The 12 Gauge Pump-Action Shotgun is a single-barreled, pump-action shotgun that appears in the Serious Sam series. It used primarily by Serious Sam in most games, but also used by Cloned Shotgunners inSerious Sam 3: BFE.
In Serious Sam 3, the pump-action shotgun functions almost identically to its previous incarnations, with the exception that this shotgun must be reloaded after it has expended its ten round magazine. Its pellet spread allows it to only hit things from point-blank to medium range.
In the Serious Sam Fusion version of Serious Sam 3, the pump-action shotgun has been improved to carry a maximum of 15 rounds per cartridge, faster reload speed, and increased range overall. This makes the shotgun much more reliable at medium to far range.
It remains much more accurate at range than the Double Barrel Coach Gun, so it is a better choice for ranged shooting than the former. It is as powerful as previous incarnations, with each pellet dealing ten points of damage, making a maximum total of 70 damage if all the pellets connect.
"A single-barreled 12 Gauge pump action shotgun. Standard issue military equipment. Ordinary slug pellets are efficient for short and middle range elimination of smaller enemies. Pump-action mechanism guarantees excellent durability and high reliability. Albeit at the expense of low fire rate. Standard 10 shell cartridge allows for faster reloading and faster overall average rate of fire."
The pump shotgun works best against weak enemies, such as Rocketeers, Firecrackers, Bombers, Kamikazes, and male Gnaars. It usually takes one shot to down the beheaded enemies at up to medium range and one shot to kill a male Gnaar at close range.
The pump shotgun is also effective against single Kleer Skeletons. Approximately two shots at close range will be sufficient. However, this makes it ineffective against large hordes, due to the impossibility to kill each in a single shot (with the exception of the Serious Damage power-up in The Second Encounter).
The pump shotgun can also be used to finish off the latter enemy or female Gnaar that has been significantly damaged by the Double Barrel Coach Gun. This helps to preserve shells, especially early in the game, when shells can be somewhat limited depending on the difficulty.
The pump shotgun can also be used against small amounts of Scythian Witch-Harpies at close or medium range. The shell spread is tight enough to hit them at medium range and its rate of fire is quick enough to engage them at close range.
The pump shotgun is notably ineffective on enemies stronger than a Kleer. Even wounded stronger enemies will absorb more than a few shots if the player intends to finish them off.
The shotgun's relatively fast rate of fire and somewhat-low spread makes it handy against weak enemies, such as the Beheaded Rocketeer or the Cloned Rifleman. Even groups of them can be cleared out quickly thanks to its good rate of fire.
It is usually too weak to use against anything more powerful than the Kleer Skeleton unless the player is forced to use it, such as in the boss fights against the Adult Arachnoid and Major Bio-mechanoid or the Sirian Werebull miniboss. However even after that, with proper cover, it can (and without secrets, must) be used to fight against single Adult Arachnoids in early levels.
This is an excellent weapon to use against Aurigan Cave Demons. Their health is low enough that one or two shots will easily kill it, the spread is low enough that it can hit a Cave Demon at medium or close range with ease, and it's rate of fire is fast enough that it's possible to squeeze out a second shot quickly if one shot doesn't kill it.
Make sure to reload often. 10 shots can be burned through quickly if the player isn't paying attention, it is a good idea to tactically reload.
Despite its realistic appearance, the shotgun's pellet spread is in a fixed rectangular shape like its classic counterpart.