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For non-shotgun ammunition, see Ammunition Types.

Shotguns have access to a multitude of different ammunition types exclusive to their class. All shotguns in-game have access to these, including the Judge, Serbu Shotgun, Sawed Off, and Saiga-12U. One may find the different ammunition types in the Ammo category in the shotgun's Attachments section. There are four different types of ammunition: Flechette, Birdshot, Rubber Pellets, and Slugs. The effectiveness of each ammunition type is different for each shotgun. Each shell is distinguished by the different colors of the shell, and the change in the color of a weapon pellet's tracer.

Flechette

Changes your shot load to flechettes, eight small dart projectiles specifically designed to defeat soft body armor. Great for enemies hiding behind cover.
–In-game description
Flechette
FLECHETTE angled
Overview
Attachment Type Other
Kills Required 500
Note Shotgun only

The Flechette round consists of tiny darts that can easily penetrate through objects such as walls.

History

Flechettes were designed and tested during the Vietnam War by the U.S. Army. The purpose of the flechette (literally "dart" in French) is to pierce through materials like the slug shot, but still retain the effectiveness of buckshot. A 12 gauge shotgun shell can contain 8 to 20 darts depending on the load.

The flechette is relatively effective against lightly armored or lightly protected targets. Its enhanced penetration allows for greater lethality through drywall, wood, and other thin barriers. Unfortunately, due to its higher price and propensity for overpenetration, its use has been limited. Moreover, it is entirely ineffective against medium and heavy armors, such as NIJ Level III rated body armor—the minimum required to stop a 5.56 rifle bullet. A flechette's unconventional ballistics, tumbling at close range (thus with little penetration) but then stabilizing and then heaving increased penetration at medium range, reduces its effectiveness further. Another issue is that it leaves very mediocre "icepick" wounds in targets due to its lack of wound expansion and wound diameter.

In-Game

The flechette fires multiple projectiles like buckshot. However, the projectiles of the flechette round can go through walls of a certain thickness. Its purpose is to hit targets behind cover like walls, such as the ones in Warehouse, and concrete slabs, like in Ravod 911. This shell also has slightly less spread than buckshot. The flechette does statistically less damage than buckshot, but the reduction is very slight and only affects the maximum damage, so it does not affect the effectiveness of this shell comparing to the standard buckshot at any range. This shell increases the damage range but this change is not very significant. Therefore, the flechette can be considered as a straight upgrade of the buckshot shell, if not taking into account the decreased pellet count. Flechette changes the color of your weapon pellets' tracer color to green, similar to Armor-Piercing on non-shotgun firearms changing tracer color to green, this similarity may be correspondent to their role and usage of both attachments boosting penetration depth on weapons.

Statistics Multiplier (actual value)
Max damage x0.9
Max range x1.2
Ammo pool x0.8
Piercing power 3 studs

Note:

-Red color signifies inferior to the standard load.

-Green color signifies superior to the standard load.

-White color signifies the same to the standard load.

Usage

Flechette rounds largely serve the same purpose as buckshot, albeit with a tighter spread and penetration capabilities at the cost of damage. This has the potential to greatly improve a shotgun's 1SK range, or hinder it if the shotgun is more reliant on damage up close for a kill. As such, it is best used on weapons where it will not decrease the number of pellets required to kill a target (such as the Remington 870 and DBV12). For tighter spread and greater velocity, the effective range of flechette rounds is increased by a slight amount compared to buckshot, and is, therefore, more helpful in extending effective range, while also maintaining the shotgun playstyle.

Birdshot

Changes your shot load to birdshot, small pellets that are great for hunting waterfowl and grouse. Fires twice the amount of pellets, but each pellet has lower damage potential and is slower. Reduced penetration. Wider pellet spread due to wider choke.
–In-game description
Birdshot
BIRDSHOT angled
Overview
Attachment Type Other
Kills Required 1000
Note Shotgun only

The birdshot round is made up of smaller pellets that allow more shots to be fired per round.

