More actions
A double barrel shotgun is a firearm that only fires two shots. The double barrel shotgun can be attached to the character's back for quick access and weight reduction.
Usage
The double barrel shotgun uses shotgun shells as its ammunition and fires 5 pellets per shot in a spread pattern. These pellets have the potential to kill multiple targets in a single shot. Due to the spread, the double barrel shotgun will generally kill zombies in one or two shots, regardless of the player's skill. The closer the target is to the player, the more damage that will be inflicted. Shotgun shells aren't required to be in the secondary slot and can remain in the player's inventory.
Pros | Cons |
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Reloading
Double barrel shotguns can hold 2 shells. Like other firearms, the shotgun can be reloaded with R. To avoid using the contextual menu in the inventory, the shotgun can be reloaded or unloaded by holding R and selecting the desired action.
Drive-by shooting
All guns have the ability to shoot from vehicles. First press V, which opens the vehicle radial menu and open your window. Aim and fire. Drivers and passengers are all able to use this ability at the cost of reduced accuracy while the vehicle is moving. The driver cannot control the vehicle while aiming, it's recommended to cruise at a safe speed and make sure there are no obstacles that can cause a crash while you're driving and shooting.
Attachments
There are currently no attachments that works with the double barrel shotgun.
Condition
The double barrel shotgun is a firearm, therefore being influenced by the firearm skills: aiming and reloading. It has a maximum condition of 10 and will be damaged depending on the player's aiming skill. The chance of losing durability is: 1 in (60 + aiming x 2)
.
Repairing
Double barrel shotgun requires a minimum of 2 aiming, and requires another double barrel shotgun to repair. The aiming skill determines how much will be repaired and chance of being successful.
It should be noted that repairing the Double Barrel shotgun makes following repairs less likely to succeed and can, if repaired numerous times, cause reduced durability instead of increased.
Double Barrel Shotgun
Fixer | Skill | Repairs | Success chance |
---|---|---|---|
1× Double Barrel Shotgun | 2 Aiming | 50% | 95% |
Location
The loot distributions can be found in the table(s) below.
Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits. Duplicate entries do exist, but have been removed for clarity.
Building/Room | Container | Effective chance |
---|---|---|
all | wardrobe | 2.1% |
armysurplus | displaycase | 19.68% |
bedroom | wardrobe | 2.1% |
changeroom | locker | 2.14% |
closet | crate | 2.1% |
closet | metal_shelves | 2.1% |
druglab | metal_shelves | 19.68% |
drugshack | crate | 19.68% |
garagestorage | crate | 2.1% |
garagestorage | locker | 19.68% |
GunCache1 | Duffel Bag | 19.68% |
gunstore | displaycase | 19.68% |
gunstorestorage | crate | 19.68% |
hunting | displaycase | 19.68% |
hunting | locker | 19.68% |
livingroom | wardrobe | 2.1% |
pawnshop | displaycase | 19.68% |
pawnshopoffice | locker | 19.68% |
pawnshopstorage | locker | 19.68% |
SafehouseLoot | counter | 23.67% |
SafehouseLoot | crate | 23.67% |
SafehouseLoot | metal_shelves | 23.67% |
SafehouseLoot | wardrobe | 23.67% |
storageunit | crate | 2.1% |
SurvivorCache1 | counter | 23.67% |
SurvivorCache2 | counter | 23.67% |
Story ID | Link |
---|---|
RZSHunterCamp | Zone stories |
Amount | Skill level | Biome: chance | Weather modifiers | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 1 Farm: 1 FarmLand: 1 Forest: 1 Nav: 1 TownZone: 1 TrailerPark: 1 Vegitation: 1 |
- | - | - | - | - | - | - |
Variants
Trivia
- For some reason, the double barrel shotgun doesn't fire two shots rapidly. There is a brief delay between shots, similar to how the JS-2000 functions. It's currently unknown whether this is a bug, an oversight, or a balancing decision.
Gallery
History
Base.DoubleBarrelShotgun
Version | Description |
---|---|
41.21 | Released on or before this version. |
Help PZwiki by adding to this history.
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
item DoubleBarrelShotgun
{
DisplayCategory = Weapon,
ImpactSound = null,
MaxRange = 9,
RangeFalloff = TRUE,
WeaponSprite = DoubleBarrelShotgun,
SoundVolume = 200,
MinAngle = 0.9,
Type = Weapon,
KnockBackOnNoDeath = TRUE,
Ranged = TRUE,
ProjectileCount = 5,
ConditionLowerChanceOneIn = 60,
Weight = 4,
SplatNumber = 5,
PushBackMod = 0.8,
SubCategory = Firearm,
AimingMod = 2,
ConditionMax = 10,
ShareDamage = FALSE,
MaxHitCount = 4,
IsAimedHandWeapon = TRUE,
IsAimedFirearm = TRUE,
DoorDamage = 30,
UseEndurance = FALSE,
DisplayName = Double Barrel Shotgun,
MinRange = 0.67,
SwingTime = 2,
AngleFalloff = TRUE,
MultipleHitConditionAffected = FALSE,
BringToBearSound = DoubleBarrelShotgunBringToBear,
SwingSound = DoubleBarrelShotgunShoot,
HitSound = BulletHitBody,
ClickSound = DoubleBarrelShotgunJam,
SoundRadius = 100,
MinDamage = 2,
MaxDamage = 2.7,
KnockdownMod = 8,
SplatBloodOnNoDeath = TRUE,
Icon = ShotgunDoublebarrel,
RunAnim = Run_Weapon2,
CriticalChance = 80,
CritDmgMultiplier = 2,
AimingPerkCritModifier = 4,
HitChance = 80,
AimingPerkHitChanceModifier = 5,
RecoilDelay = 50,
SoundGain = 2,
ReloadTime = 25,
AimingTime = 20,
RequiresEquippedBothHands = TRUE,
BreakSound = DoubleBarrelShotgunBreak,
MetalValue = 45,
TwoHandWeapon = TRUE,
AmmoBox = ShotgunShellsBox,
MaxAmmo = 2,
EquipSound = DoubleBarrelShotgunEquip,
UnequipSound = DoubleBarrelShotgunUnEquip,
InsertAmmoSound = DoubleBarrelShotgunInsertAmmo,
EjectAmmoSound = DoubleBarrelShotgunEjectAmmo,
InsertAmmoStartSound = DoubleBarrelShotgunInsertAmmoStart,
InsertAmmoStopSound = DoubleBarrelShotgunInsertAmmoStop,
EjectAmmoStartSound = DoubleBarrelShotgunEjectAmmoStart,
EjectAmmoStopSound = DoubleBarrelShotgunEjectAmmoStop,
ShellFallSound = DoubleBarrelShotgunCartridgeFall,
AmmoType = Base.ShotgunShells,
WeaponReloadType = doublebarrelshotgun,
JamGunChance = 0,
AttachmentType = Rifle,
InsertAllBulletsReload = TRUE,
RackAfterShoot = FALSE,
haveChamber = FALSE,
StopPower = 40,
}