4×2 (8)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
50 m
Range
3,000 RPM
Fire rate
0.1%
Durability loss per shot
Sight, Tactical
Attachment hooks
Damage
Shotgun · 12 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 12 × 12 144 |
12 × 12 144 |
12 × 12 144 |
12 × 12 144 |
| Zombie | 30.8 × 12 369.6 |
22.4 × 12 268.8 |
19.6 × 12 235.2 |
19.6 × 12 235.2 |
| Animal | 7.2 × 12 86.4 |
4.8 × 12 57.6 |
4.2 × 12 50.4 |
— |
Other damage
Standard caliber| Barricade | 2 × 12 = 24 |
|---|---|
| Structure | 2 × 12 = 24 |
| Vehicle | 12 × 12 = 144 |
| Resource | 2 × 12 = 24 |
| Object | 2 × 12 = 24 |
Range & ballistics
Full 100% damage out to 37.5 m,
drops to 0% by 50 m,
bullet expires at 50 m.
Hover the chart to read damage at any distance.
Max range
50 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 50 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 13°
- Side kick / shot
- ±7°
- Recovery
- 10% ↑ / 10% ↔
Iron Sights
1× zoom
Iron Sights
1.25× zoom
Iron Sights
1× zoom
Iron Sights
1.25× zoom
Iron Sights
1× zoom
Iron Sights
1× zoom
Iron Sights
1× zoom
Iron Sights
1× zoom
B-3 4x Scope
4× zoom
Spread -5%
RAID 6x Scope
6× zoom
RAID 8x Scope
8× zoom
Vertical recoil +10%Horizontal recoil +10%
DASH-2 Dot Sight
1.25× zoom
Holographic Vertical recoil -5%Horizontal recoil -5%
DASH-2 Holo Sight
1.25× zoom
Holographic Vertical recoil -5%Horizontal recoil -5%
Iron Sights
1× zoom
Makeshift 5x Scope
5× zoom
Spread -5%
Makeshift Sight
1.25× zoom
Vertical recoil -5%Horizontal recoil -5%
BVL Tilted Grip
Vertical recoil -5%Horizontal recoil -5%Spread -50%Sway -90%Shake -90%
RAID Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -50%Sway -90%Shake -100%Prone-only
RAID Bipod
Cosmetic
F-11 Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -50%Sway -100%Shake -100%Prone-only
F-11 Bipod
Cosmetic
K&R Hand Stop
Vertical recoil -5%Horizontal recoil -25%Spread -10%
K&R Horizontal Grip
Vertical recoil -5%Horizontal recoil -25%Spread -10%
Stubby Grip
Vertical recoil -5%Horizontal recoil -5%Spread -10%
REAPER Vertical Grip
Vertical recoil -15%Horizontal recoil -5%Spread -10%
Tactical Bayonet
Bayonet
Tactical Laser
Aim laser Spread -40%
Tactical Laser
Aim laser Spread -40%
Tactical Light
Flashlight Spread -10%
Tactical Light
Flashlight Spread -10%
Tactical Rangefinder
Rangefinder Spread -10%
Makeshift Grip
Vertical recoil -5%Horizontal recoil -5%Spread -10%
Makeshift Tactical Light
Flashlight Spread -10%
3 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
How loot works in Unturned
Sections that apply to this gun are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot
on a server-set timer (
Items.Respawn_Time) up to a fraction of its points
(Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier
(Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier.
The Drop Chance column is the combined odds — 100% means the item
is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that
zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield
Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest.
Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when
interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a
cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either
skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets,
or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's
Item_Random reward rolls a configured number of items from a spawn table — your case shows
its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with
rewards scaling roughly by
√players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch
pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items
from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its
Reward_ID spawn pool
(Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops
a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its
Drops_Table_ID spawn pool rolls
Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla
table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on
server-side timers and are independent of regular item spawn points.
Frost_SG_Makeshift.dat
GUID 0a6b6911f6174038a791e555027bd9e6
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 36570
Quality_Min 100
Quality_Max 100
Size_X 4
Size_Y 2
Magazine 36526
Hook_Sight
Hook_Tactical
Ammo_Min 4
Ammo_Max 4
Safety
Semi
Bursts 2
Caliber 36003
Range 50
Firerate 0
Action Break
Damage_Falloff_Range 0.75
Damage_Falloff_Multiplier 0
Player_Damage 12
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1
Zombie_Damage 28
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1
Animal_Damage 6
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 2
Structure_Damage 2
Vehicle_Damage 12
Resource_Damage 2
Object_Damage 2
Durability 0.1
Spread_Aim 0.7
Spread_Hip 0.3
Ballistic_Steps 1
Recoil_Min_X -7
Recoil_Min_Y 13
Recoil_Max_X 7
Recoil_Max_Y 13
Recover_X 0.1
Recover_Y 0.1
Shake_Min_X 0.01
Shake_Min_Y 0.005
Shake_Min_Z -0.1
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.2
Muzzle 4
Blueprints 3
Blueprint_1_Type Tool
Blueprint_1_Supplies 2
Blueprint_1_Supply_0_ID 36016
Blueprint_1_Supply_0_Amount 3
Blueprint_1_Supply_1_ID 36284
Blueprint_1_Supply_1_Amount 1
Blueprint_1_Build 27
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36570
Blueprint_1_Output_0_Amount 1
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 36016
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Build 27
Blueprint_2_Type Utilities
Blueprint_2_Supply_0_ID 36570
Blueprint_2_Build 27
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 36016
Blueprint_2_Output_0_Amount 2