History

Like buckshot, the birdshot fires multiple projectiles. The pellets of the birdshot are smaller, weaker and have a lower penetration capacity, but are more numerous.

Birdshot is used to increase hit chance rather than accuracy. This round is mainly used by hunters for hunting small prey (snakes, rats, birds, etc) in which the target is frail but not necessarily easy to hit. In police and military applications, this shell can be used for breaching doors in assaults. A shell of birdshot may cause very serious tissue damage at close range, at around 10m, especially if it hits one in the eyes. This would make sense in a home defense situation where targets are likely unarmored. However, for military or police applications, birdshot is most likely to be seen when the opposition is unarmored and collateral damage from overpenetration is specifically a concern.

In-Game

The Birdshot in Phantom Forces has 16 pellets, 2 times the number of pellets of the standard buckshot in the game. The maximum damage per pellet of the birdshot is 0.9x times that of the standard buckshot while the minimum damage per pellet is the same as buckshot. The damage drop off range is slightly better than buckshot. Depending on the base statistics of the weapon, the effectiveness of this shell varies between weapons.

The Birdshot is extremely dangerous at close range as it fires more pellets than buckshot. Even with the reduced damage, the potential damage of the Birdshot is still a lot higher than buckshot. Furthermore, the increased chance to eliminate multiple opponents with one shell is very effective in crowd control. Nevertheless, at a farther range, the birdshot loses its effectiveness compared to buckshot due to the very wide spread. It will require many shots to neutralize an opponent. At 100 studs, only 2 to 3 pellets may actually make contact with the target.

At a very long-range, the pellets will still retain their damage and are able to kill low health enemies. However, this tactic is not reliable and therefore cannot be called effective. The only exceptions would be the Stevens DB, AA-12 and the Saiga-12 (along with their secondary variants), as the DB can fire a total of 32 pellets in one trigger pull, using its burst firemode, this would ensure a rather reliable 1SK, as only 5 (6 for the Sawed Off) of the 32 pellets need to connect, even beyond the range of a Flechette round. With the Saiga, the ability to discharge many rounds in quick succession can possibly eliminate distant targets with a cloud of Birdshot. The same applies to the AA-12.

Birdshot changes the color of your weapon pellets' tracer color to a golden yellow.

Statistics Multiplier (actual value)
Pellets 16
Max damage x0.9
Min damage x0.9
Max range x1.2
Hip Choke x1.5
Aim Choke x1.4
Ammo pool x0.8
Velocity x0.6
Piercing power 0.1 studs
Crosshair size x1.8

Note:

-Red color signifies inferior to the standard load.

-Green color signifies superior to the standard load.

-White color signifies the same to the standard load.

Usage

Birdshot is optimized to the player who wants more punch in their shotgun, especially at close ranges. Due to its improved performance at close range, birdshot is a best fit with an aggressive playstyle, requiring the user to get close to an enemy to ensure a kill. However, a large pellet spread causes it to deal minimal damage from a distance, similar to buckshot. Therefore, it is best to either get closer to the target or switch to a secondary at range. Overall, this attachment rewards the user with the massive damage output in close quarters, but sacrifices ranged performance greatly.

Rubber Pellets

Changes your shot load to rubber pellets, five rubber balls projectiles specially designed to make a target feel stinging pain.
–In-game description
Rubber Pellets
Overview
Attachment Type Other
Kills Required 1500
Note Shotgun only

Rubber pellet rounds exchange long-ranged damage for close-ranged damage.

History

The rubber pellet round was initially used in the 1970s as indirect fire projectile. Their purpose was to quell riots, but was quickly used as direct fire munitions.

The rubber pellet round is used in home defense as a less-lethal munition, an option that can help avoid accidentally shooting innocent bystanders. The round is also used by farmers and civil authorities to ward off animals. It ensures that the user will not kill the animal. However, it is recommended to use it as a last resort.

