recursal/Fanatic-Fandom huggingface dataset:
Sawed-Off Shotgun (Fallout)/Fallout3

## Information

The sawed-off shotgun is a double-barrel shotgun that has had its stock and part of its barrels sawed off, granting it increased mobility in return for drastically reduced range. It has two triggers, one for each barrel. The sawed-off shotgun appears to have been fitted with a pistol grip, in favor of the shortened stock-grip assembly. Rust is visible on the metallic parts of the shotgun, and a makeshift strap made out of thin sheet metal keeps the barrels and forearm together. It is a one-handed weapon and reaps the benefits of the Gunslinger perk.

This weapon has one of the largest spread of all weapons in *Fallout 3*, second only to the experimental MIRV. In order to get high damage, one essentially has to treat the gun like a melee weapon and fire it at point blank range so that the whole shot impacts the target.

A fully-repaired sawed-off shotgun can fire 167 shots, or 84 reloads, before breaking.

Mel wields a sawed-off shotgun in a random encounter in which he attempts to mug the Lone Wanderer, but the gun is not loaded. This is an homage to Mel Gibson, the actor who played *Mad Max*. In *Mad Max 2*, Max threatened the Gyro Captain using an unloaded sawed-off shotgun. The firing sound effects for the sawed-off shotgun and various other guns in *Fallout 3* were created by recording the collision of pieces of scrap metal, resulting in a "ka-choolt" sound effect.

## The Kneecapper

The Kneecapper deals much more damage and is significantly more accurate than the regular sawed-off. It is not as accurate as the combat shotgun, but deals more damage per shot, though it must be reloaded six times as
 often because it only holds 2 shells. The Kneecapper deals damage through raw power alone, since it does not deal any critical hit damage.

The Kneecapper can fire a total of about 111 shots, the equivalent of 56 reloads, from full condition before breaking. This is 56 fewer shots than the common sawed off shotgun.

It is possible to obtain two Kneecappers. The first by pickpocketing it from Ronald Laren while he is in Girdershade. The second by collecting another from his corpse if he is sent to the Nuka-Cola plant using dialogue from the Black Widow perk. If Ronald learns of Sierra's death, he will refer to the Kneecapper by name as he attacks the Lone Wanderer.

The Kneecapper takes its name from the act of *"kneecapping"* someone, which is shooting them in the kneecaps to cripple their legs.
Scattergun (Team Fortress)

## Information

The **Scattergun** is the default primary weapon for the Scout. It is a short, double-barreled lever-action shotgun with a wooden handle and foregrip.

Delivering ten pellets per shot with increased ramp-up, this weapon is deadly at close range, requiring only two shots to take down most classes. A wide cone of fire causes it to become mediocre at medium range and
near useless at a distance. This forces players to close in on enemies to effectively deal damage while utilizing the Scout's distinct speed to
 avoid retaliation.

The base damage per pellet, number of pellets fired per shot and ammunition per magazine is equal to that of the Shotgun. The main difference is the increased positive damage-ramp; 175% compared to 150%. It also has differing reload timings.The Scattergun's first shell fires at least one pellet straight down the crosshair before 'bullet-spread' takes effect. When random spread is disabled, the pellets land forming a three by three grid pattern.

Sound effects intended for the Scattergun, labeled scatter\_gun\_double\_shoot.wav had existed in the game files since release. The Force-A-Nature now uses these sound effects when firing.

## Versions

* Normal
* Unique
* Decorated
* Strange
* Festive
* Festivized
* Australium
* Australium Festivized
* Botkiller
Czteroręki

* B10: NG
* B10,000: NG

## Galeria

**Czteroręki** – próbka DNA Tetramanda z planety Khoros.

## Wygląd fizyczny

W serii „Ben 10: Nowa Generacja”...

W serii „Ben 10,000: Nowa Generacja”...

## Historia

### „Ben 10: Nowa Generacja”

* Czteroręki debiutuje w odcinku „Obcy są wśród nas”, gdzie użyty został do walki z Psyphonem, jednak szybko okazało się, że obcy walczył z holograficznymi kopiami przeciwnika.
* W odcinku „Kryształowa zmora”, Czteroręki został użyty do walki z potworem Krylstara.
* W odcinku „Sojusz”, Ben użył Czterorękiego, by otworzyć drzwi na statku Vilgaksa, a następnie wdał się w walkę z przeciwnikiem.
* W odcinku „Test”, Ben przetransformował się w Czterorękiego w symulacji i próbował pokonać Dagona.
* W odcinku „Nikczemni Tytani: część 1”, Ben użył Czterorękiego dwukrotnie podczas pojedynku z dronami Vilgaksa.
* W odcinku „Sala niebezpieczeństw”, forma Czterorękiego imitowana była przez Salę, by zaskoczyć Kevina.
* W odcinku „Zwierzęcy instynkt”, Czteroręki pomagał Hydraulikom usuwać gruz ze zniszczonego Undertown.
* W odcinku „Kret”, Czteroręki walczył z Trombipulorem.
* W odcinku „Ucieczka”, Albedo przekształcił się w Czterorękiego, żeby walczyć z Bicepsem.
* W odcinku „Koniec”, Albedo przypadkowo zamienił się w Czterorękiego, gdy impuls elektomagnetyczny wywołał w jego zmienniku DNA krótkotrwałe sprzężenie.

### „Ben 10,000: Nowa Generacja”

* Czteroręki ponownie pojawia się w odcinku „Przybywamy w pokoju”, gdzie został użyty do walki z Deau.
* W odcinku „Ulewa”, Ben zamienił się z Czterorękiego do walki z Deau.
* W odcinku „Alternatywni”, Ben 10,000 z Odwrotnej strefy użył Czterorękiego, by zniszczyć jednego z Techadonów, który wykazał się niesubordynacją.
* W odcinku „Odkupienie”, Ben korzystał z formy Czterorękiego do walki z Techadonami.
* W odcinku „Wojna”, Ben użył Czterorękiego, aby ocalić swoją drużynę przed zgnieceniem przez Bena 10,000 z Odwrotnej strefy w formie Way Biga.

