Back To Karkand Assignments Locked Up Lyrics

December 7th, 2011, 09:03 PM   #1
Location: British Overseas Territories
Back to Karkand - Trophy Guide and Roadmap + Assignment Guide

Please do not copy or replicate any of the work posted on this thread elsewhere. If you want to use any of my material from this guide please contact me or AlphaCookie with a request.


- Estimated trophy difficulty: 6/10
- Offline: 0
- Online: 5 ( 3 2 )
- Approximate amount of time to get all trophies: 8-12 Hours
- Minimum number of playthroughs needed: N/A
- Number of missable trophies: 0
- Glitched trophies: The Gunslinger trophy. This trophy is glitched. Read the Gunslinger trophy for more info.
- Do cheats disable trophies?: No Cheats
- Does difficulty affect trophies?: Online Only


Back to Karkand is the first DLC offering for DICE’s phenomenal shooter, Battlefield 3. This DLC returns to us 4 iconic maps from Battlefield 2, completely remastered in Frostbite 2. Along for the ride are a selection of new vehicles, brand new persistence in the form of Assignments, and 10 brand new weapons for completing those assignments. With the arrival of this map pack, the game mode Conquest Assault returns, changing the fight on the Battlefield once again. Even if you aren’t playing for trophies, these maps shouldn’t be missed by any shooter fan.

The four new maps included are: Gulf of Oman, Strike at Karkand, Sharqi Peninsula, Wake Island


Step 1: Vehicle Warfare
This will be easy for some people, and hard for others. I believe it warrants its own step as it can be difficult to get the vehicles you need with every other player also going for those vehicles. Be fast on the respawn, and spawn directly into vehicles when and if you can, to make the process a little easier. You may want to get used to the vehicles before you go for kills in them. Just drive around near your base and figure them out.

After this step, you will have the trophy Third Tour.

Step 2: Assignments
During this step you will need to complete the 10 assignments Karkand brings with it. Each completed assignment will unlock one of the new weapons in the expansion which are required for the Gunslinger trophy. None of the assignments should prove too difficult, and should come from natural play, in fact, you may complete some of them when waiting around for vehicles in Step 1. Just note that the assignments are in a flow chart style, meaning you will have to complete Assignment A to complete Assignment B (i.e. you must complete “Let it rain” to unlock the ability to complete “Keep your head down.”) View our detailed Assignment Guide here: Back to Karkand - Trophy Guide and Roadmap + Assignment Guide -

After unlocking all the guns, and killing 10 people with each of them, you will unlock the Gunslinger trophy.

Step 3: Complete Warrior Clean Up
By this point, you’ll only have the misc trophies left to obtain. So let’s start off with the hardest. Complete Warrior. If you didn’t complete this when getting your vehicle kills for Third Tour, now would be the time. You’ll want to attempt this trophy on Wake Island. At this point, you will only have to manage a kill with the Skid Loader, a bulldozer type novelty vehicle, to obtain Like a Boss and take a dip in the swimming pool at the Oman Hotel on Gulf of Oman to unlock Jaws. Neither trophy should prove too difficult, and upon finishing will give 100% DLC Completion.

At the end of this step you will obtain the trophies Complete Warrior, Jaws, and Like a Boss.

Info about Assignments:
Battlelog now has all of the Back to Karkand guns and vehicles stats on the stats page now. This means you will be able to see how many kills you need for each weapon on the way to the Gunslinger trophy.

Also added is a Assignments page which shows a detailed analysis of every assignment available, and telling you how many kills, resupplies or heals etc you need to finish the assignments. It has more detail than the assignments page in-game, and it is definitely worth a look on the way to the Gunslinger trophy.

Last edited by Terminator; December 3rd, 2015 at 01:34 PM. Reason: Replaced missing banner.
December 7th, 2011, 09:04 PM   #2
Location: British Overseas Territories

Complete Warrior
Got a kill with the following weapons in a single life: Assault Rifle, Jet, Tank.

Start off by spawning in the F35B Jet (any Jet will work, but it’s much easier to kill infantry with the F35B), as the Assault Class, with your Assault Rifle of choice. You will want to get a kill as fast as you can, then immediately drop out into either an empty or friendly tank in order to get your tank kill. It's best you stick with this tank until it’s 100% safe to get out. Once on foot, you just need the Assault Rifle kill. Move quickly, and stealthily. Don’t take any chances, and snag that last kill as soon as an unsuspecting enemy is in your sights. Pat yourself on the back; you just defeated what is potentially the most difficult challenge in the DLC, and obtained the Complete Warrior trophy. The F35B Jet is not so good at taking out other aircraft, so stay low, and bail out as soon as you are near a tank. It HAS to be a MBT, not a LAV, etc… This trophy can be done on any map with these vehicles on it, including the main base game.

Third Tour
Got a kill with each of the following vehicles: the BTR-90, DPV and F-35

F35B Kill:
Wake Island will probably be the easiest for your jet kills, since despite its size; it is generally easy to find enemies. You will want to directly spawn into the F35B as fast as you can to prevent another one of your team mates from getting away with it. At that point, it’s best to either use your rocket pods (if they are unlocked) and target enemy vehicles, or target another jet with your standard machine gun. It is advised to wait till you unlock Rocket pods if you struggle with the Jets. By the time you will have unlocked these your flying skills will have improved, and you will have better weapons to engage enemies with. Note that using the hovering feature of the new jet may make it easier to get kills, but it will leave you exposed, so if your going for Complete Warrior at this point, its best not to take too many risks. If you don’t have rocket pods unlocked for your jet at this point, you may have to use the hovering feature to be able to target ground troops if you’re unable to get a kill against another aircraft.