In-Game

The rubber pellet round in Phantom Forces has five pellets. Maximum damage multiplies to 1.3x, but minimum damage decreases by 0.9x. Damage drop off is significantly worse, falling to minimum damage at mid-range. Muzzle velocity decreases by 0.6x, forcing the pellets to be strictly close-ranged. Rubber pellets change the colour of your weapon pellets' tracer color to orange

Statistics Multiplier (actual value)
Pellets 5
Max Damage 1.3x
Min Damage 0.9x
Velocity 0.6x
Penetration 0.1 studs

Note:

-Red color signifies inferior to the standard load.

-Green color signifies superior to the standard load.

-White color signifies the same to the standard load.

Slugs

Changes your shot load to a slug, a single incredibly heavy and dense projectile. Increased projectile speed, massively increased damage, improved damage to the head, and greatly tightened choke.
–In-game description
Slugs
SLUGS angled
Overview
Attachment Type Other
Kills Required 2000
Note Shotgun only

The slug round converts the shot into a single, dense round.

History

The slug shell is a type of shotgun ammunition that fires only a single projectile. The projectile is simply a large and heavy projectile, usually made of lead, with very high kinetic energy, resulting in serious damage.

The slug's projectile is made of materials like lead and frangible metallic alloys. Due to the softer materials used, slugs have several different designs to fill a rifle bore or smoothbore shotgun. Though heavy and powerful, hunting slugs have a very weak piercing power. Therefore, it is mainly used by hunters for hunting big game. Oftentimes, laws restrict hunters from being able to use any other type of round. While some slugs are intended and designed around defeating armor, the average slug simply carries a high force. Armored targets will likely be stunned for a period of time, as while a slug may not mortally wound a target, the impact of a high velocity slug against an armor plate will cause pain and bruising. Law enforcement will generally prefer slugs for their versatility and accuracy, as the kinetic energy of a slug can also be used for breaching, and the lack of extra pellets means minimal chance for bystanders to be injured. Due to its mass and speed, slugs can penetrate certain barriers like automotive glass or thin sheet metal without deflecting.

A variation of the slug is a sub-caliber, pointed, heavy bullet, made from lead, hardened steel, or other composite materials, acting basically as an oversized rifle bullet. This shell is always saboted mainly to protect the barrel from the hardened projectile (unlike the soft materials used on normal slugs) and to also improve the trajectory and velocity of the projectile. Therefore, this shot can only be fired in a shotgun with a rifled bore. This type of ammunition is used by the military and some law enforcement agencies to disable an armored target or to disable unarmored vehicle (often by destroying the engine). This type of slug shot is classed as special ammunition by the military and is often known as the "armor piercing" slug in popular culture. This can be quite accurate when compared to rifle calibers, along with delivering similar performance, albeit with less range and a more inaccurate projectile. Of note is the fact that modern military forces do not make use of these, due to their mediocre capacity and low utility against heavy armor worn by servicemembers.

In-Game

The Slug in Phantom Forces is a very powerful ammunition type for shotguns. It deals a very high amount of damage and usually results in a 1SK in CQC. However, at longer ranges, slugs drop to 2SKs, and often only headshots can deliver 1SKs. It multiplies the maximum damage by 3 and the minimum damage by 2.5, along with a large x1.8 headshot multiplier and an x1.5 torso hit multiplier. The slug shot also has a very high piercing power, increasing the penetration capability of the shotgun by 6 times, like the flechette shot. However, the slug shot will fire only a single projectile, unlike the multiple projectiles the other shell types fire. The slug shot has a lower ballistic trajectory compared to the conventional rifle bullet, so its muzzle velocity is slower than a rifle and therefore has greater bullet drop, however, it is still faster than most other shot alternatives. Depending on the base statistics of the weapon, the effectiveness of this shell varies between weapons, with semiautomatics and the Stevens DB finding the most use out of them. The KSG is also an effective slug shotgun due to its RoF being quite high for a pump-action shotgun. Slugs change the colour of your weapon pellets' tracer color to pink.

Statistics Multiplier (actual value)
Pellets 1
Max damage x3
Min damage x2.5
Hip Choke x0.3
Aim Choke x0.1
Ammo pool x0.8
Headshot x2.29
Torso x1.2
Velocity x1.2
Piercing power 2 studs
Suppression 3

Note:

-Red color signifies inferior to the standard load.