## Występy

„Ben 10: Nowa Generacja”
Sezon 1
* „Obcy są wśród nas” (debiut)
* „Kryształowa zmora”
* „Sojusz”
* „Test” (w symulacji)

Sezon 2
* „Nikczemni Tytani: część 1” (x2)
* „Sala niebezpieczeństw” (imitowany przez Salę)
* „Zwierzęcy instynkt” (epizodycznie; transformacja poza ekranem)
* „Kret”
* „Ucieczka” (użyty przez Albedo)
* „Koniec” (użyty przez Albedo; epizodycznie; niezamierzona transformacja)

„Ben 10,000: Nowa Generacja”
Sezon 1
* „Przybywamy w pokoju” (pierwsze ponowne pojawienie)
* „Ulewa”

Sezon 2
* „Alternatywni” (użyty przez złego Bena 10,000)
* „Odkupienie”
* „Wojna”

## Zobacz też

* Galeria

Szablon:B10
Combat Shotgun (Fallout)/Fallout76

## Information

A combat shotgun such as this is designed specifically for offensive situations. With the gun being semi or fully automatic and having large magazine capacities, the combat shotgun is the premier rapid-fire high-capacity shotgun in Appalachia.

## Mods

* Standard Receiver
* Automatic Receiver
* Calibrated Receiver
* Hardened Receiver
* True Receiver
* Focused Automatic Receiver
* Refined Receiver
* Vicious Receiver
* Tweaked Automatic Receiver
* Powerful Automatic Receiver
* Severe Receiver
* Scorched Killer's Receiver
* Standard Short Barrel
* Standard Long Barrel
* Stabilized Short Barrel
* Stabilized Long Barrel
* True Short Barrel
* True Long Barrel
* Aligned Short Barrel
* Aligned Long Barrel
* Standard Stock
* Bruising Stock
* Stabilized Stock
* True Short Stock
* Precise Stock
* Aligned Stock
* Forceful Full Stock
* Standard Magazine
* Quick Magazine
* Drum Magazine
* Perforating Magazine
* Piercing Magazine
* Swift Magazine
* Stinging Magazine
* Standard Sights
* Standard Front Sight Ring
* Standard Glow Sights
* Standard Glow Front Sight Ring
* Reflex Sight (Circle)
* Short Scope
* Medium Scope
* Long Scope
* Short Recon Scope
* Long Recon Scope
* Compensator
* Large Bayonet
* Muzzle Break
* Suppressor
H&K CAWS (Fallout)/FalloutT

## Information

The CAWS (Close Assault Weapons System) is the major find of Mardin. It instantly replaces the Neostead as the combat shotgun of choice, but the minimum Strength of 6 (same requirement as the Neostead) may be beyond the average sniper. The CAWS is an unprecedented close range weapon until the next mission, when you discover the M249 SAW.
Blunderbuss (Sea of Thieves)

## Information

The Blunderbuss is the close-range Shotgun type firearm that fires a spread of pellets with each shot. The Blunderbuss has a total of 5 Shots, after which the Ammo needs to be reloaded at an Ammo Chest or the Armoury. The Blunderbuss is the most effective when aimed down the sights and fired at close range. Aiming the Blunderbuss will concentrate all the pellets to a central point, where-as firing it from the hip spreads the
pellets around all over the place. A point-blank shot from the Blunderbuss is enough to kill a Player at full health, making it the deadliest weapon in the game. The downside to this is that the Blunderbuss is fairly useless from mid-range on, with each hitting pellet doing just about 1-5% of damage. None-the-less, a point-blank shot from a Blunder can be used to try and hopefully hit a Gunpowder Barrel from afar. Both Regular and Bounty Voyage or Fortress Skeletons take just one point-blank Blunderbuss shot to kill, while Athena's Fortune Voyage Skeletons take 2-3 shots. It takes 3 point-blank Blunderbuss shots to destroy a Sapphire Cursed Mermaid Statue.

All new players receive a basic Sailor Blunderbuss, other aesthetic versions are available for purchase at the Weaponsmith's Shop.

## Variants

* Aristocrat
* Wailing Barnacle
* Bone Crusher
* Fearless Bone Crusher
* Festival of Giving
* Forsaken Ashes
* Mercenary
* Reaper's Heart
* Wild Rose
* Ferryman
* Golden Legendary
* Midnight
* Sailor
* Silver Blade
* Victorious Sea Dog
* Lowly Sea Dog
* Prominent Sea Dog
* Famed Sea Dog
* Revered Sea Dog
* Legendary Sea Dog
* Admiral
* Bilge Rat
* Castaway Bilge Rat
* Ceremonial Admiral
* Grand Admiral
* Hunter
* Imperial Sovereign
* Legendary
* Rogue Sea Dog
* Sovereign
* Kraken
* Ocean Crawler
* Parrot
* Scurvy Bilge Rat
* Triumphant Sea Dog
* Deep Ocean Crawler
* Nightshine Parrot
Romington 76 Magnum (Fallout)

## Information

A staple of law enforcement agencies and home defenders across the United States, the pump-action shotgun is a simple, reliable weapon. Pumping the weapon cycles the action, ejecting the shell and loading another one into the chamber. The ruggedness and simplicity of the mechanism, easy layout, and good firepower made it very popular across the United States

The pump-action shotgun is a shotgun that comes standard with rifle style sights and a pistol grip, that fires shells using a pump-action mechanism. Longer barrel modifications also add an aesthetic heat shield to the barrel. The pump-action shotgun has a fixed magazine size of 8, even though the length of the magazine tube changes depending on the barrel type. Combined with damage increasing shotgun perks and the Enforcer perk which allows for crippling of limbs with each projectile (8 pellets = 8 chances to cripple), allows the pump-action shotgun to stay viable throughout the game.

The flipped text found on the right of the shotgun's receiver reads "Romington 76 Magnum." The accuracy of this weapon inexplicably suffers when longer barrel modifications are applied.