BTR-90 Kill:

The BTR-90 is just another IFV or “Light Tank.” Use it like you would in the base game. Target infantry, and only engage Heavy Tanks if you have the proper support. It is advised that you take one even two engineers with you into battle in your tank. This way if you come across enemy heavy armour, your engineer buddies can hop out and repair your tank from behind, giving you a much larger chance of defeating the other amour. They can also engage the enemies with RPGs firing at you, so you wont have them to worry about either.

Lots of people are having trouble finding the BTR-90 so here is a list of confirmed locations:

Gulf of Oman:

The construction site flag (Normal Conquest only): It will either be the LAV or the BTR that spawns here. The base has to be under Russian control for it to spawn here, otherwise it will be the LAV. It does not spawn on Conquest Assault.

The RU Base: It also spawns in the RU base in Conquest and Rush. The RU base is the one on the land (In conquest) and furthest away from the Sea. From 1:01 in the video you will see this location:

DPV “Buggy”:
This is your light infantry transport. Think of it as your jeep in Karkand. This Buggy is available on every map in the expansion. The safest way to get a kill with this vehicle will be to park it at good location, where you can oversee your enemies, and start shooting that .50cal. If your looking for some thrills, trying running a few unsuspecting Russians (or Americans) over.

Get 10 kills with each of the ten Back to Karkand weapons


We have had multiple reports saying that this trophy is glitched or delayed. However we do have a confirmed fix! To get this trophy to pop you need to get 10 kills with all of the Back to Karkand weapons first. Then you need to get 10 kills with the Famas in one round of any game mode. Your trophy should then pop If this fails then just keep playing, the trophy will ding eventually. Players have got the trophy but when it pops is not clear.

To help you complete the assignments,take a look at our detailed assignment guide here: LINK. In order to obtain this trophy, you will need to complete all 10 assignments to unlock all 10 DLC Guns. The assignments can be completed on any map in both the DLC and Base Game. Getting 10 kills with each weapon should be straight forward. You will unlock your first attachment at 10 kills so use that to keep track.

Like a Boss
Got a kill with the skid loader

The Skid Loader is the fourth new vehicle in the Back to Karkand expansion, one confirmed place for it to be at is flag 'B' on the Wake Island map. The flag name is 'Airbase'. You will find the Skid Loader next to a bunker. As it is at a main flag, you won't need to wait too long for someone to show up. Get in the Skid Loader and hide. Do not drive out if there is any enemy armour nearby, as one tank shell and you're dead. Wait for an enemy solider to walk by and drive full speed into him. Once you are on the Skid loader, it would be best to leave your squad so nobody spawns on you and takes your kill. There may be other locations where it is but they cannot be confirmed yet, here is a video by DJWorldXclusive:

Took a swim in the Oman Hotel Swimming pool

You can go for this trophy on Rush and Conquest assault. You cannot get in on Conquest, as the hotel is out of the map.

This must be done on the map Gulf of Oman as this is where the “Oman Hotel” is located. You will need to go into the hotel and swim in the pool for the trophy.

The first step you are going to want to do is find the hotel in the map. Here is how to do it from the RU deployment:

Once you spawn there you are going to want to get into a buggy (or any vehicle, but the buggy is quicker). When you drive forward out of the base the road will curve around to the right. Do not follow the road! Drive completely straight and over the hill in front of you. Once you are at the top of the hill you will see 2 tall buildings. You will want to go over to the building to your right. Then you will see a swimming pool. Swim in the pool and the trophy will pop. You may need to get out for it to pop.

From the US Deployment you need to grab a boat and drive over to the shore. Then face forward and turn towards the building on the furthest right. Run towards the building. You could spawn on an objective point and run towards there too.

Also if you are still struggling to find it, jump in an air vehicle and fly over the east (if US) or west (if RU) of the map and look for a building with a swimming pool outside it.

Here is a video explaining it, and showing you where to go. Credit to Powerpyx

Last edited by Terminator; December 3rd, 2015 at 01:34 PM. Reason: Replaced missing banner.
December 7th, 2011, 09:05 PM   #3
Location: British Overseas Territories

Best Friend Forever - FAMAS

This is probably the easiest of the assignments. All you need to do is revive any dead allies you see. They will be marked by a Skull icon, hit them with your defibrillator paddles to revive them. As for heals, just drop down a medic box near team mates, and if they are injured they will heal, and you will get points. 10 heals will come pretty easy. It is easier to do this on tighter, infantry maps.

Recommended Maps: Operation Metro, Seine Crossing, Tehran Highway
Game Mode: Conquest

Fixing It - HK53
  • 10 Repairs
  • Kill 1 enemy with Repair Torch

This is another pretty easy assignment. Hop into a friendly vehicle, and if they get hit, get out and pull out your torch to repair them. 10 repairs are easy to get, especially if your tank is prone to getting RPG spammed. Getting a torch kill is a tricky matter on the other hand. Your best option is probably to be on Rush mode, and move behind the enemy. Once you find a stationary target, pull out your torch, and aim for the head. It can be very difficult to kill if you’re not torching the head.

