Weapon Type Primary Weapon
Weapon Class Shotgun
Rank Prerequisites Rank 1
Damage 30 -> 20
Range 40 max -> 80 min


Hip Accuracy


Sight Accuracy


Magazine Size 14
Ammo Reserve 50
Fire Modes Semi
Rate of Fire 120 RPM

TTK (Time to Kill) 0.00 s
Head & Body Multiplier
Hitbox Range
Max (40 studs) Min (80 studs)
(x1.1) Head 33 22
(x1) Torso 30 20
(x1) Arms and Legs 30 20
Red color signifies a fatal hit. And all damage value are rounded down.
Note: The damage value in-game is rounded down, example: 99.9 damage is counted as 99 damage and not 100 damage.
Suppressed Stats
Suppressor Suppressed Damage Suppressed Range
ARS Suppressor 30 -> 18 40 max -> 72 min
R2 Suppressor 28.5 -> 19 38 max -> 76 min
PBS-4 Suppressor 27.6 -> 19.6 38 max -> 80 min
PBS-1 Suppressor 30 -> 18.4 38 max -> 68 min
Suppressor 27 -> 20 36 max -> 80 min
Flechette 27 -> 20 44 max -> 80 min
Birdshot 27 -> 20 44 max -> 80 min
Slugs 90 -> 50 40 max -> 80 min
Muzzle Velocity 1500 studs/s
Penetration Depth 0.5 studs
Suppression 1.8


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 0.08
Hipfire Recovery Speed 9
Hipfire Spread Damping 0.70


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 1.3 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 40
Crosshair Spread Rate 850
Crosshair Recover Rate 10


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


The KSG 12 is a bullpup shotgun in Phantom Forces. It is unlocked at rank 1 or it can be purchased with Credits.


Desgined by Kel-Tec in 2011, The KSG-12 is a pump action, bullpup shotgun, which is an uncommon setup for shotguns. It has two tube magazines that hold a total of 14 12 Gauge rounds with fully ambidextrous use. The user can also use a lever to switch tube magazines.

It also has a Picatinny rail above/near the barrel, where optics can be mounted.

The perpendicular forward grip and back-up iron sights seen in most media are not included in the basic package.


The KSG-12 is a powerful pump action shotgun chambered in 12 Gauge with a high capacity and Rate of Fire. Comparatively, it has a higher Rate of Fire (RoF) and capacity than the Remington 870 and Serbu Shotgun.

However, the high capacity is not necessarily an advantage, since the time to grab and load a round into the KSG-12 is similar/same as other shotguns, the high capacity renders the reload time very long. Since shotguns do not lose already loaded ammo when reloading, tactical reloads can get rid of this problem. 

The KSG fires 8 pellets from each shell/round, but the damage per pellet is lower than the Remington 870, but higher than the Serbu Shotgun, and the pellet spread is average between the R870 and Serbu Shotgun.

Optics, barrel, under-barrel, canted sight, and laser attachments do not affect the pellet spread. But optics are generally recommended for a better field of view, and lasers can aid in hip firing.

While barrel attachments may decrease recoil or visibility, note that certain suppressors can hinder the 1 hit kill damage of the KSG-12 in close quarters range.

As is with all other shotguns, the KSG-12 is best used in Close Quarters Battles (CQB). Its effective 1 hit kill range is similar to that of the R870, but it might take more shots to kill a full health enemy at higher ranges.

But with the recent addition of Slug shells, it can be used effectively in all ranges, even long range too.

In very close quarters battles, it is recommended to aim down your sights/optic.

The reason for this is that, should the player hip-fire, the bullet mechanism of Phantom Forces will cause all pellets to be fired towards the bottom left corner of the screen, again, lasers can help solve this, as they show exactly where the fired round will go.

With the addition of the shotgun ammo update, the KSG-12 became way more powerful with the added ammunition.

With the KSG's fast rate of fire and good/high capacity, using the Birdshot round will make the KSG a devastating weapon in close quarters. However this option will hinder medium/long range performance even more, since the birdshot round increases the pellet spread, and in turn, pellet "drop."