## Mods

* Standard Receiver
* Calibrated Receiver
* Hair Trigger Receiver
* Hardened Receiver
* True Receiver
* Speedy Receiver
* Refined Receiver
* Snappy Receiver
* Vicious Receiver
* Tuned Receiver
* Severe Receiver
* Scorched Killer's Receiver
* Standard Barrel
* Medium Barrel
* Long Barrel
* Stabilized Short Barrel
* Stabilized Medium Barrel
* Stabilized Barrel
* True Short Barrel
* True Medium Barrel
* True Long Barrel
* Aligned Barrel
* Aligned Medium Barrel
* Aligned Long Barrel
* Standard Grip
* Bruising Stock
* Stabilized Stock
* True Stock
* Aligned Stock
* Forceful Stock
* Reliable Stock
* Suppressor

## Ammo

### Pellets Per Shot

8

Civil Unrest is a unique variant of the standard pump action shotgun. Though visually identical to the standard weapon, it grants the user 10 AP when equipped, and can use the same modifications as the standard variant.

Civil Unrest can only be obtained at the Eastern Regional Penitentiary after completing the side-quest Falsely Accused.

## Sources

1. Pump Action Shotgun (Fallout Fandom)
2. Civil Unrest (Fallout Fandom)
Benelli Nova (Counter-Strike)

## Information

The Benelli Nova is an Italian shotgun. In-game, it holds 8 rounds of 12 gauge shotgun shells. It can be purchased by both the Counter-Terrorists and the Terrorists.

As the cheapest shotgun option, it has low power but is a good economic investment due to having high kill rewards. It has a slow rate of fire due to the pump-action, even slightly lower compared to the Sawed-Off and MAG-7 68 RPM vs. 71 RPM.

At extreme close range, the shotgun can kill in one shot to any body part if all pellets hit. However, the shotgun has the lowest armor penetration out of all shotguns, meaning that more shots need to land in order to instantly kill armored enemies compared to other shotguns. This reduces its effectiveness significantly against armored opponents, but it compensates somewhat with the lowest pellet spread compared to the other shotguns, allowing for more kill potential at range.

The reloading process involves individually loading new shells into the weapon's loading port. It is possible to interrupt the reload and fire mid-reload by pressing the primary attack key during the
reload.

As with all the other shotguns, the Nova has a 3× kill award multiplier. In Classic Competitive, one kill rewards $900, whilst in Classic Casual, it's $450 per kill.

The Nova shares its reloading animations with the Sawed-Off and shares the same pump sound from the Sawed-Off and the MAG-7. On the left side of the weapon, there is a print that says 'BENETTI'. This is most likely an intentional corruption of Benelli (the manufacturer of the Nova) to prevent copyright infringements. Although the Nova in-game has an 8-round magazine capacity, the in-game model depicts it with the standard 4-round tube magazine.
Baby Face's Blaster (Team Fortress)

## Information

The **Baby Face's Blaster** is a community-created primary weapon for the Scout. It is a short, slightly modified lever-action shotgun with a wooden handle and single barrel.

The Baby Face's Blaster only has a clip of four, instead of six compared with the Scattergun, and will slow the Scout down from 400 units/second
 (133% movement speed), to 360 units/second (120% movement speed). However, for every point of damage dealt with any weapon, the Scout builds up a "Boost" meter (though the minimum Boost gained from any damage dealt is 5%). As the Boost meter charges, the Scout's speed will increase linearly from 360 units/second to 520 units/second (173% movement speed). The Boost meter fills completely when the Scout deals 100 points of damage using any weapon. If the Scout takes damage or jumps mid air while using the Baby Face's Blaster, the Boost meter is reduced, by 4% for each damage point (25 damage to bring a full meter down to 0) and 75% for each air jump, causing the Scout to lose momentum. Ground jumps will not lower the Boost meter. Similar to many On-Hit effect weapons, shooting an invulnerable enemy will still fill the Boost meter, and shooting disguised Spies will not grant boost.

The Baby Face's Blaster was contributed to the Steam Workshop.

This weapon's name is a reference to Lester Joseph Gillis, AKA "Baby Face Nelson", a 1930s bank robber and known for the partnership with John Dillinger. The appearance of this weapon is intended to loosely resemble that of a sawn-down Browning Auto-5 Shotgun, as wielded by Bonnie Parker of the famous criminal duo Bonnie and Clyde, who were also 1930s bank robbers.

## Versions

* Unique
* Strange
* Collector's
Counter-Strike Shotguns

## Counter-Strike

* Leone 12 Gauge Super
* Leone YG1265 Auto Shotgun

## Counter-Strike: Condition Zero

* Leone 12 Gauge Super
* Leone YG1265 Auto Shotgun

## Counter-Strike: Source

* Leone 12 Gauge Super
* Leone YG1265 Auto Shotgun

## Counter-Strike Neo

```
*Shotguns are missing from this list*

```

## Counter-Strike Online

* Benelli M3
* Benelli M4
* USAS-12
* KSG-12
* UTS-15
* SPAS-12
* Winchester M1887
* Double-Barrel
* Quad-Barrel Shotgun
* SKULL-11
* BALROG-XI
* Volcano
* Lightning SG-1
* JANUS-11
* Rail Cannon
* THANATOS-11
* Fire Vulcan
* PJ MK3A1
* Brick Piece M777
* QBS-09
* VULCANUS-11
* Batista
* CROW-11
* Bouncer
* TURBULENT-11
* M3 Black Dragon
* Hunter Killer X-12
* M3 Big Shark

## Counter-Strike: Global Offensive

* Benelli Nova
* Leone YG1265 Auto Shotgun
* MAG-7
* Sawed-Off Relphington 808

## Counter-Strike Online 2

* Benelli M3
* RM870
* Benelli M4
* Armsel Striker-12
* QBS-09
* Stoeger Double Defense

```
*Shotguns might be missing from this list*

```

## Counter-Strike Nexon: Studios

* Benelli M3
* Benelli M4
* USAS-12
* KSG-12
* UTS-15
* SPAS-12
* Winchester M1887
* Double-Barrel
* Quad-Barrel Shotgun
* SKULL-11
* BALROG-XI
* Volcano
* Lightning SG-1
* JANUS-11
* Rail Cannon
* THANATOS-11
* Fire Vulcan
* PJ MK3A1
* Brick Piece M777
* QBS-09
* VULCANUS-11
* Batista
* CROW-11
* Bouncer
* TURBULENT-11
* M3 Black Dragon
* Hunter Killer X-12
* M3 Big Shark

```
*List might be wrong*

```
Inferno

* B10: NG
* B10,000: NG

## Galeria

**Inferno** – próbka DNA Pyronity z gwiazdy Pyros.

## Wygląd fizyczny

W serii „Ben 10: Nowa Generacja”...