Recommended Maps: Operation Firestorm, Caspian Border, Wake Island, Gulf of Oman, Strike at Karkand, Sharqi Peninsula, Tehran Highway, Kharg Island
Game Mode: Rush, Conquest

Let it Rain - QBB-95
  • 20 kills with Light Machine Guns
  • 2 Mortar Kills

This is another easy assignment. 20 kills with LMG’s should be simple, as it can be achieved pretty much anywhere. This part should give you no trouble. Mortars on the other hand, can be quite a handful. Since you only need 2, it shouldn’t be hard to get the kills you need. Your best option is playing Rush on any map, and setting up a good firing position. This is made easier if your team spots frequently, so try to play with friends who you can rely on to do this for you. Also, on Rush many other people like to mortar as well, and they will. They (as well as you) automatically appear as a Mortar Icon after shooting off a shell. If you see that mortar icon, immediately shoot it for an easy kill.

Recommended Maps: Any
Game Mode: Rush

Specops - QBU-88
  • 20 kills with Sniper Rifles
  • 5 Laser Designations

Another straight forward assignment, all you need is 20 sniper rifle kills. This can be any sniper rifle. You shouldn’t have any trouble since you can just use Iron Sights and a Semi-Auto if you have trouble distance sniping. Laser Designations normally mean you need to use SOFLAM to mark an enemy vehicle. Note that you do not need an ally to hit the target, you need only mark it. You can also do this with the Laser Painter on the Scout Chopper, and the CITV Station for Heavy Tanks. As long as you get a “Target Designated” bonus, it counts. Of course, this means you’ll want a vehicle heavy map. It can also be easier on Rush since the vehicles will generally always be coming from one direction.

Recommended Maps: Operation Firestorm, Caspian Border, Wake Island, Gulf of Oman, Strike at Karkand, Sharqi Peninsula, Tehran Highway, Kharg Island
Game Mode: Rush

Familiar Territory - PP-19
  • Arm 10 MCOMs
  • Capture 10 flags
  • Play 2 hours on Karkand

People can and will say this is one of the more difficult assignments, well that would be because it is. You will need to play with the objectives in mind, arm those MCOMs in Rush, and capture those flags in Conquest. There are not many tips to give here that you wouldn’t have already heard from every other player on the internet. So do your best, it should come quicker than you might think. Playing 2 hours on Karkand is more of endurance. This does refer specifically to the map Strike at Karkand. It is cumulative, so you will probably complete this task through natural play, but if you want it done, and done now, just quit out when your server moves to another map, and join a new Strike at Karkand game.

Recommended Maps: Strike at Karkand
Game Mode: Rush, Conquest

Professional Russian - L85A2 ("Best Friends Forever" have to be completed first)
  • 100 kills with Assault Rifles
  • 20 kills with Underslung Grenade Launcher
  • Win 5 rounds of SQDM

Another easy all around achievement. Load up your favorite Assault Rifle, and say goodbye to your Med Kits as you equip your M320. It doesn’t matter if you use the M320 Grenades, Buckshot, Smoke, etc. You just need M320 kills. 100 Assault Rifle kills won’t be hard for most people, but for those who find it difficult, you may take a little longer. Your best option is to always be a medium distance away from your target to take advantage of Assault Rifles accuracy over other weapons such as SMGs. Your M320 is very easy to kill with. Hell you can completely miss and get a kill. You will only start out with a couple grenades though, so it is advisable to travel with a friendly Support to restock. Winning 5 rounds of Squad Deathmatch is matter of how good your squad is. This will again be easy for some, impossible for others. Get your best squad mates together, think some happy thoughts, and go in guns a blazin’. Common tactics include spamming your M320, and camping. Use these tactics to your advantage.

Recommended Maps: Any
Game Mode: SQDM

It goes Boom! - QBZ-95B ("Fixing It" has to be completed first)
  • 50 AT rocket kills
  • Destroy 1 enemy vehicle with Repair Torch
  • Win 5 rounds of Conquest

AT Rockets refers to your SMAW or RPG, as they are “Anti-Tank Rockets”. They also happen to be the easiest launchers to kills with. Load up your Explosives Specialization, aim your fire, and start spamming off those rockets. This will be easy. This can be done on any map as AT’s are effective against vehicles and people. Destroying an enemy vehicle with your torch can be challenge as your torch is slow to kill. You will need to sabotage an unsuspecting person for this to work. Your best time to strike is after a tank has been disabled. It’s also good to count how many hits, and where. RPG’s to the rear of a tank will do more damage, so if a tank has taken a hit to the back, or even two, that would be your best time to strike. Remember, you just need the Destroy bonus; you do not need the kill, but if you keep torching after the enemy has jumped out, it will heal the tank. It is possible to damage the tank enough that it will blow up on its own soon enough to give you the bonus, even if the enemy has jumped out. Winning 5 Conquest rounds should come naturally. Capture flags; support your team mates, etc, etc. Here is a video on an easy way to get the vehicle destroy. While someone is on a mortar, or after you have killed them, get your torch out and destroy the mortar equipment. Although it says equipment destroyed, it will count towards the assignment. The MAV will also work too. Credit to oTheVoiceOfReason.

Also if you are having a really hard time getting the torch vehicle destroy because people keep jumping out of the tank before it blows or you keep getting killed all the time, here is another tip.

Since the AMTRAC is a spawn point, it's always an enemy vehicle so you still get the destroy even if no one is in it. Your torch also does damage while it's empty. This made it MUCH easier for me to get the vehicle destroy task done. Just find a map where an AMTRAC is, and destroy it with the repair tool. Thanks to MFVillin for the tip.