-Green color signifies superior to the standard load.

-White color signifies the same to the standard load.

Usage

More so than any other ammunition type, the slug round drastically changes the shotgun user's playstyle. With slugs equipped, the shotgun has significantly higher damage and accuracy at range. With proper optics, such as a VCOG or ACOG Scope, a shotgun with slugs could be effectively used as a pseudo designated marksman rifle or sniper rifle, providing the user focuses on long range encounters.

While slugs can eliminate a target at close quarters with careful aim, the lack of extra pellets of traditional shotgun rounds is a major downside when it comes to short range, as there is less room for error when using this attachment. Therefore, the user would be safer switching to a secondary weapon in these situations. Special care must be taken when aiming.

Slugs are best to use at medium to long range. Slugs are accurate enough to enable the player to engage the enemy at medium range, from 100 to 200 studs depending on the range of the shotgun. The stopping power is high enough to enough to eliminate an opponent in 1 or 2 shots. A headshot at close range is a guaranteed kill, and at longer ranges, it may still possibly be a 1SK, and is guaranteed on the Remington 870 and KS-23M.

Over 150 studs, the horizontal drop of the slugs become more noticeable, and at over 300 studs, the player can miss a target, even after careful aim with the shotgun, though it is unusual. The slow velocity of the shell also affects the effectiveness of engagement, as the projectile has more drag compared to long range rifles, such as designated marksman rifles and sniper rifles. Therefore, the shotgun's slug shot is very often inferior to these types of weapons at long ranges.

Overall, the slugs attachment is a very good attachment, turning shotguns into very versatile weapons that can be effectively used at nearly every range, provided that the user is capable of handling the sheer differences in this shot. With a foothold still in CQC application, Slugs can be useful to a user who would prefer longer range on their weapon, and minimization of pellet spread.

Trivia

  • Different ammunition for shotguns were released in June 2016, as a part of the Summer Update.
  • This is the only attachment available exclusively to shotguns.
    • This was the first set of attachments to be exclusive to a specific gun category.

AttachmentsBanner

Optics <2.0x Magnification

Animu Sight - Lyman Sight - Z-Point - EOTech XPS2 - Delta Sight
EOTech 552 - Mini Sight - Comp Aimpoint - Reflex Sight
Kobra Sight - Full Ring Sight - Half Ring Sight

2.0x to 3.0x Magnification

Extended Stock - Hensoldt 3x Sight - Leupold M8-2x - MARS - PK-A
PKA-S - Coyote Sight - Pilad 3 - Barska Electro - OKP-7
DDHB Reflex

>3.0x Magnification

Leupold M8-6x - PM II - PSO-1 Scope - PSO-1M2 Scope - C79
M145 - ACOG Scope - VCOG 6x Scope - TA33 ACOG - TA11 ACOG
TA01 ACOG

Barrel Flash and Sound Suppression

ARS Suppressor - Flash Hider - Muffler - PBS-1 Suppressor
PBS-4 Suppressor - R2 Suppressor - Suppressor
Osprey Suppressor - Sionics Suppressor

Recoil Management

Compensator - Muzzle Brake - Muzzle Booster

Barrel Modification

CTAR Barrel - Extended Barrel

Underbarrel Grips

Angled Grip - Chainsaw Grip - Folding Grip - Stubby Grip - Vertical Grip

Miscellaneous

Flashlight - Laser - Green Laser

Other Aiming Aids

Boom Stock - Extended Stock - G Stock - Raffica Stock
Ballistics Tracker - Flashlight - Laser - Green Laser

Backup Sights

Canted Delta Sight - Canted Iron Sight

Magazines

20rd Drum - 33rd Mag - Extended Magazine - Pro Mag
30rd Mag - 50rd Drum

Ammo Regular Ammunition

Armor Piercing - Hollow Point

Shotgun Ammunition

Flechette - Birdshot - Slugs

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