W serii „Ben 10,000: Nowa Generacja”...

## Słabości

### „Ben 10,000: Nowa Generacja”

* Inferno ponownie pojawia się w odcinku „Sprzymierzeńcy”, gdzie używany był przez Bena 10,000 z Odwrotnej strefy.

## Występy

„Ben 10: Nowa Generacja”
Sezon 1
* „Gorący problem” (debiut)

Sezon 2
* „Nikczemni Tytani: część 1”
* „Facet w czerni”
* „W ostateczności” (użyty przez Albedo)
* „Próba zaufania”

„Ben 10,000: Nowa Generacja”
Sezon 2
* „Sprzymierzeńcy” (pierwsze ponowne pojawienie; użyty przez złego Bena 10,000)

## Zobacz też

* Galeria

Szablon:B10
Frontier Justice (Team Fortress)

## Information

The **Frontier Justice** is an unlockable primary weapon for the Engineer. It is a large pump-action coach gun-style shotgun with a wooden stock and ornate engravings on the metal receiver, to which a team-colored cylindrical capacitor with an antenna is attached.

This weapon cannot randomly deal critical hits and has half the shell capacity of the regular Shotgun. It does, however, have the ability to deal "Revenge Crits"; for every kill acquired by the Engineer's Sentry Gun, two Revenge Crits are stored, while a kill assist stores one. Spies feigning death with the Dead Ringer do not count towards the Revenge Crit count. Upon the machine's destruction, the Frontier Justice is granted with all of the Revenge Crits to use as actual critical attacks. This applies even if the Engineer destroys his own Sentry Gun with the PDA. The Frontier Justice is only able to store up to 35 of these crits at
one time, which is the maximum ammo the weapon can have: three shots stored in the magazine and 32 stored in reserve. If the Engineer has not respawned when his Sentry Gun is destroyed, no Revenge Crits will be given to the Engineer. Furthermore, should the Engineer die, he will lose all Revenge Crits currently stored in the Frontier Justice; those still stored in the Sentry Gun will remain, however, until its own destruction. The Revenge Crits are retained even when switching weapons and do not expire based on time. If the Engineer has Revenge Crits and is crit-boosted from another source, firing the Frontier Justice will still spend the Revenge Crits.

Like other Shotguns, the first shell will fire at least one pellet straight down the crosshair before "bullet spread" takes effect. When random spread is disabled the pellets will land forming a three by three grid pattern.

Taunting with the Frontier Justice equipped will perform the Dischord kill taunt.
The Frontier Justice is automatically given to any player who obtains 5 Engineer achievements.

The Frontier Justice was first shown in the Mac update trailer, held by the RED Engineer before being officially announced on July 5, 2010. The Frontier Justice, along with the Wrangler, the Gunslinger, and the Southern Hospitality, appears to have been designed by Radigan Conagher, the Engineer's grandfather. This is shown via a hidden link in the Engineer Update. Frontier justice is a form of vigilantism where citizens literally take justice into their own hands and exact punishment on those who have done them wrong.

## Versions

* Unique
* Vintage
* Strange
* Collector's
* Festive
* Australium
Fallout Shotguns

## Fallout: A Post Nuclear Role Playing Game

* Winchester City-Killer Combat Shotgun
* Winchester Widowmaker Shotgun

## Fallout 2

* Sawed-Off Shotgun
* Winchester Widowmaker Shotgun
* Winchester City-Killer Combat Shotgun
* H&K CAWS
* Pancor Jackhammer

## Fallout Tactics: Brotherhood of Steel

* Beretta 470 Silverhawk
* H&K CAWS
* Ithaca Model 37
* Pancor Jackhammer
* NeoStead Combat SG

## Fallout: Brotherhood of Steel

* Combat Shotgun
* Double-Barrel Shotgun

## Fallout 3

* Combat Shotgun
* The Terrible Shotgun
* Charon's Shotgun
* Double-Barrel Shotgun
* Sawed-Off Shotgun
* The Kneecapper

## Fallout: New Vegas

* Caravan Shotgun
* Sturdy Caravan Shotgun
* Hunting Shotgun
* Dinner Bell
* Lever-Action Shotgun
* Riot Shotgun
* Sawed-Off Shotgun
* Big Boomer
* Single Shotgun

## Fallout Shelter

* Combat Shotgun
* Sawed-Off Shotgun
* Shotgun

## Fallout 4

* Combat Shotgun
* Justice
* Le Fusil Terribles
* Double-Barrel Shotgun
* Handmade Shotgun
* Triple-Barrel Handmade Shotgun

## Fallout 76

* Combat Shotgun
* Double-Barrel Shotgun
* Salt of the Earth
* Romington 76 Magnum
* Civil Unrest
Cotton Candy Shotgun (Cuphead)

Baroness Von Bon Bon holding the Cotton Candy Shotgun

## Information

When the third subject is deployed, the Baroness herself, bearing a sickening grin, will appear on top of Creampup wielding her candy cane like a shotgun and shoot three cotton candy puffs at the players' current location that circle around each other with one of them being able to be parried.

In Simple mode, Bon Bon will appear to fire the cotton candy shotgun endlessly without commanding Whippet Creampup to move, and the Jelly Bullies Squad will still be sent out.
Boomstick (Terraria)

## Information

The Boomstick is a gun occasionally found in Jungle Crates (16.67% chance), and also in Ivy Chests (22.5% chance) located in Jungle Shrines and at the base of a Living Mahogany Tree in the Underground Jungle. It fires a three- to four-shot spread, but only consumes one bullet per firing. Each shot has a base damage of 14, yielding 21 damage with Musket Balls and 23 damage per shot with Meteor Shot or Silver Bullets. The Boomstick has a Hardmode upgrade, the Shotgun.

Its best modifier is Unreal.