Recommended Maps: Operation Firestorm, Caspian Border, Wake Island, Gulf of Oman, Strike at Karkand, Sharqi Peninsula, Tehran Highway, Kharg Island
Game Mode: Conquest

Last edited by OLIVERMC97; December 28th, 2011 at 11:09 AM. Reason: New video format!
December 7th, 2011, 09:05 PM   #4
Location: British Overseas Territories

Keep your head down - MG36 ("Let it rain" has to be completed first)
  • 100 kills with Light Machine Guns
  • 50 Suppression Assists
  • 50 Ammo Resupplies

Another time consuming rather then difficult assignment, and as before you will be following the same general steps as Professional Russian. First load up your favorite LMG, and work at the 100 kills, LMG’s are best when fired from a stationary position, at almost any range. Suppression Assists can be a tricky beast. In order to suppress you need to hit the area around an enemy, without actually killing him in order for your team to get the kill. Generally these come naturally, but it can be difficult for some people to obtain them. Your best option is to use a very inaccurate, slow, high capacity weapon. My personal choice is the M60 with Iron Sights, Extended Mags, and a Foregrip. Resupplies are very easy to get as well. Drop your ammo boxes near allies, and as long as they have fired and reloaded at some point, they will restock from your nearby box, and you will get the bonus. Very very simple. Since its easier to perform suppression assists when moving up with a group in tight quarters, the best maps for this would be linear Close Combat maps, and playing on Rush can make it easier as all enemies will be coming in from one direction, but wider Rush Maps like Caspian can make effectively suppressing difficult.

Recommended Maps: Operation Metro, Grand Bazaar, Seine Crossing
Game Mode: Rush

Creeping Death - L96 ("Specops" has to be completed first)
  • 50 Headshots
  • 50 Spot Assists
  • 5 Knife takedowns

Headshots can be easy to perform as long as you are comfortable with your weapon. I don’t think there is much explaining to that requirement. Spots are the fancy orange KILL ME dot that appear over enemies head when you press , they are easy to get as long as you spot enemies, and will definitely come naturally. Placing your TUG-S or using your MAV effectively can speed up the process. Knifing is a pretty hard game to master. If you want this done quickly, you will need to flank behind the enemy, which is easier on Conquest, and stab some enemies in the back. The animation is long, and will often get you killed if you try to knife enemies that are in groups. Because of that, it is always preferable to try and knife solitary enemies.

Recommended Maps: Any
Game Mode: Conquest

Scarred Veteran - MK3A1 ("Familiar Territory" has to be completed first)
  • 10 Kills with PP-19
  • 5 kills in DPV Jeep
  • 10 kills in BTR-90 IFV
  • Play 2 hours on Sharqi
  • Play 2 hours on Gulf of Oman

Another time consuming assignment, this will obviously take a minimum of four hours. 10 kills with the PP-19 will no doubt come naturally, as you will need to get 10 kills with it for the Gunslinger trophy. It’s like any other PDW, close quarters only, best for flanking. The DPV jeep is the new buggy in the Karkand maps; it is fast, and sleek. You can either go for roadkills, or use the mounted .50cal. Just note the .50cal has a very bad turning radius, which can often allow enemies to slip by you unnoticed. The BTR-90 is the new IFV or “Light Tank.” It is very easy to kill with, very fast, and very fun. It is on all Karkand maps, and is easy to use on them as well. Just don’t engage Heavy Tanks without the proper support, and watch out for C4, you’ll get 10 kills in no time. As for two hours on Sharqi and Oman…. Well that is the same as 2 hours on Karkand. It’s cumulative, and should come naturally. If not, quit out when ever the map switches, and hop into a new server that is playing the map you want.

As an extra note for all assignments, it is possible to complete requirements with different guns. An example being the “Creeping Death” assignment, all though it is geared towards Recon, you can in fact, get the spot assists and headshots with what ever class and gun you would like. This rule applies to any other requirements that aren’t weapon/class specific.

Last edited by OLIVERMC97; December 17th, 2011 at 11:20 AM.
December 7th, 2011, 09:15 PM   #6

*yay* its up! Maybe I should buy better glasses though, because I'm already finding a couple of errors that slipped by my editorial sweep -.O

Nothing huge, more of a nitpicky thing actually.

For the Like a Boss trophy
Originally Posted by nitpicky
The Skid Loader is the fourth new vehicle in the Back to Karkand expansion. One confirmed place for it to be at is flag 'B' on the Wake Island map. The flag name is 'Airbase'. You will find the Skid Loader next to a bunker. As it is at a main flag, you won’t need to wait to long for someone to show up. Get in the Skid Loader and hide. DO NOT drive out if there is any enemy armor nearby, as one tank shell and your dead. Wait for an enemy solider to walk by and drive full speed into him. Once you are on the Skid Loader, it would be best to leave your squad so nobody spawns on you and takes your kill. There may be other locations were it is, but they cannot be confirmed yet
I put the corrections to the typos in bold

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PC Build - i5-4460, GTX 960, 16GB G.Skill DDR3 1600
Back to Rare Guns.

