4×2 (8)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

100 m

Range

188 RPM

Fire rate

0.15%

Durability loss per shot

Sight, Barrel

Attachment hooks

Damage
Shotgun · 6 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
13.2 × 6
79.2
11 × 6
66
11 × 6
66
11 × 6
66
Zombie
26.4 × 6
158.4
22 × 6
132
22 × 6
132
22 × 6
132
Animal
26.4 × 6
158.4
22 × 6
132
22 × 6
132
Other damage
Standard caliber
Barricade 11 × 6 = 66
Structure 11 × 6 = 66
Vehicle 11 × 6 = 66
Resource 22 × 6 = 132
Object 22 × 6 = 132
Range & ballistics
Full 100% damage out to 50 m, drops to 50% by 100 m, bullet expires at 100 m. Hover the chart to read damage at any distance.
100%0%50%0 m50 m
Max range
100 m
Alert radius
48 m
Bullet drop
×0.6
Recoil
50°100°150°aim
Control
Wild
Simulation
Auto, 12 rounds · 3.1 rps
Side bias
Random side-to-side
Up kick / shot
10.8°
Side kick / shot
±2.4°
Recovery
95% / 95%
Sprinting
0%
Crouching
0%
Prone
+100%
Midair
+100%
2 blueprints
-
2 x
=
-
+
=
2 x
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_Franchi.dat
GUID d850f0976a47436ab9d4d7a3bf952915
Type Gun
Rarity Epic
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Primary
ID 10688

InventoryAudio Effects/Inventory_Sounds/DMR_Sniper_Shotgun_Pickup/DMR_Sniper_Shotgun_Pickup.asset
EquipAudioClip aridreborn.masterbundle:Assets/Guns_Equip/Equip_Shotgun.wav

Size_X 4
Size_Y 2
Size2_Z 0.4

Unplace 0.01
Replace 0.01
EquipableModelParent SpineHook

Magazine 10543

Hook_Sight
Hook_Barrel

Ammo_Min 3
Ammo_Max 6

Safety
Semi
Auto

Magazine_Calibers 1
Magazine_Caliber_0 18812

Attachment_Calibers 3
// Halo Sights
Attachment_Caliber_0 25200
// Scopes 2x-4x
Attachment_Caliber_1 25201
// Barrel
Attachment_Caliber_2 25009

BladeIDs 2
BladeID_0 0
BladeID_1 2

Muzzle 19066

Shell 19097

Quality_Min 50
Quality_Max 50

Blueprints
[
	{
		Name Repair
		CategoryTag "55c1930fcfbe496ab3b751e690baaee4" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "210bb8f0f2c84f7b8ad7a31216c5e2b4" // Weapon Repair Kit
				Amount 2
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "6d478ee2292a426287462311a3d11d5d" // Salvage
		InputItems
		[
			{
				ID this
				Critical True
			}
			{
				ID "ae3c37d4d0974cceaa61274f050aef43" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"4f4772f26c74401d8a7cce49e6789b79 x 2" // High Tier Gun Parts 
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Rewards
			[
				{
					"Type" "Flag_Short"
					"ID" "21009"
					"Value" "1"
					"Modification" "Increment"
				}
			]
	}
]

Actions 2

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Blueprint_0_Link
Action_0_Text Salvage

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Blueprint_0_Link
Action_1_Text Repair

// Balance Stats
Range 100
Bullet_Gravity_Multiplier 0.6
Ballistic_Steps 10
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 1
Gunshot_Rolloff_Distance 200

Can_Ever_Jam
Jam_Quality_Threshold 0.5
Jam_Max_Chance 0.15
Unjam_Chamber_Anim Jam

Aim_In_Duration 0.4

Firerate 15
Action Trigger

Player_Damage 11
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.2

Zombie_Damage 22
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.2

Animal_Damage 22
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.2

Barricade_Damage 11
Structure_Damage 11
Vehicle_Damage 11
Resource_Damage 22
Object_Damage 22

Durability 0.15

Recover_X 0.95
Recover_Y 0.95

Recoil_Min_X -2.4
Recoil_Min_Y 9.6
Recoil_Max_X 2.4
Recoil_Max_Y 12

Shake_Min_X -0.0096
Shake_Min_Y -0.0182
Shake_Max_X 0.0096
Shake_Max_Y -0.024
Shake_Min_Z -0.01
Shake_Max_Z -0.02

Recoil_Crouch 1
Recoil_Prone 2
Recoil_Midair 2
Recoil_Sprint 1

Spread_Aim 0.15
Spread_Hip 0.3
Spread_Prone 1
Spread_Crouch 1
Spread_Midair 2
Spread_Sprint 1

RechamberAfterShotCount 1
RechamberAfterShotDelay 0