The term "boomstick" is a reference to the 1992 American dark fantasy comedy film *Army of Darkness* from the *Evil Dead* horror film franchise, in which the protagonist, Ash, refers to his shotgun as a *boomstick*. The word has since become a common name for shotguns, particularly short-barreled, or "sawed-off" double-barreled shotguns, which this appears to be.
Super Shotgun (Doom)/Doom2016

## Information

The Super Shotgun can be found in a variety of locations. The first is a secret in the level Argent Energy Tower. The first open location is on the way to the Argent Tower, in an elevator room with the AutoMap and where the player sees Olivia Pierce with the Argent Accumulator. The next location which seems to be the required location is in the Kadingir Sanctum, right before the Baron of Hell is introduced.

The Super Shotgun shares its ammo pool with the Combat Shotgun. The player can increase his max ammo cap by using Argent Energy Cells and allocating its power to "Ammo" subsystem.

The Super Shotgun lends well to strafing closely around targets to maximize the amount of pellets that hit.

The Super Shotgun can be unlocked in the multiplayer at level 2 (it's also available to use in level 1 by choosing "Assault" default loadout). The player spawns with 16 shells (24 is the max ammo). It fires 16 pellets with 5 damage per pellet, dealing up to 80 damage at a rate of about 1500 milliseconds.

The design of the Super Shotgun resembles the Double Barreled Shotguns from Wolfenstein: The New Order and Wolfenstein: The Old Blood, First Quake. The Super Shotgun appears in Shadow Warrior 2 as The Stick of Doom.

## Mods

* Faster Reload: Decreases the time to reload the next shot.
* Uranium Coating: Shots penetrate through targets.
* Double Trouble: Fire twice with the Super Shotgun before having to reload.
Sawed-Off Shotgun (Fallout)/Fallout2

## Information

A note should be made that it is the only shotgun that only needs one hand, making it quite useful early on for a One Hander. While this weapon is powerful, it can only fire two shots before having to be reloaded. To make the best of this, the enemy has to come close. For example, luring an enemy close and around a corner can lure the target in. If waiting close enough to the corner, one can wait as their enemy spends their turn in rounding the wall or object and squeeze off two unanswerable rounds to the head.
Cooper Daniels

## Galeria

**Cooper Daniels** – drugoplanowy bohater serii „Ben 10: Nowa Generacja” i „Ben 10,000: Nowa Generacja”.

## Występy

Występy w kolejności chronologicznej:
„Ben 10: Nowa Generacja”
Sezon 1
* „Kolekcjoner światów” (debiut)
* „Test” (w symulacji)
* „Zagłada: część 1”
* „Zagłada: część 2”

Sezon 2
* „Sala niebezpieczeństw”
* „Próba zaufania”
* „Wołanie o pomoc: część 2”
* „Koniec”

„Ben 10,000: Nowa Generacja”
Sezon 1
* „U źródeł tajemnicy”
* „Wymazanie”

Sezon 2
* „Lepszy świat”
* „Odwrotna strefa”
* „Wojna”
* „Inny sposób”
* „Koniec gry”

## Zobacz też

* Galeria
* Cooper Daniels (alternatywna wersja z wymiaru czternastego)

 „Nowa Generacja”
 „The War Zone”
 „Nowa Generacja”
 „Blaze”
Sawed-Off Shotgun (Fallout)/FalloutNV

## Information

The sawed-off shotgun is a break action, 12 gauge shotgun with most of the original barrel and stock removed to make it smaller and more easily concealed at the expense of range. Pulling the trigger fires both barrels at once, unleashing 14 pellets instead of the typical 7. While its damage-per-second is low, it inflicts incredible burst damage at close range. The shotgun's base damage in *Fallout: New Vegas* is double that of its counterpart in *Fallout 3* - in fact, it inflicts more damage per shot than any other non-unique shotgun (Big Boomer inflicts an extra 20 points), and is second only to the anti-materiel rifle as the most powerful non-unique conventional firearm in the game.

However, its incredible damage is offset by the fact that it has an extremely wide spread, the highest in the game. In addition, because it fires both barrels at once it wears out fast, eats up more ammo than other shotguns, and must be reloaded after each shot, leaving the player vulnerable between shootings (even with its fast reload speed). Thus, the shotgun is best utilized as an unconventional melee weapon rather than a gun: used either in cramped quarters such as tunnels and caves, or taken out to finish off a charging enemy before they get too close.

Furthermore, it is also considered an improved holdout weapon, and can be concealed and carried into weapon-free locations, so long as your Sneak skill is 50 or greater.

The sawed-off shotgun can fire a total of about 395 times, or 790 standard rounds, the equivalent of 395 reloads, from full condition before breaking. This amount is exactly the same as its unique variant.

## Ammo

### Pellets Per Shot

14

The Big Boomer is a sawed-off shotgun with the same break action, 12 gauge that fires both shells at a time, delivering 14 pellets at a time instead of the typical 7 of other shotguns.

As compared to the standard sawed-off, the Big Boomer has a much darker color scheme with heavier rusting, and the words "Big Boomer" stenciled onto the grip in faded white paint. It excels over its default counterpart when it comes to sheer damage, delivering 20 more points of total possible damage. In addition, Big Boomer also has a slightly tighter spread, lower AP cost, and fires slightly faster. The only major drawback is that the common sawed-off shotgun is classified as a holdout weapon, whereas the Big Boomer is not.

Big Boomer can fire a total of about 395 times, or 790 standard rounds, the equivalent of 395 reloads, from full condition before breaking. This is exactly the same amount as its common variant.
Single Shotgun (Fallout)

## Information

Along with the varmint rifle, the 9mm pistol and laser pistol, the single shotgun is available to the player at the lowest levels of the game and has the highest single shot damage of the four. Though it only carries a single round of ammunition, it has a fast reload speed that allows multiple shots in a single V.A.T.S. round and is quite accurate for a shotgun (however it does use an extensive amount of Action Point cost of 45 AP), with the second lowest weapons spread after Dinner Bell.

The single shotgun can fire a total of about 995 standard rounds from full condition before breaking.

