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Page Contents Current As of Patch: 2022-11-17
SG-A25
What the fully-automatic A25 loses in range, it makes up for in rate of fire.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Shotgun
Fire Rate: 260 RPM
Muzzle Velocity: 275m/s
Effective Range: Short
Fire Modes: Auto
Headshot Multiplier: 1.5x
ADS Move Speed Multiplier: 0.75x
Equip Time: 750 ms
Damage[?]
Max Damage:
112x6
672
before 5m
Min Damage:
50x6
300
after 20m
Reload Speed
Short Reload: 2.65s
Long Reload: 3.3s
Ammunition
Magazine Size: 6
Ammunition Pool: 54
Pellet Count: 6
Accuracy[?]
Hip Aim
Crouch Still: 0.15 0.15
Move: 0.15 0.15
Stand Still: 0.15 0.15
Move: 0.15 0.15
Bloom per Shot: 0.3 0.15
Sprint: 5
Jump/Airborne: 6
Pellets Spread: 4
Recoil[?]
Vertical: 2
Horizontal, Min/Max: 0.95
Horizontal Tolerance: 5
Angle Min/Max: 0°/0°
Bias: ??
Recoil Decrease: 8
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

SG-A25 API Data

Census LF API source: SG-A25 API Data

The SG-A25 is a shotgun available to Nanite Systems Operatives. It is unlocked through purchase with Certification Points or Daybreak Cash

The SG-A25 is the automatic shotgun available to operatives. Able to deal more damage-per-second at closer ranges compared to the SG-100, the A25 model sacrifices magazine capacity and ranged potential for raw close-range power.

Compared to the empire produced options—such as the AF-57 Piston and AS16 NightHawk, the SG-A25 is largely the same, sacrificing a minor amount of short reload speed for a generous increase to the long reload speed.

Attachments[]

Attachments
Optic
THM-1

29 OR 30
This low-range thermal optic highlights enemy infantry and vehicles, allowing target differentiation even through smoke or in darkness.
ABLE 1.0

29 OR 30
The ABLE 1.0 uses a blue dot reflex for snappy target acquisition at close range.
More reticles for this sight available, see full article.
ABLE 2.0

29 OR 30
This enhanced ABLE optic increases zoom depth by up to two times, and uses a simple blue dot for close-mid range accuracy.
More reticles for this sight available, see full article.
ABLE 3.4

29 OR 30
The ABLE 3.4x optic provides more zoom depth than a standard reflex, with a blue dot reticle for mid-range engagements.
More reticles for this scope available, see full article.
Barrel
Smart-Choke

49 OR 100
A smart-choke tightens pellet spread by 40% when firing while aimed, but widens pellet spread by 20% when firing from the hip.
Rail
Comfort Grip

49 OR 100
A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%.
Darklight Flashlight

49 OR 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Extended Magazine

99 OR 200
Increases the amount of ammunition in each magazine by 2 rounds rounds, and the weapon takes 15% longer to equip and unequip.
MPL

49 OR 100
The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%.
Ammo
Flechette Ammunition

49 OR 100
Replaces the standard buckshot with dart-like flechettes that triple the maximum and minimum damage range, but reduces the number of pellets fired per shot by 1.
Slug Ammunition

49 OR 100
The weapon now fires an accurate, high-velocity slug dealing 450 damage, fall off to 300 at the weapon's minimum damage range.

Effectiveness[]

Buckshot[]

Values below assume all pellets hit the target in the relevant body part.

Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 20m
Infantry Head 13
Torso 2(2)4(4)
Legs 2(2)4(4)
Infiltrator Head 12
Torso 2(2)3(3)
Legs 2(2)4(4)
Heavy Assault Overshield Head 24
Torso 3(3)5(5)
Legs 3(3)6(6)
MAX Head 1023
Torso 15(19)34(42)
Legs 17(21)38(47)
Theoretical Time To Kill
Infantry Body part 0m 5m 20m
Normal Suit Normal Suit
Infantry Head 0s 0.017s - 0.528s -
Torso 0.231s 0.247s - 0.759s -
Infiltrator Head 0s 0.017s - 0.297s -
Torso 0.231s 0.247s - 0.528s -
Heavy Assault Head 0.231s 0.247s - 0.759s -
Torso 0.462s 0.478s - 0.99s -
MAX Head 2.077s 2.094s - 5.144s -
Torso 3.231s 3.247s 4.171s 7.682s 9.528s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 20m
Link=FlashFlash - 12 (on fire @ 9) 25 (on fire @ 20)
Composite Armor 4 - 15 (on fire @ 12) 33 (on fire @ 26)
Link=HarasserHarasser - 29 (on fire @ 23) 65 (on fire @ 52)
Composite Armor 4 - 35 (on fire @ 28) 77 (on fire @ 62)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 18 (on fire @ 15) 40 (on fire @ 32)
Composite Armor 4 - 20 (on fire @ 16) 44 (on fire @ 36)
Valkyrie Front/Side/Top/Rear 45 (on fire @ 36) 100 (on fire @ 80)
Bottom 90 (on fire @ 72) 200 (on fire @ 160)
Composite Armor 4 Front/Side/Top/Rear 52 (on fire @ 42) 115 (on fire @ 92)
Bottom 103 (on fire @ 83) 230 (on fire @ 184)
Dervish - 35 (on fire @ 28) 78 (on fire @ 63)
Composite Armor 4 - 39 (on fire @ 31) 86 (on fire @ 69)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Flechette Ammunition[]

Values below assume all pellets hit the target in the relevant body part.

