3×2 (6)

Inventory size

Tertiary

Hand slot

Auto

Firemodes

2 m

Range

600 RPM

Fire rate

0.04%

Durability loss per shot

-10%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 7.7 5.6 4.2 4.2
Zombie 15.4 8.4 4.2 4.2
Animal 15.4 11.2 8.4
Other damage
High caliber
Barricade 5
Structure 0
Vehicle 20
Resource 100
Object 22
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full damage at every distance up to 2 m. No falloff curve.
100%0%50%0 m2 m
Max range
2 m
Alert radius
32 m
Bullet drop
×4
2 blueprints
-
-
+
=
4 x
3 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_Rescue_Saw.dat
GUID 8cae80f5cddf471382f67c9f9710967b
Type Gun
Rarity Epic	
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Tertiary
ID 19264

Size_X 3
Size_Y 2
Size2_Z 0.49

Ammo_Min 0
Ammo_Max 0

Auto

Unplace 0.22
Replace 0.705

Range 2

Gunshot_Rolloff_Distance 15
Alert_Radius 32
Ballistic_Travel 2

Magazine_Calibers 1
Magazine_Caliber_0 19276

Muzzle 0

Shell 0

Player_Damage_Bleeding Always

Equipable_Movement_Speed_Multiplier 0.9

Aim_In_Duration 0.3

Firerate 4
Action Minigun

Player_Damage 7
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 14
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 14
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 5
Structure_Damage 0
Vehicle_Damage 20
Resource_Damage 100
Object_Damage 22

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
Shake_Min_Y -0.05
Shake_Max_X 0
Shake_Max_Y -0.05
Shake_Min_Z 0.07
Shake_Max_Z 0.07

Recoil_Crouch 1
Recoil_Prone 1
Recoil_Midair 1

Spread_Aim 0.1
Spread_Hip 0.2
Spread_Prone 1
Spread_Crouch 1
Spread_Midair 1

Invulnerable

Durability 0.04

BladeIDs 3
BladeID_0 2
BladeID_1 10
BladeID_2 0

Use_Auto_Stat_Descriptions False

Blueprints
[
	{
		Name Repair
		CategoryTag "55c1930fcfbe496ab3b751e690baaee4" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "e5bc9e49bb1a4741b887d482aac55d1f" // Motor Oil
				Amount 1
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "6d478ee2292a426287462311a3d11d5d" // Salvage
		InputItems
		[
			{
				ID this
				Critical True
			}
			{
				ID "ae3c37d4d0974cceaa61274f050aef43" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"1799ab3b0bc1407a920f926b13fdd799 x 4" // Metal Parts
			"6a3d01e6a982470291aaeb2532967f69 x 3" // Plastic Fragments
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

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