The receiver, when viewed in 3rd-person, appears to have an iridescent coloring to it.
Tactical Shotgun (Terraria)

## Information

The Tactical Shotgun is a Hardmode, post-Plantera ranged weapon. It is an upgraded version of the Shotgun, auto-firing six spread shots per bullet consumed (against the Shotgun's average of four), for a possible combined base damage of 174 per bullet spent (not including bullet damage stats which are then added). It has a 7.64% / 11.46% (1/13 / 1/9) chance to drop from Tactical Skeletons in the post-Plantera Dungeon.

Despite appearing to have a scope, the Tactical Shotgun has no inherent zoom capability like the Sniper Rifle. While the Tactical Shotgun is fully automatic, the Tactical Skeleton enemy that drops it seems to wield a significantly slower, semi-automatic version. The drum magazine on the sprite perhaps alludes the fact that it has a high capacity. The Tactical Shotgun bears similarity to the Shotgun, but with more cosmetic attachments and a more metallic structure.

## Source

1. Tactical Shotgun (Terraria Official Wiki)
Panic Attack (Team Fortress)

## Information

The Panic Attack is a community-created primary weapon for the Engineer, and a secondary weapon for the Soldier, Pyro, and Heavy. It is a pump-action shotgun with a drum magazine attached to the front and an external firing hammer.

Compared to the default Shotgun, the Panic Attack deploys 50% faster, fires 50% more pellets per shot, and deals 20% less damage. If all pellets hit at point blank, this translates to slightly more damage compared to the default Shotgun (108 instead of 90). The weapon also fires wide, fixed shots in a 5 x 3 grid pattern, whether or not bullet spread is enabled.

The weapon's main downside lies in its gradually widening shot pattern: as the user fires successive shots (such as by holding down primary fire or firing before the class cocks the weapon), the shot pattern spreads and only resets when the player stops firing, reloads, or switches to a different weapon. This makes confrontations past close range difficult, and makes successive shots a somewhat less viable strategy.

The Panic Attack was contributed to the Steam Workshop.

This weapon gets its name from a panic attack, which is a sudden feeling of intense fear and anxiety. The style of the Panic Attack is reminiscent of a standard 12 gauge pump Shotgun with a drum magazine in front of the pump, instead of behind it. The Panic Attack is based heavily upon the Winchester Model 1897, as the heat shield and bayonet mount is very similar to the M97's. The original kill icon closely resembles the Raiding Aid, suggesting that Valve was originally planning to use the Raiding Aid's model.

## Versions

* Unique
* Strange
* Collector's
* Festivized
Teleportar

Este hechizo de invocador se desbloquea cuando alcanzas el nivel 7 de invocador. Al seleccionar una torre, un minion, un ward (excepto el ward de vision lejana), y algunos elementos más, y canalizarlo durante 4 segundos, te teleportarás a la ubicación que has seleccionado previamente. Ese hechizo de invocador tiene 360 segundos de enfriamiento. No tiene un rango máximo.
Handmade Shotgun (Fallout)

## Information

The handmade shotgun is a crudely fashioned double-barrel shotgun chambered in shotgun shells. The handmade shotgun's stats are identical to that of the double-barrel shotgun's. The only discernable difference between the handmade shotgun and the double-barrel shotgun, in terms of stats, are slight differences in weapon mods.

Its barrels, which appear to be constructed from old pipes, are connected to the fence by two large springs. The shotgun's stock and underbelly are comprised of weathered wood; its trigger is a simple bolt.
Unique among Fallout 4 weapons, the handmade shotgun's legendary variants come in unique furnishings based on their effects. The incendiary variant's fence is painted with flames, the ghoul slayer variant comes with green blotches on the barrel as well as the words "ghoul slayer" painted in gold on the left barrel, and the nimble variant has a stylized "nimble" on its left barrel.

The handmade shotgun will not appear as a legendary drop, instead the gun can be found with one of either three legendary effects (Incendiary, nimble, or ghoul slayer) at vendors. The comfort stock weapon modifications simply add blue tape to the stock. The handmade shotgun was created by Stefan "asXas" Engdahl.

The handmade shotgun is based on Fallout 4 concept art depicting a
near-identical version. The handmade shotgun might be based on fellow post-apocalypse franchise Metro's duplet shotgun with their greatest differences being their stocks and distance between barrels, with the duplets being more compact, and the barrel mods, as the duplet can be modified with four barrels.

## Mods

* Standard Receiver
* Light Frame Receiver
* Heavy Frame Receiver
* Calibrated Receiver
* Hardened Receiver
* Hair Trigger Receiver
* Powerful Receiver
* Calibrated Powerful Receiver
* Advanced Receiver
* Short Barrel
* Long Barrel
* Short Stock
* Short Comfort Stock
* Full Stock
* Full Comfort Stock
* Iron Sights
* Glow Sights
* Reflex Sight
* Muzzle Brake
* Spiked Muzzle Brake

## Ammo

### Ammo Loaded

3

The triple-barrel handmade shotgun is a crudely fashioned triple-barrel shotgun chambered in shotgun shells. Compared to the double-barrel shotgun and the handmade shotgun, the triple-barrel handmade shotgun has damage equal to the combat shotgun and an increased ammo capacity of 3.

Its left and right barrels, which appear to be constructed from old pipes, are connected to the fence by two large springs, while its third barrel is connected to the fence by an S-shaped pipe. The shotgun's stock and underbelly are comprised of weathered wood; its trigger is a simple bolt.

## Sources

1. Handmade Shotgun (Fallout Fandom)
2. Triple-Barrel Handmade Shotgun (Fallout Fandom)
Vulcan 1270 Double-Barreled Shotgun (Doom)/Doom3

## Information

Super Shotgun in *Doom 3* is a replica of the Super Shotgun from Doom 2: Hell on Earth. The Doom 3 version is first found in Erebus Control in Sarge's office.

The Super Shotgun cannot be found in *Doom 3* but in its expansion pack, *Resurrection of Evil*, and the BFG Edition exclusive campaign, *Lost Mission*.

