Enemy

Shotgun Guy

A shotgun-wielding zombie soldier and recurring hitscan enemy in Doom and Doom II.

The shotgun guy, also called the former human sergeant in the game manuals, is a zombie-class enemy in Doom (1993) and Doom II: Hell on Earth (1994), representing a fallen human soldier reanimated to serve the forces of Hell. Armed with a shotgun, it fires three hitscan pellets per attack using the A_SPosAttack code pointer. When killed, it drops a shotgun containing four shells, or eight on certain skill levels.

The shotgun guy has 30 hit points and moves at 93.3 map units per second. It attacks with a shotgun (3 pellets of 3–15 damage).

Updated

Stats

// Engine constants from the Doom source, verified against doomwiki.org — the same dataset as the enemies database. Pain chance = painchance ÷ 256 (nominal odds).

Health
30
Attack
Shotgun: 3–15 × 3 pellets
Speed
93.3 u/s
Pain chance
66.41%
First appears
E1M1 on UV/NM; E1M3 on lower skills

Tactics: Kill them quickly when they have a clear firing lane; their shotgun can deliver a surprisingly large burst at close range.

Shots to kill

WeaponMin shotsTypical shotsMax shotsAmmo (typical)Time (typical)More
Fist2315—1.0 s
Fist (Berserk)112—one shot
Chainsaw2315—0.2 s
Pistol2363 bullets0.8 s
Shotgun1111 shellone shot
Super Shotgun1112 shellsone shot
Chaingun2363 bullets0.2 s
Rocket Launcher1111 rocketone shot
Plasma Rifle1262 cells0.1 s
BFG 900011140 cellsone shot

Every pellet and every hit lands; no infighting. Min = every damage roll at its maximum, Max = every roll at its minimum, Typical = at the average damage of Doom’s fixed random table (the true expected count can differ by a shot). Time = first hit to last at full fire rate, typical shots, projectile travel not included. For the two shotguns Min and Max are formula bounds the fixed table cannot fully reach: a super shotgun blast with every pellet on one monster lands about 170–245, never 100 or 300.

Rocket = direct hit + 103–117 blast (a rocket detonates one step short of its target; the Cyberdemon and Spider Mastermind take no blast). BFG 9000 = ball impact only (100–800); each of its 40 tracers adds 49–87 to whatever it hits, so against a big monster at close range the real count is lower. Fist (Berserk) = ×10. Chaingun and Chainsaw count single bullets and teeth; the chaingun always fires in pairs, so an odd count spends one bullet more.

Where it appears

Placed in 109 of the 132 classic maps (The Ultimate Doom 30, Doom II 22, TNT: Evilution 32, The Plutonia Experiment 25). First: E1M1 Hangar. Most on Ultra-Violence: MAP09 Stronghold (TNT) with 97. Across all maps: 1394 / 2039 / 2495 on skill I–II / III / IV–V.

The Ultimate Doom — 30 maps, 656 on UV
MapNameI–IIIIIIV–V
E1M1Hangar0016
E1M2Nuclear Plant008
E1M3Toxin Refinery41947
E1M4Command Control3916
E1M5Phobos Lab02446
E1M6Central Processing173556
E1M7Computer Station71956
E1M8Phobos Anomaly666
E1M9Military Base32129
E2M1Deimos Anomaly7910
E2M3Refinery011
E2M4Deimos Lab266
E2M5Command Center122222
E2M6Halls of the Damned81011
E2M7Spawning Vats344
E3M2Slough of Despair91011
E3M3Pandemonium111
E3M4House of Pain3818
E3M6Mt. Erebus121618
E3M7Limbo569
E3M9Warrens343434
E4M1Hell Beneath91620
E4M2Perfect Hatred3810
E4M3Sever the Wicked304659
E4M4Unruly Evil81212
E4M5They Will Repent71113
E4M6Against Thee Wickedly282828
E4M7And Hell Followed272728
E4M8Unto the Cruel173448
E4M9Fear6913
Doom II — 22 maps, 483 on UV
MapNameI–IIIIIIV–V
MAP02Underhalls213850
MAP03The Gantlet51520
MAP04The Focus10915
MAP05The Waste Tunnels142225
MAP06The Crusher172630
MAP08Tricks and Traps015
MAP09The Pit172738
MAP10Refueling Base52331
MAP11Circle of Death3812
MAP12The Factory71115
MAP14The Inmost Dens182020
MAP15Industrial Zone174143
MAP17Tenements41624
MAP18The Courtyard212328
MAP19The Citadel61010
MAP20Gotcha!3913
MAP21Nirvana71419
MAP25Bloodfalls193435
MAP26The Abandoned Mines122
MAP27Monster Condo31222
MAP28The Spirit World055
MAP29The Living End51621
TNT: Evilution — 32 maps, 1041 on UV
MapNameI–IIIIIIV–V
MAP01System Control442
MAP02Human BBQ152121
MAP03Power Control102525
MAP04Wormhole41212
MAP05Hanger252727
MAP06Open Season111519
MAP07Prison293133
MAP08Metal415078
MAP09Stronghold498097
MAP10Redemption111111
MAP11Storage Facility154848
MAP12Crater131517
MAP13Nukage Processing334148
MAP14Steel Works242324
MAP15Dead Zone1695
MAP16Deepest Reaches111615
MAP17Processing Area191922
MAP18Mill133147
MAP19Shipping/Respawning184047
MAP20Central Processing183227
MAP21Administration Center122230
MAP22Habitat414848
MAP23Lunar Mining Project223333
MAP24Quarry111822
MAP25Baron's Den344045
MAP26Ballistyx172932
MAP27Mount Pain314053
MAP28Heck242424
MAP29River Styx121316
MAP30Last Call446
MAP31Pharaoh274276
MAP32Caribbean243131
The Plutonia Experiment — 25 maps, 315 on UV
MapNameI–IIIIIIV–V
MAP01Congo1066
MAP02Well of Souls113
MAP03Aztec444
MAP04Caged789
MAP05Ghost Town1022
MAP06Baron's Lair222
MAP07Caughtyard300
MAP08Realm92412
MAP10Onslaught91111
MAP12Speed171213
MAP13The Crypt556
MAP14Genesis161414
MAP16The Omen142030
MAP17Compound141617
MAP18Neurosphere91319
MAP19NME121013
MAP20The Death Domain446
MAP21Slayer666
MAP22Impossible Mission182913
MAP23Tombstone282828
MAP24The Final Frontier135
MAP25The Temple of Darkness243030
MAP26Bunker374244
MAP28The Sewers202020
MAP29Odyssey of Noises222