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The AA-12 (also known as the Auto Assault-12 and formerly the Atchisson Assault Shotgun) is a shotgun designed in the year 1972 by one Maxwell Atchisson. The original design of this weapon draws heavily on that of the AR-15 rifle (scaled up into a shotgun, obviously) and served as the basis for many other automatic shotgun designs, such as the Daewoo USAS-12, among others. It is fed either from an 8-shell box magazine or either a 20-shell or a 32-shell drum magazine. After Atchisson sold the patent to Military Police Systems in 1987, the weapon suffered from a long period of Development Hell and finally resurfaced during the Turn of the Millennium. Many Youtube videos and fan commentaries have dubbed it "The Deadliest Shotgun in the World".It's become heavily associated with the use of FRAG-12 rounds, to the point that people often think it's the only gun capable of using them; they are actually designed to be compatible with any 12-gauge shotgun that can load 3-inch shells. Thanks to its AR-derived designnote The bolt cycles against a recoil-buffer spring that extends the full length of the stock, while the unique (for a shotgun) gas system also reduces the kick. Several Benelli designs also use a recoil buffer, but theirs are independent of the bolt, and not in-line with it, it has practically no felt recoil, to the point where it can be fired akimbo without much trouble, though you won't hit much (not on purpose, anyway). Despite the hype, the AA-12's real-world usage has been minimal compared to how often it shows up in fiction, mainly because it suffers the same problems that all automatic shotguns suffer from: heavy weight and short range. There's plenty of pump-action and semi-automatic shotguns already used by police and military forces around the world that, while certainly not having the AA-12's cool factor, work perfectly fine for their intended roles. In fiction-land however, it seems well on its way to replace the likes of the Striker and Jackhammer as the automatic shotgun of choice for heroes in need of More Dakka.
  • Used by Duke in G.I. Joe: The Rise of Cobra. It should be noted, however, that it's depicted as some kind of rechambered high-caliber machine gun.
  • Predators: Used by the mercenary Royce. His is outfitted with a Surefire M900 weaponlight-foregrip and one bitchin' camo pattern.
  • The Expendables: Hale Caesar uses one during the latter parts of the film. His use of the weapon goes hand-in-hand with Big Damn Heroes, Bang Bang BANG!, Blown Across the Room, Ludicrous Gibs and Stuff Blowing Up. It's also fitted with an awesomeflashlight/lasersight attachment.

    Remember this shit at Christmas!

    • This gun is so badass that when it show up again in The Expendables 2, when Hale has to lend it to Trench Mauser, he threatens him if he doesn't bring it back.
  • It's one of the few new weapons in Dead Rising 3's Operation Broken Eagle DLC, it has a special Combo Weapon variant that combine it with a chainsaw.
  • 24: It appears in Season 7.
  • Ultimate Weapons
  • Lock 'n Load with R. Lee Ermey
  • Killing Floor: This game is basically Shotguns Are Just Better personified. In this game, the AA-12 is loaded with the 20-shell drum magazine. Needless to say, as long as a buddy can cover your reloads, no zombie will get anywhere near you, except as a fine red mist. It returns, just as good as before, in Killing Floor 2.
  • The Club: Dubbed "The Enforcer". Loaded with the 20-shell drum magazine - in this game, the gun's range doubles as an "Instant Death" Radius.
  • Modern Warfare 2: The AA-12 is used by the Russians and Shadow Company. It is fitted with an 8-shell magazine and has a range pathetic enough to embody Short-Range Shotgun. Its rate of fire is also slower in multiplayer than in single-player, even if the multiplayer rate of fire is closer to reality.
    • The AA-12 appears again more often in Modern Warfare 3's single-player campaign. It is also the last Shotgun you unlock for Survival Mode, and a usable shotgun in multiplayer. Sadly, the gun retains the laughable range in both game modes, as well as the slower rate of fire in multiplayer. It also poses as a mule for attachments, as it is fitted with a rail mount, a zip-up bag attached to the stock, a practically useless spare shell bandolier, and a Remington 870 MCS shotgun's pump attached to its own foregrip.
  • Grand Theft Auto IV: Available with a drum mag in the Ballad of Gay Tony expansion pack as the "Automatic Shotgun"note though in point-of-fact it's much slower than the Striker variant from the other expansion. It is also available as the "Explosive Shotgun", which can be noticed by the fact that it ejects green shells. Needless to say, it is very powerful.
  • Army of Two: Available in the sequel, The 40th Day. At first fed by the 8-shell box magazine. Then later you can purchase 20-shell drums for it.
  • Combat Arms: Featured as the highest-tier shotgun in the game. There's even a "Dominator" version with foregrip and arctic camo paint. Each version features the 20-shell drum magazine.
  • Spec Ops: The Line. It's not used as a shotgun, instead classed as a heavy weapon for the purposes of gameplay and working as a halfway between a machine gun and a grenade launcher. It is often found in the hands of Heavy Troopers, and it can and will chew up anybody in its path. Notably, the AA-12 is the gun Walker gives up to Falcon 1 in the "best" ending or attacks them with in the "bad" endings.
  • Serious Sam 3: BFE nods to the AA-12 with its "AS-24 Devastator", repeatedly referring to that weapon as a shotgun (and giving it the same animations as the standard pump shotgun, including pumping it after a reload despite the semi-auto nature) and making reference to the Atchisson name in NETRICSA's info on the gun. In the game itself though, it acts as a rocket launcher with much higher round velocity than the normal rocket launcher and with projectiles which pierce through multiple targets, making it suitable against targets that like to change their position quickly or lines of weaker targets shielding a bigger threat, but its ammo is much rarer than the rocket launcher. Also available with a scope with the "Bonus Pack".
  • Added in the Blue Sun mod for 7.62 High Caliber as a very rare and expensive late game weapon.
  • In Xionic Madness, Omega's old squad's close combat specialist "Wraith" uses this in the final battle against Kary-08.
  • Appears in PAYDAY 2 as the Steakout 12G, having very similar stats to the Saiga, but with an attachable drum mag. With the right skills, it can be a veritable powerhouse, spraying the enemy with huge amounts of high-damage shotgun shells in relatively short order. It does, however, have several issues with concealment, due to its large profile.
  • The anime Parasyte: The Maxim sees the Special Assault Team in Episode 20 armed with these. It's part of the Setting Update, since in the original manga the officers were instead using Remington 870s (it was written in the late 80s - mid 90s).
  • A custom-modified Atchisson is the Weapon of Choice of Carl "Ironman" Lyons on The Executioner series and its offshoots, Able Team and Phoenix Force.