The Super Shotgun of Doom 3 looks a lot like the classic Super Shotgun and has nearly equivalent strengths and weaknesses, because of it being a replica. However, it has the same tactical value. Extremely powerful, firing both barrels at once will instantly kill most monsters at close range and severely wound more powerful monsters, but the shotgun loses effectiveness at long range. It reloads rather quickly but its low ammo capacity and single shot can prove slow in a crowd of monsters.

The differences between the super shotgun and the regular one are mainly that the super shotgun (as its nickname implies) is more effective and can cause much more damage. Another significant difference is that it only holds two shells at one time (enough for one shot from the weapon). It uses the same kind of ammunition as the shotgun - shotgun shells. Unlike its classic Doom predecessor, it is far more accurate than the regular shotgun.

The Super Shotgun is particularly more powerful than its classic counterpart as it can kill any enemy up to a Revenant in one body shot (two in the classic), provided that all of the pellets connect, and can even kill an Arch-Vile in one headshot if you are very skilled or lucky. If aiming for the head, the Super Shotgun can kill powerful foes such as Hell Knights with two shots. When going against multiple foes or a powerful foe, use The Artifact so that you have enough time to successfully evade attacks and get close to a target without getting hit. Using the helltime power of The Artifact is also recommended due to the shotgun's slow reload time, which would normally make you vulnerable to fast-paced attacks from monsters such as Vulgars. The Super Shotgun is not recommended against enemies that can be killed with one shot using the regular shotgun, such as Imps and Z-Secs, although new players may use it for sure one-shot kills on enemies that require advanced tactics to be killed with one shot using the regular Shotgun, for example Tentacle Commandos and Revenants.
DS-117 Shotgun (Doom)

## Information

The shotgun fires 10 pellets with 22 damage each, and one random that does 26 damage so it can do up to 220-246 damage a shot. But it has a rate of fire of 900 milliseconds, and has a fairly large cone spread.

The Combat Shotgun shares its ammo pool with the Super Shotgun. The player can increase his max ammo cap by using Argent Energy Cells and allocating its power to "Ammo" subsystem.

The Combat Shotgun can be unlocked in the multiplayer at level 11. The player spawns with 30 shells (40 is the max ammo). It does 4 damage a pellet with 11 pellets a shot, with one doing random damage of 3-5, so it can do 43-45 damage a hit. Like campaign, it has a 900ms reload speed and a large spread.

## Modifications

Charged Burst: Three round burst with tighter spread.

* Speedy Recovery: Reduces the recharge time between bursts.
* Rapid Fire: Increases the fire rate of the burst.
* Quick Load: Reduces the loading time for the Charged Burst.
* Power Shot: Successfully hitting all three shots from the Charged Burst will increase the damage of the next burst. This effect does not stack.

Explosive Shot: Arcing explosive round

* Speedy Recovery: Reduces the recharge time between explosive shots.
* Bigger Boom: Increases the size of the explosion.
* Instant Load: Removes the loading time for an explosive shot.
* Cluster Strike: Getting a direct hit with an Explosive Shot will spawn cluster bombs that deal additional damage.

## Games

* Doom (2016)
* Doom VFR
Reserve Shooter (Team Fortress)

## Information

The Reserve Shooter is a community-created secondary weapon for the Soldier and Pyro. It is a customized pump-action shotgun with a wooden forend and stock and an olive-shaded metal barrel and receiver. A white U.S. army insignia is also visible on the weapon.

At the cost of having only four shells per magazine, this weapon
increases the speed it can be deployed by 20%. Additionally, much like the Direct Hit, the Reserve Shooter deals mini-crits against targets launched into the air by sources of knockback, such as explosions or the Grappling Hook, but not counting the compression blast. This also applies to enemies flying via the Thermal Thruster.
Taunting as Pyro with the Reserve Shooter equipped will perform the Hadouken kill taunt.

## Versions

* Unique
* Strange
* Decorated
* Collector's
* Festivized
Beretta 470 Silverhawk (Fallout)

## Information

This shotgun is capable of firing both rounds at one time. Although this can make it a very devastating weapon, you need to reload immediately after doing this. Besides that, there's no real reason to use the Silverhawk; it's weaker than the starting Ithaca 37.

## Sources

1. Berreta 470 Silverhawk (Fallout Fandom)
Franchi SPAS-12 (Black)

SPAS-12 being held by Kellar

## Information

This shotgun is avaiable from start of the campaign to Tivliz Asylum. It's very effective at close-range combat.

The Franchi SPAS-12 is the more common of the game's two shotguns, predictably shown as pump-action only and rather less predictably with the magazine size just six rounds; this is accurate, since it is shown as the short-barreled version. Kellar operates the pump whenever the weapon is switched to; this doesn't eject anything, or cost ammunition. The SPAS is the principle means of opening doors in the game; rather than shooting the hinges or lock, this is simply done by blasting the middle of the door with buckshot, which will rip the entire door out of its frame. This presumably means that in *Black's* world a deer buck is roughly the size of a tyrannosaurus and made of cement.

## Sources

1. Black Wiki Guide (IGN)
2. Black (IMFDB)
Shortstop (Team Fortress)

## Information

The **Shortstop** is a community-created primary weapon for the Scout. It is a four-barreled derringer-style pistol fitted with pearl grips and loaded with shotgun shells.

Compared to the Scattergun, the Shortstop has a 34% smaller clip size and fires 60% fewer pellets per shot, and does not possess the increased damage ramp-up the Scattergun has. However, it fires 40% faster, each shot has approximately 40% less bullet spread, and each pellet deals twice the damage, although this still results in an overall 20% lower base damage per shot. Unlike the Scout's other primary weapons, the Shortstop also reloads its entire clip of ammunition all at once, similarly to the Pistol. Overall, the Shortstop is weaker at point-blank combat than the Scattergun, but stronger at mid-range due to its increased accuracy.

Pressing alt-fire will cause the Scout to shove, dealing 1 damage and pushing a single enemy in melee range backwards a set distance, similarly to the Pyro's compression blast. This shove does not happen immediately, instead occurring after a short pause, similar to melee weapon swings. There is a cooldown period of around 1.5 seconds before the player can shove again, and the player cannot shove while reloading or while using other weapons.

When the Shortstop is the active weapon, the player receives an added 20% knockback from all damaging weapons and the Pyro's compression blast.