Single-player thing counts per skill column as the Doom Wiki lists them for each map (I–II = I’m Too Young to Die / Hey, Not Too Rough; III = Hurt Me Plenty; IV–V = Ultra-Violence / Nightmare!). Multiplayer-only placements are not counted; MAP30’s spawner is not a placement. Level data: doomwiki.org level articles, CC BY-SA 4.0 — the level database has the full report card per map.

The shotgun guy is one of the foundational human-zombie enemies introduced in id Software’s original Doom. It is stronger than the zombieman but lacks the sustained firepower of the chaingunner introduced in Doom II. On Ultra-Violence and Nightmare!, the shotgun guy can appear as early as E1M1: Hangar.

Appearance and design

The shotgun guy is a former human soldier, now undead and serving the demonic invasion. Visually, the enemy is depicted as a reanimated corpse with red eyes, a bald head, and bloodstained slate-gray body armor and clothing.

The shotgun guy resembles the zombieman but carries a shotgun instead of a rifle. In Doom 64, the two enemies use the same basic sprite with different color palettes, making them difficult to distinguish in darker areas.

Combat behavior and attack logic

The shotgun guy attacks using the A_SPosAttack code pointer, which implements its shotgun firing logic. Unlike the player’s shotgun, which uses A_FireShotgun and fires seven pellets, the shotgun guy fires only three pellets per attack. Each pellet inflicts between 3 and 15 damage, giving the attack a maximum combined damage of 45 if all three pellets hit.

Its attack is a multi-pellet hitscan — meaning the damage is calculated immediately upon firing rather than using a projectile that travels through space. Each pellet has an independently calculated angular spread, with a standard deviation of approximately 9 degrees and a maximum deviation of about 22 degrees in either direction. At closer ranges, more pellets are likely to connect, while at longer distances the spread reduces its effective damage output. Multiple pellets can still hit a target at long range.

Before firing, the shotgun guy aims at its target for approximately three-tenths of a second. After firing one round, it resumes movement rather than maintaining a continuous stream of gunfire.

The enemy enters alert state when it hears player gunfire or sees the player directly, after which it will pursue and attack. On Nightmare! or when the -fast command-line parameter is enabled, the shotgun guy attacks much more frequently. This makes encounters involving several shotgun guys particularly dangerous in areas where the player has limited room to retreat.

Tactics: how to defeat the shotgun guy

  • Use solid walls and corners to interrupt the shotgun guy’s line of sight. Its hitscan pellets can damage the player immediately when fired, so breaking line of sight prevents the attack from reaching its target through solid geometry. This is especially useful against shotgun guys positioned around corners or on elevated ledges.
  • Use the shotgun to eliminate individual shotgun guys at medium and long range. With only 30 hit points, the enemy can be killed by a well-placed shotgun blast. At close range, a single shot can occasionally kill multiple shotgun guys when they are grouped together.
  • Avoid using the fist or chainsaw against a shotgun guy unless the situation favors close combat. These weapons require the player to approach within short range, where multiple shotgun pellets are more likely to hit. The risk is particularly high without armor.
  • Use the shotgun against distant shotgun guys positioned on ledges or in alcoves. Its relatively narrow spread makes it useful for eliminating these enemies at range, particularly when the alternatives are weapons whose effective damage falls off more sharply with distance.
  • Exploit infighting when several shotgun guys or other monsters are clustered together. Their pellets can strike unintended targets and provoke retaliation. Large groups of shotgun guys may inflict substantial damage on one another because each attack fires multiple pellets.
  • Eliminate exposed shotgun guys quickly on Nightmare! or with -fast enabled. Their increased attack frequency makes prolonged exposure especially dangerous. The starting walkways of E1M3: Toxin Refinery and the central hub of E1M9: Military Base are particularly difficult encounters under these conditions.