    Armsel Striker 

A Battlefield 2 classic, originally developed in South Africa, the DAO-12 is essentially the combination of a revolver and a Shotgun. The fixed drum magazine is made of individual chambers, each holding a single round, which are fired only when placed in line with the barrel. A spring winding mechanism makes reloading an empty weapon a time consuming process and the short barrel results in a wide pellet spread.

Description, Battlefield 3

Also known as the Sentinel Arms Co Striker-12, Protecta, Protecta Bulldog, and Cobray/SWD Street Sweeper {and not the DAO-12, ever}. A South African semi-auto 12-gauge shotgun with a revolver magazine, designed for riot control and combat. The Striker variant features a spring-operated "clockwork" drum magazine, while the Protecta variants use a different mechanism and lack the drum's winding key. This gun was banned by the Clinton Administration, which had it reclassified as a Destructive Devicenote "Destructive device" could accurately describe any firearm, but under US law it means bombs and weapons over .50 caliber in diameter, with the exception of shotguns...unless the ATF deems the shotgun in question to be "not suitable for sporting purposes", which is what they did with the Striker., meaning new imports are impossible and the existing examples had to go through an expensive registration process. The "Street Sweeper" name probably didn't help, though. The Striker is not very popular in real-life, although it is used by South Africa and Israel. A big reason why it never caught on is that reloading the drum is a pain in the ass as the shells have to be manually ejected and loaded one at a time, not unlike old-west revolvers like the Single Action Army. Video games often portray it with a detachable drum magazine anyway, as few players would likely be interested in watching a character take a full minute to reload it. Just as often, films portray it as a grenade launcher of sorts, either out of ignorance or because the production in question can't get an actual grenade launcher to use.
  • Battlestar Galactica. Tom Zarek's men are seen carrying these on Kobol (though it's portrayed as some kind of grenade launcher), and later the marines during the rescue on Caprica.
  • Used by Leon in Resident Evil 4; though called the Striker, it was actually a Protecta. It was also possible to modify it to have a one hundred shell capacity. The Street Sweeper is an available weapon in Resident Evil 5, although this time with the name "Jail Breaker" (weird, since it was at least called the "Striker" in 4 and is probably one of the only examples in 5 where the developers did not use a real-world name for a weapon).
  • Available in Modern Warfare 2 as the Striker, with a variety of sights; for some reason, it's the standard OPFOR shotgun.
  • The "Bulldog" short-barreled variant is available in Max Payne 2, replacing the previous game's Jackhammer. The game features a fairly common error in depicting guns with fixed cylinder magazines, in that Max is shown reloading by detaching and replacing the entire drum.
  • A Street Sweeper with a sawed-off barrel is available in the first DLC pack for Grand Theft Auto IV. It's not the short-barrel version, since the front sight is in the wrong place.
  • Engineer weapon in Battlefield 2, the origin of the term DAO-12. This isn't the weapon's name, and just refers to the weapon's trigger type and gauge ("double action only, twelve gauge").
    • Also Battlefield 3 and Battlefield 4, appearing with the same name both times. This time, it has the stock properly unfolded, though the magazine capacity is reduced for balance reason (though the extended mag attachment is available to give it the proper 12 shells).
  • The Protecta shows up in S.T.A.L.K.E.R.: Call Of Pripyat called the "Eliminator," and can be fitted with a SUSAT sight.
  • As with the Glock and MAC, the name "Street Sweeper" found its way into plenty of nineties gangsta rap lyrics.
  • The Striker appears in Desperado as the "biggest Hand Cannon" that Buscemi has ever fucking seen during the first major shootout of the movie.
  • Added in the Blue Sun mod for 7.62 High Caliber and is correctly depicted as being reloaded one round at a time, which makes its firepower much less appealing.
  • Appears as the Street Sweeper in PAYDAY 2, again depicted as reloading one shell at a time. While somewhat counterintuitive, using explosive rounds turns the weapon into an excellent device for stunning enemies, as the high rate of fire can stunlock them while other teammates finish them off.
  • The Xbox 360 and PlayStation 3 versions of F.E.A.R. feature a heavily modified Protecta as the "Watson Autoshotgun". It's given an incorrect detachable drum and an AR-15 telescoping stock instead of the normal folding one.
  • Savage has Bill carry one early in Book 4, naturally. Noddy uses it to kill SS troops when they insult his mother.
  • The Striker appears in Hard Target as a weapon used by one of the Mooks belonging to the Big Bad's hunting squad during the middle part of the movie. For some reason, it is unrealistically depicted as a grenade launcher rather than a semi-automatic shotgun as the film makers apparently didn't do enough research of the gun at the time; they thought that the Striker looked like a grenade launcher because of the drum magazine and its menacingly unorthodox appearance.
  • Appears in Shadow Warrior 2 with the name "Boner". Because it's been decorated with a bunch of bones . Unlike in most games, this one is actually reloaded correctly, which is surprising especially from a game like this.

