(x1) (x24 pellets) Head 29.7 (712.8) 24 (576)
(x1)(x24 pellets) Torso 29.7 (712.8) 24 (576)
(x1)(x24 pellets) Arms and Legs 29.7 (712.8) 24 (576)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Flechette Range
Max (60 studs) Min (100 studs)
(x1) (x8 pellets) Head 29.7 (237.6) 24 (192)
(x1)(x8 pellets) Torso 29.7 (237.6) 24 (192)
(x1)(x8 pellets) Arms and Legs 29.7 (237.6) 24 (192)
Note: Yellow color signifies when ALL pellets hit the target.
Hitbox for Slugs Range
Max (50 studs) Min (100 studs)
(x1.8) (x1 pellet) Head 178.2 108
(x1.5)(x1 pellet) Torso 148.5 90
(x1)(x1 pellet) Arms and Legs 99 72
Note: Red color signifies a fatal hit. All values calculated in-game are rounded down. (e.g. 99.99 to 99)

Pros & Cons


  • Long 1SK range.
  • Can excel to the medium range due to the tight spread.
  • Tight spread for the current shotguns.
  • Can aim above sights by pressing T.
  • Slugs ammunition enables a 1SK to the head at all ranges.
  • Usable irons making it good in CQC (Close quarters combat).


  • Slow reload time.
  • Slower RoF for its class.


  • As per in-game description, the Remington fires the 12 gauge three-inches shell (aka 12 gauge Magnum) and hold a total eight shells (seven in the tube magazine and one in the chamber). In real life however, the shotgun can only hold a total eight shells with 2 3/4 inches rounds (standard load) or a total of seven shells with a Magnum load.
  • Civilian variants of the Remington 870 have the option to use camouflage parts, covering either the stock and pump or stock, pump, receiver and barrel.
  • The R870 featured in-game is modified, fitted with a MAGPUL stock, ring iron sights and an extended 8-round tube magazine.
  • There is a feature on shotguns where players can aim above the sights. It is activated by pressing T.
  • The R700's stock is almost identical to the R870's in game but without the recoil pad and cheek piece. In real life, most weapon's stocks are quite different and can be modified, removed or replaced
  • In several FPS games, the Remington 870 appears as a sawed-off shotgun and usually named as such.
  • After the beta, the pump and stock were changed from dark grey to green, as well as the iron sights obtaining a neon ring. The stock and pump are back to gray again though.
  • The worldmodel is still green though.
  • The R870's sound in-game is the same sound of the sawed-off in CoD: Modern Warfare. 
  • Whenever someone would rank up the Rank 11, they unlock this, but it also says they unlocked the "remington 870_old" 
  • This shotgun served with some U.S. forces very late in the Vietnam War. They were upgraded with "Trench" style stocks and handguards. 
Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - AK74 - AKM - M231- AK103
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - L2A3
MP5SD - MP10 - MP5/10 - M3A1 - AUG A3 Para
PPSh-41 - Kriss Vector - MP40
Light Machine Guns Colt LMG - M60 - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK


Sniper Rifles Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50 - Mosin Nagant - L115A3 - Dragunov SVDS - Hecate II - Steyr Scout
Carbines M4A1 - G36C - M4 - L22 - SCAR PDW - AKU-12 - Groza-1 - AK-12C
Honey Badger- SR-3M - Groza-4 - 1858 Carbine - FAL Para Shorty - PPK-12
Designated Marksman Rifles SVK12E - MK11 - SKS - VSS Vintorez - MSG90 - Beowulf TCR - SA58 SPR - SCAR SSR
Battle Rifles Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - MC51SD - FAL 50.63 Para - Henry 45-70 - FAL 50.00
Shotguns KSG-12 - Remington 870 - DBV-12 - KS-23M - Saiga-12 - Stevens DB - SPAS-12
Secondary Weapons Pistols M9 - Glock 17 - M1911 - Deagle 44 - M45A1 - ZIP 22
Machine Pistols Glock 18 - M93R - TEC-9 - MP1911
Revolvers MP412 REX - Mateba 6 - 1858 New Army
Other Serbu Shotgun - SFG 50 - Sawed Off - Obrez - Saiga-12U
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