Appearances across the series

The shotgun guy made its debut in the original Doom (1993) and continued as a staple enemy through Doom II: Hell on Earth. It also appears in The Ultimate Doom, Final Doom, and Doom 64.

Its first appearance depends on the skill level. In Doom’s first episode, Knee-Deep in the Dead, shotgun guys appear in E1M1: Hangar on Ultra-Violence and Nightmare!, but do not appear until E1M3: Toxin Refinery on the lower skill levels.

The first episode contains 40 shotgun guys on the two lowest skill levels, compared with 280 on Ultra-Violence and Nightmare!. Their dropped shotguns greatly increase the number of shells available to the player.

Across the original single-player IWADs, the shotgun guy appears in substantial numbers, including 656 in The Ultimate Doom, 483 in Doom II, and 1,041 in TNT: Evilution on Ultra-Violence and Nightmare!.

One unusual occurrence involves a sleeping shotgun guy in MAP02: Underhalls of Doom II. This enemy may fail to detect the player visually because of an engine bug in the P_DivlineSide() function, which incorrectly compares coordinates during line-of-sight calculations. The shotgun guy can still awaken in response to sound, so gunfire elsewhere in the room usually triggers its normal behavior.

Relationship to the heavy weapon dude

The shotgun guy has a clear thematic and functional counterpart in the heavy weapon dude (also known as the chaingunner), introduced in Doom II. Where the shotgun guy fires a single spread of pellets before moving again, the heavy weapon dude sustains a continuous stream of hitscan bullets using a chaingun, making it substantially more lethal in open engagements. Both enemies share the zombie-soldier aesthetic — the heavy weapon dude is described on the Doom Wiki as a robust, red-eyed bald man in bloodstained red body armor — but the chaingunner’s sustained fire rate makes it a step up in threat level.

For more information about these enemies and the equipment used against them, explore our Doom enemies and Doom weapons databases.

Source port representation

In ZDoom-family source ports such as GZDoom, the shotgun guy is implemented under the class identifier ShotgunGuy, as documented on the ZDoom wiki’s Classes page. Its default actor definition reproduces the familiar shotgun attack and dropped weapon. Modders and mappers targeting ZDoom-family ports can reference or extend this class using ZScript or DECORATE to alter the enemy’s stats, behavior, or appearance.

In the original Doom engine, the monster uses the internal type MT_SHOTGUY and the sprite prefix SPOS. Despite being called a sergeant in the manuals, the identifiers MT_SERGEANT and SARG belong to the demon. This naming difference likely originated from the demon’s earlier name, “demon sergeant,” in the Doom Bible.

Source ports such as PrBoom+, DSDA-Doom, and Crispy Doom can reproduce the shotgun guy’s original behavior when running compatible classic Doom content with appropriate compatibility settings. Crispy Doom is a limit-removing fork of Chocolate Doom rather than a Boom-compatible port.

Community and cultural presence

The enemy’s shotgun drop — a guaranteed weapon pickup when the monster is killed — also makes shotgun guys a practical resource in many map designs, giving players a means to resupply on ammunition through normal gameplay rather than relying solely on static pickups.

The shotgun guy can also be used in community-made WADs, including maps designed for vanilla-compatible, limit-removing, and advanced source ports.

Frequently asked questions

What weapon does the shotgun guy use?

The shotgun guy uses a shotgun that fires three hitscan pellets per attack, with each pellet dealing 3–15 damage. Its attack uses the A_SPosAttack code pointer rather than the player’s A_FireShotgun function.

Does killing a shotgun guy drop a weapon?

Yes. A shotgun guy drops a shotgun upon death, making it a practical source of weapon and ammunition resupply in maps where shotgun ammo pickups are limited. The dropped shotgun provides four shells, or eight on I’m Too Young to Die and Nightmare!.

What is the difference between the shotgun guy and the heavy weapon dude?

Both are zombie-class enemies with hitscan attacks, but the heavy weapon dude (chaingunner) fires a continuous stream of bullets rather than a spread burst, making it substantially more dangerous in sustained engagements. The heavy weapon dude was introduced in Doom II and wears red body armor, distinguishing its visual design from the shotgun guy.

Where does the shotgun guy first appear?

In the original Doom, the shotgun guy first appears in E1M1: Hangar on Ultra-Violence and Nightmare!. On lower skill levels, its first appearance is in E1M3: Toxin Refinery.

Can the shotgun guy be killed by other monsters?

Yes. Like other zombie-class enemies, the shotgun guy can be damaged and killed by attacks from other monsters — a mechanic called infighting. Players can exploit this behavior to reduce enemy counts without expending their own ammunition.

Sources