    Daewoo/S&T Motiv USAS-12 

This high capacity, box magazine fed, fully automatic shotgun is perfect for those days you just don't feel like aiming.

Description, Madness: Project Nexus

A fully automatic 12-gauge shotgun designed by the Gilbert Equipment Company and manufactured in South Korea by Daewoo Precision Industries (currently known as S&T Motiv), the USAS-12 resembles a giant AR15-type rifle, weighing over twice as much as an M4. While civilian versions are semi-auto only (and not only heavily-restricted but also no longer in production due to the inherent difficulty in selling a semi-auto, box magazine-fed shotgun in America), military and police versions of this piece of heavy machinery can fire at up to 450 rpm; more impressively, they can do this with standard shotgun shells, while most similar designs require brass casings to reduce the risk of melted plastic fouling the action. While it usually takes a standard 10-round box magazine, it's typically depicted with its 20-round drum magazine. The USAS-12 unfortunately sees almost no significant use amongst police or military forces. For the military, shotguns are largely for specialized roles like door breaching as they lack the ability to adapt quickly to changes in combat range- something that, as noted, ground the CAWS program to a halt. For the police, this much firepower is simply overkill, and civilians wanting to own one must go through mountains of expensive paperwork. The foremost reason for this lack of significant use, however, is tons of shotguns that don't have the cool factor of the USAS-12 but work fine for their intended roles.
  • Added to the Rainbow Six series arsenal in Raven Shield, reappearing in Lockdown with drum magazines, and was also cut from the Vegas subseries.
  • Also present in Soldier of Fortune 2 as the second shotgun found after the Mossberg 590. The sheer carnage that can be unleashed by holding down the trigger makes it worthy enough, but you also have the option of changing it to a surprisingly stable semi-auto mode, and with the USAS being magazine-fed, it's an excellent weapon whenever it appears. Mooks fire it in full auto as well, making them especially dangerous.
  • Used early on in Stargate SG-1. Especially when Replicator swarms show up.
  • Modern Warfare 3, with a lowered magazine capacity (6, the lowest of all the game's shotguns) but surprisingly long range; it's also one of the very few shotguns in the series to actually receive a buff to its damage in a patch.
  • Battlefield 3, commonly found in the Kaffarov level, as well as an available multiplayer all-class unlock; for balance reasons, the magazine capacity is reduced to 7, though the extended mag attachment is available. Users are still often frowned and looked down upon - before it was nerfed, the USAS-12 with frag rounds was an absolute terror. Also available in Battlefield 4 as a pickup weapon with an ACOG and, again, frag rounds.
  • Top-tier shotgun in Far Cry 2, seen with a 20-round drum magazine even though it only has 12 shots, though its fast rate of fire and power in close range comes at the expense of reliability - the gun will visibly corrode a bit with every single shell you put through it.
  • In the Gunsmith Cats manga, one of Goldie's henchmen uses a USAS-12 to wreck the engine of Rally's beloved Cobra during a high-speed chase. This earnsRally's wrath.
  • Appears towards the end of Syphon Filter 2, of special note is the final boss fight where you have to use one to knock Jason Chance, who's head to toe in advanced body armour, into the spinning tail rotor of a parked helicopter.
  • One with a standard box magazine was used extensively by Steven Seagal throughout the showdown in On Deadly Ground, where it shreds both people and the side of a helicopter with impunity.
  • Riley has one in his brief return to Buffy the Vampire Slayer as a member of a military demon-hunting unit.
  • A very rare and expensive shotgun in 7.62 High Caliber, though still not as rare as the Jackhammer.
  • It is one of the available weapons in Madness Combat: Project Nexus.
  • Van Pelt buys a USAS-12 fitted with a scope, silencer, rubber cheek rest, and loaded with a drum magazine and slugs from a gun store in Jumanji after his lever-action rifle runs out of its unique ammo, bribing the owner with gold coins to bypass the mandatory waiting period.
  • This weapon is quite commonly found in Red Steel.
  • Appears in Goldeneye Wii as the Masterton M-557, and it's the only automatic shotgun in the game. It's an outright Game-Breaker, as while the damage per shot is the weakest of the shotguns, this is offset by its very fast rate of fire. It can very easily destroy opposing players and is capable of destroying the black box in the Black Box game mode in a matter of seconds. The only downsides to it are the severe muzzle climb when firing in fully automatic and its slow reload, though the latter problem can be fixed by using the speed loader gadget.
  • The "AS14 Hammer" in Saints Row 2 is primarily based on the USAS-12, though with a folding skeleton stock rather than the solid fixed one the real thing uses, and with the charging handle of an AA-12 shoved just underneath the carry handle. It ultimately fares as one of the best shotguns in the game - it is weaker per-shell than the other shotguns, but not so much that its fast rate of fire and higher capacity can't make up for it, as is the case with the supposed infinite-plus-one shotgun, the unlockable XS-2 Ultimax.
  • Appears in the Chaos UT mod for Unreal Tournament as the CAS-12. If enabled, it occupies the same slot as the Minigun and it fires fully automatically, with the downside that unlike almost every other weapon, it must be reloaded after a certain amount of shots. It can load 3 different types of ammo, regular ammo which is the weakest damage wise but gives the most ammo per clip, armor piercing rounds which are significantly more powerful and accurate, and explosive rounds which deal the most damage but also have the worst accuracy and introduces the risk of self-damage if used at too close of a distance. Needless to say, there's few weapons who compete with it at close range in terms of raw damage, except for the Flak Cannon.
  • A USAS-12 (called AS 12 ingame)can be purchased late in Parasite Eve 2 for a cool 12,500 BP. It's the best shotgun in the game, so it's worth every penny.