Versus Infantry
Infantry Body part Shots to Kill
0-15mAfter 60m
Infantry Head 23
Torso 2(2)4(4)
Legs 2(2)5(5)
Infiltrator Head 23
Torso 2(2)4(4)
Legs 2(2)4(4)
Heavy Assault Overshield Head 24
Torso 3(3)6(6)
Legs 3(3)7(7)
MAX Head 1227
Torso 18(23)40(50)
Legs 20(25)45(56)
Theoretical Time To Kill
Infantry Body part 0m 15m 60m
Normal Suit Normal Suit
Infantry Head 0.231s 0.281s - 0.662s -
Torso 0.231s 0.281s - 0.892s -
Infiltrator Head 0.231s 0.281s - 0.662s -
Torso 0.231s 0.281s - 0.892s -
Heavy Assault Head 0.231s 0.281s - 0.892s -
Torso 0.462s 0.512s - 1.354s -
MAX Head 2.538s 2.588s - 6.2s -
Torso 3.923s 3.973s 5.127s 9.2s 11.508s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 15m After 60m
Link=FlashFlash - 14 (on fire @ 11) 30 (on fire @ 24)
Composite Armor 4 - 18 (on fire @ 14) 39 (on fire @ 32)
Link=HarasserHarasser - 35 (on fire @ 28) 77 (on fire @ 62)
Composite Armor 4 - 42 (on fire @ 33) 93 (on fire @ 74)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 22 (on fire @ 18) 48 (on fire @ 39)
Composite Armor 4 - 24 (on fire @ 19) 53 (on fire @ 43)
Valkyrie Front/Side/Top/Rear 54 (on fire @ 43) 120 (on fire @ 96)
Bottom 108 (on fire @ 86) 240 (on fire @ 192)
Composite Armor 4 Front/Side/Top/Rear 62 (on fire @ 50) 138 (on fire @ 111)
Bottom 124 (on fire @ 99) 276 (on fire @ 221)
Dervish - 42 (on fire @ 34) 94 (on fire @ 75)
Composite Armor 4 - 46 (on fire @ 37) 103 (on fire @ 83)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Slug Ammunition[]
Versus Infantry
Infantry Body part Shots to Kill
0-5mAfter 20m
Infantry Head 23
Torso 3(3)4(4)
Legs 3(3)4(4)
Infiltrator Head 22
Torso 2(2)3(3)
Legs 3(3)4(4)
Heavy Assault Overshield Head 34
Torso 4(4)5(5)
Legs 4(4)6(6)
MAX Head 1523
Torso 23(28)34(42)
Legs 25(31)38(47)
Theoretical Time To Kill
Infantry Body part 0m 5m 20m
Normal Suit Normal Suit
Infantry Head 0.231s 0.247s - 0.528s -
Torso 0.462s 0.478s - 0.759s -
Infiltrator Head 0.231s 0.247s - 0.297s -
Torso 0.231s 0.247s - 0.528s -
Heavy Assault Head 0.462s 0.478s - 0.759s -
Torso 0.692s 0.709s - 0.99s -
MAX Head 3.231s 3.247s - 5.144s -
Torso 5.077s 5.094s 6.247s 7.682s 9.528s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 5m After 20m
Link=FlashFlash - 17 (on fire @ 14) 25 (on fire @ 20)
Composite Armor 4 - 22 (on fire @ 18) 33 (on fire @ 26)
Link=HarasserHarasser - 43 (on fire @ 35) 65 (on fire @ 52)
Composite Armor 4 - 52 (on fire @ 42) 77 (on fire @ 62)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 27 (on fire @ 22) 40 (on fire @ 32)
Composite Armor 4 - 30 (on fire @ 24) 44 (on fire @ 36)
Valkyrie Front/Side/Top/Rear 67 (on fire @ 54) 100 (on fire @ 80)
Bottom 134 (on fire @ 107) 200 (on fire @ 160)
Composite Armor 4 Front/Side/Top/Rear 77 (on fire @ 62) 115 (on fire @ 92)
Bottom 154 (on fire @ 123) 230 (on fire @ 184)
Dervish - 52 (on fire @ 42) 78 (on fire @ 63)
Composite Armor 4 - 58 (on fire @ 46) 86 (on fire @ 69)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the SG-A25. Each ribbon is a standard reward for achieving a set amount of kills with the shotgun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
SG-A25
Service Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
0 kills N/A
Copper Medal
10 kills Certification Points
Silver Medal
60 kills 10 Certification Points
Gold Medal
160 kills 20 Certification Points
Auraxium Medal
1,160 kills 200 Certification Points
Medals earned with the SG-A25 contribute towards the Shotguns directive tree.

History[]

November 17, 2022 Update (10-Year Anniversary)

  • Maximum damage from 125 to 112.
  • Magazine size from 8 to 6.
  • Ammo capacity from 56 to 54.

March 30, 2022 Update (The Arsenal Update)

  • Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
  • Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
  • Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.
Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.

July 1, 2021 Update (_Integration)

  • Added to the game.