1×1 (1)

Inventory size

Any

Hand slot

Auto, Safety

Firemodes

500 m

Range

1,000 RPM

Fire rate

0%

Durability loss per shot

+400%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 27 15 7.5 7.5
Zombie 54 30 15 15
Animal 54 30 15
Other damage
Standard caliber
Barricade 15
Structure 15
Vehicle 15
Resource 30
Object 30
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full 100% damage out to 250 m, drops to 50% by 500 m, bullet expires at 500 m. Hover the chart to read damage at any distance.
100%0%50%0 m250 m
Max range
500 m
Alert radius
48 m
Bullet drop
×0.6
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.
PS_Chainsaw_Admin.dat
GUID 7862aae7606d488686d58b9e986c7e61
Type Gun
Rarity Mythical
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Any
ID 10591

InventoryAudio Effects/Inventory_Sounds/Minigun_Pickup/Minigun_Pickup.asset

Size_X 1
Size_Y 1
Size2_Z 1.3

Magazine 10570

Ammo_Min 1
Ammo_Max 1

Safety
Auto

Should_Drop_On_Death False

Infinite_Ammo True

Magazine_Calibers 1
Magazine_Caliber_0 18833

Can_Aim_During_Sprint True

BladeIDs 2
BladeID_0 0
BladeID_1 2

Player_Damage_Bleeding Always

Muzzle 19001

Quality_Min 100
Quality_Max 100

Shell 19005

// Balance Stats
Range 500
Bullet_Gravity_Multiplier 0.6
Ballistic_Steps 50
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 1
Gunshot_Rolloff_Distance 1000

Equipable_Movement_Speed_Multiplier 5

Aim_In_Duration 0.2

Firerate 2
Action Minigun

Player_Damage 15
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.8

Zombie_Damage 30
Zombie_Leg_Multiplier 0.5
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.8

Animal_Damage 30
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.8

Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 15
Resource_Damage 30
Object_Damage 30

Durability 0

Recover_X 0.95
Recover_Y 0.95

Recoil_Min_X 0
Recoil_Min_Y 0
Recoil_Max_X 0
Recoil_Max_Y 0

Shake_Min_X 0.05
Shake_Min_Y -0.05
Shake_Max_X 0.05
Shake_Max_Y -0.05
Shake_Min_Z -0.05
Shake_Max_Z -0.06

Recoil_Crouch 1
Recoil_Prone 2
Recoil_Midair 2
Recoil_Sprint 1

Spread_Aim 0.04
Spread_Hip 0.08
Spread_Prone 1
Spread_Crouch 1
Spread_Midair 2
Spread_Sprint 1