    Franchi SPAS-12 

Sol: What's that?
Vincent: Haha! This, is a shotgun, Sol!
Sol: It's a fucking anti-aircraft gun, Vincent!


The Trope Codifier for Shotguns Are Just Better in media, the SPAS-12 is the most well-known dual-action shotgun – it's capable of both pump- and gas-operated semi-automatic action, with the intention being that pump action would be used for various "less lethal" ammunition like tear gas, bean bag and baton rounds that wouldn't generate enough pressure to cycle the action. There was a kerfuffle with the US authorities about what the acronym SPAS meant: it was originally meant to spell Special Purpose Assault Shotgun, but due to said conflict, it was renamed Sporting Purpose Automatic Shotgun. Chances are, if you're from outside the US, when you hear the word 'shotgun', this is the model you'll think of first. While it is no doubt a fearsome looking shotgun, it also suffers from a bit of Awesome, but Impractical; it is quite heavy for a shotgun, owing to its heatshield and folding stock, coming in at 10 pounds (more than 4.5kg) loaded. The pump-action is also fairly difficult to actuate, owing to its dual-system design, but at the same time it's not very reliable in semi-auto mode, having issues with cycling and ejection even with the full-power loads it's meant to use in that mode. As with all long guns, firing it with the stock folded is a dumb idea, and the deployed stock was not only uncomfortable, but also infamous for slicing up users' hands, thereby leading many to prefer the full-stock versions. Perhaps one of the most unfavorable aspects of the gun is its safety; SPAS-12s that had the old-style safety (a lever-type) had a tendency to not only fail to actually put the weapon on safe when toggled on, but even discharge the weapon when the safety is toggled while loaded. A recall was issued and the safety was changed to a more reliable push-button safety, but many SPAS-12s still on the market have the old style safety. The gun stopped production in 2000, and resells for around $1500-2000, though many for sale have spent their lives in gun lockers and haven't been shot in years, leading to deteriorated internals. Needless to say, any SPAS on the market will more than likely need parts and refurbishment before heading to the range. In short, the SPAS-12 is the perfect movie gun: loud, menacing and distinctive. In reality, it is less than practical, being seen as more of a collector's item than a practical shotgun, and even its popularity in movies and video games has majorly declined since the beginning of The New '10s, typically being replaced by the much more common and practical Benelli M4 Super 90/M1014 as the Italian shotgun of choice. It was succeeded in production by the SPAS-15, which is somewhat more practical with its detachable box magazine and side-folding stock, but it's still too heavy and is far less common in fiction because its appearance is not so much "menacing" as just "ugly", and the Daewoo USAS-12 already has its field covered, and the SPAS-15 was barely imported to the United States (only 180 made it before the Assault Weapons Ban took effect in 1994). Those that can be found often sell for $3500 or more.
  • Cool Stance: Nine times out of ten, the SPAS-12 is held at hip height with its stock folded above the frame.
    • Cool Action: Also nine times out of ten, the SPAS-12 will be treated solely as a pump-action weapon; even when it is shown in semi-automatic mode, it'll almost always be cocked by the pump action. In live-action depictions, this is because they don't make 12-gauge blanks that are hot enough to cycle its action; even with a blank-firing adapter and the highest-pressure blanks on the market it still cycles unreliably.
  • The Vollmer VK-12 Combat Shotgun from First Encounter Assault ReconembodiesShotguns Are Just Better. Its accuracy is a full aversion of Short-Range Shotgun, its capacity is monstrous at 12 rounds, it reloads those 12 rounds in two seconds, and the power of each shell trumps even the game's BFGs. It only loses out on armor penetration, which real life shotguns loaded with shot are notoriously bad at, but the damage is still so high that it shreds armored enemies just as well as the dedicated armor-piercing weapons anyway.
  • The entire Half-Life series makes use of it, always with devastating results. It's depicted somewhat oddly, however, most notably being that the games treat it as a double-barreled shotgun, letting you fire two shells at once with Secondary Fire; the devs might have simply mistaken the tube magazine for a second barrel. It's also never deployed with its stock unfolded, the original game and Half-Life 2 removing it entirely while the HD pack for the former has it folded upwards. Finally, the original game's HUD icon for it depicts a stockless Ithaca 37 shotgun instead.
    • The mod Sven Co-op treats it correctly - secondary fire allows you fire in semi-auto mode at the cost of accuracy.
  • It's also the staple of the later Grand Theft Auto games. In Grand Theft Auto: Vice City, it seems to be full auto, while it's semi-automatic in Grand Theft Auto: San Andreas. In the latter, it has a small spread, fast but controllable firing speed and quick reload to make it more practical – while the former gives it an odd set of animations that make it all but useless in a firefight.
  • Roberta makes memorable use of one mocked up as a parasol in Black Lagoon.
  • Gets to have its fifteen minutes of fame in one Punisher issue, where it shows up in the hands of Frank Castle as he uses it to dispatch some Russian thugs.
  • Used during the heist in


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