The KSG-12 is also very good with slug ammunition. Again, because of it's high capacity and rate of fire, the player can kill a player at any range in a quick succession, however it is generally not recommended to use the it for long range. However, because of the Remington 870's lower ROF and higher damage, the R870 can avoid ammo spamming and also has a higher usability at range than the KSG.

Overall, since the update, the KSG-12 had become from the obselete counterpart to the Remington 870 to a potential monstrosity and competitor to the R870.

The KSG favors rate of fire and damage at the cost of higher pellet spread, lesser pellet damage, and some of the other aforementioned disadvantages. But it's overall a good weapon of it's type, though not the best by any means.


  • Without any attachments, only with the different type of ammunitions.


x0.9 max damage - x1.1 max range - x3 pellets

Hitbox Range
Max (44 studs) Min (70 studs)
(x0.99 - x1.1)(x24 pellets) Head 29.7 (712.8) 22 (528)
(x0.9 - x1)(x24 pellets) Torso 27(648) 20 (480)
(x0.9)(x24 pellets) Arms and Legs 27(648) 20 (480)
Yellow color signifies when all of the pellets hit the target.


x0.9 max damage - x1.1 max range - x5 penetration

Hitbox Range
Max (38.5 studs) Min (80 studs)
(x0.99 - x1.1)(x8 pellets) Head 29.7 (237.6) 22 (176)
(x0.9 - x1)(x8 pellets) Torso 27 (216) 20 (160)
(x0.9 - x1)(x8pellets) Arms and Legs 27 (216) 20 (160)
Yellow color signifies when all of the pellets hit the target.


x3 max damage - x2.5 min damage - x5 penetration - One projectile - Special multipliers

Hitbox Range
Max (35 studs) Min (80 studs)
(x1.8) Head 162 90
(x1.5) Torso 135 75
(x1) Arms and Legs 90 50
Red color signifies a fatal hit.

Note: The damage value in-game is rounded down, example: 99.9 damage is counted as 99 damage and not 100 damage.

Pros and Cons


  • Higher capacity compared to the Remington 870.
  • Higher Rate Of Fire than the Remington 870.
  • Becomes devastating when used with slug or birdshot ammo.


  • Very loud gun noise.
  • More pellet spread than the Remington 870
  • Less damage than the R870
  • Long reload due to capacity (Though reload can be canceled by pressing left click again)


  • The sights are the same as the normal iron sights but the front post is little bit thicker.
  • It is the first gun and shotgun to be unlocked in-game.
  • It has 2 tubes that need to be switched in real life. However, for the ease of development and usability, it is not included in the game.
  • It's the only shotgun in the game that is bullpup.
  • Because the KSG is smaller and has a shorter barrel than the Remington 870, it can be concluded that this is the reason it deals less damage and has a bigger spread.
  • There is a feature exclusive to shotguns which allows the player to look over the optics by pressing "T". Attaching Canted sights deactivates this.
  • It doesn't have ballistic tracker attachment, unlike Remington 870 and even Serbu Shotgun.


Screen Shot 2016-07-25 at 8.36.56 PM

The KSG-12 in-game.

Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 - FAMAS - AK47 - AUG A3 - L85A2 - Honey Badger - AK74 - AKM - M231
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 [ADDED!] - P90 - MP5 - Colt SMG 635 - MP5SD - MP10 - MP5/10 - AUG A3 Para - Kriss Vector
Light Machine Guns M60 - Colt LMG [ADDED!] - AUG HBAR - MG36 - L86 LSW - RPK - SCAR-HAMR - RPK-74
Sniper Rifles Intervention - Remington 700 - AWS [ADDED!] - BFG 50 - Mosin Nagant - L115A3 [ADDED!] - Railgun
Carbines M4 - G36C - M4A1 - L22 - SCAR-PDW - SR-3M
Designated Marksman Rifles MK-11 - SKS - Dragunov SVU - VSS Vintorez - SCAR-SSR
Battle Rifles SCAR-H - AG-3 - Henry 45-70 [NEW!]
Shotguns KSG-12 - Remington 870 - KS-23M [NEW!]
Secondary Weapons Pistols M9 - G17 - M1911 - DEAGLE 44
Machine Pistols G18 - M93R - TEC-9
Revolvers MP412 REX
Other Serbu Shotgun - Obrez - SFG 50 [ADDED!]


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