Like the stock Shotgun and Scattergun, the Shortstop's first shell fires at least one pellet straight down the crosshair before "bullet-spread" takes effect. When random bullet spread is disabled, shots with the Shortstop form a T-shape consisting of the center row and bottom center position of a 3x3 square.

Critical hits are delivered in a manner similar to pistols, granting 2 seconds of critical hits, as opposed to regular shotguns.

The kill icon for the Shortstop was contributed by Psyke.

The Shortstop's name is a reference to the shortstop, the fielding position between second and third base in the Scout's favorite sport, baseball. It also seems to be a pun on the Shortstop's old slowdown effect, which was meant to stop enemies for a short time. Pepper*gun* is slang for shotgun (peppering the target); not to be confuse with pepper-*box*, an older form of pistol with rotating barrels with action resembling a pepper grinder. The Shortstop was modeled to resemble the break action COP 357 Derringer. The Shortstop uses shotgun shells instead of .357 rounds. A limited number of COP .357 derringers were overbored to accept .410 shotgun
shells as insurgency and pilot survival weapons.

## Versions

* Unique
* Strange
* Decorated
* Collector's
* Festivized
IRL Shotguns

## Australian Shotguns

* Gordon CSWS
* MAUL

## Belgium Shotguns

* Browning Superposed
* FN SC-1
* FN SLP
* FN TPS

## Brazilian Shotguns

* ENARM Pentagun
* Stoeger Coach Gun
* Stoeger Condor

## Chinese Shotguns

* LW-3
* Norinco HP9-1

## German Shotguns

* Blaser F3
* Heckler & Koch FABARM FP6
* M30 Luftwaffe drilling

## Italian Shotguns

* Benelli M1
* Benelli M3
* Benelli M4
* Benelli Nova
* Benelli Raffaello
* Benelli Supernova
* Benelli Vinci
* Beretta 682
* Beretta 1201FP
* Beretta A303
* Beretta AL391
* Beretta DT-10
* Beretta Silver Pigeon
* Beretta Xtrema 2
* Franchi mod .410
* Fabarm SDASS Tactical
* Franchi AL-48
* Franchi SPAS-12
* Franchi SPAS-15
* Heckler & Koch FABARM FP6
* Valtro PM-5/PM-5-350

## Russian Shotguns

* Baikal MP-153
* Bandayevsky RB-12
* Molot Bekas-M
* MTs-255
* Remington Spartan 100
* Remington Spartan 310
* Remington Spartan 453
* RMB-93
* Saiga-12
* TOZ-106
* TOZ-194
* Vepr-12

## South African Shotguns

* Armsel Striker
* MAG-7
* NeoStead 2000

## South Korean Shotguns

* Daewoo USAS-12
* USAS-12

## Soviet Shotguns

* KS-23
* MTs 21-12
* TOZ-87

## Turkish Shotguns

* Akdal MKA 1919
* UTS-15
* Safir T-14

## United States Shotguns

* AAI CAWS
* Atchisson Assault Shotgun
* Auto Assault-12 (Atchisson Assault Shotgun)
* Browning Auto-5
* Browning BSS
* Browning Double Automatic Shotgun
* Browning Superposed
* Ciener Ultimate Over/Under
* Cynergy Shotgun
* Daewoo USAS-12
* DP-12
* FAS-173
* H&R Ultraslug Hunter
* High Standard Model 10
* Ithaca 37
* Ithaca Mag-10
* KAC Masterkey
* Kel-Tec KSG
* Kel-Tec KS7
* M26 Modular Accessory Shotgun System
* M1216
* Marlin Model 55
* Mossberg 500
* Mossberg 590
* Mossberg 930
* Pancor Jackhammer
* Remington Model 10
* Remington Model 11
* Remington Model 11-48
* Remington Model 11-87
* Remington Model 17
* Remington Model 31
* Remington Model 58
* Remington Model 870
* Remington Model 878
* Remington Model 887
* Remington Model 1100
* Remington Model SP-10
* Ruger Gold Label
* Smith & Wesson AS-3
* Snake Charmer
* Special Purpose Individual Weapon
* Special Operations Weapon
* Stevens Model 520/620
* Remington 7188
* Weatherby Orion
* Weatherby SA-08
* Winchester Liberator
* Winchester Model 20
* Winchester Model 21
* Winchester Model 37
* Winchester Model 1200
* Winchester Model 1887/1901
* Winchester Model 1897
* Winchester Model 1911
* Winchester Model 1912

## Sources

1. List of Shotguns (Wikipedia)
2. Automatic Shotgun (Wikipedia)
3. List of Bullpup firearms (Wikipedia)
4. List of Multiple-Barrel firearms (Wikipedia)
5. List of Semi-Automatic Shotguns (Wikipedia)
Double-Barrel Shotgun (Fallout)/Fallout3

## Information

Unlike the sawed-off shotgun, the double-barrel has both its barrel and stock intact, yet is quite rusty and still requiring a metal strap to keep the forearm and barrels together. Even when badly damaged it does more damage than a combat shotgun, but it also fires both barrels at once, which forces one to reload immediately after each shot, though it has a short reload time of 0.8 seconds. The drawback to this is ammunition consumption, as again, each shot expends two shells.

This means that while The Terrible Shotgun has only two chances to jam after a full spent magazine, the double-barrel shotgun has 57.

The double-barrel shotgun has an object effect which inflicts an extra 35 damage per hit when used by non-player characters against the Lone Wanderer. However, unlike other *Point Lookout* weapons affected by this additional damage, the double-barrel shotgun applies this damage per pellet, making it possible for the weapon to apply an extra 315 damage if all 9 pellets strike the player character. Additionally, this damage ignores Damage Resistance and is independent of the condition of the weapon, making it especially deadly in the hands of swampfolk and other non-player characters.

Because the weapon discharges two shells per shot the weapon deteriorates twice as fast. Starting from a fully repaired gun, it will begin to jam after 50 shots, almost halfway through the gun's health and break after 118 shots.

The model for the double-barrel appears to be that of a sawed-off shotgun but with full length barrel and the stock of a combat shotgun. The double-barrel shotgun cannot be repaired with the sawed-off shotgun.