1×1 (1)

Inventory size

Primary

Hand slot

Auto

Firemodes

611 m

Range

750 RPM

Fire rate

0%

Durability loss per shot

Damage
Shotgun · 2 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
22 × 2
44
16 × 2
32
12 × 2
24
12 × 2
24
Zombie
170.5 × 2
341
93 × 2
186
46.5 × 2
93
46.5 × 2
93
Animal
170.5 × 2
341
124 × 2
248
93 × 2
186
Other damage
Standard caliber
Barricade 40 × 2 = 80
Structure 40 × 2 = 80
Vehicle 100 × 2 = 200
Resource 111 × 2 = 222
Object 90 × 2 = 180
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 611 m. No falloff curve.
100%0%50%0 m611 m
Max range
611 m
Alert radius
48 m
Bullet drop
×4
Recoil
0.5°aim
Control
Pinpoint
Simulation
Auto, 12 rounds · 12.5 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±0.2°
Recovery
10% / 100%
Midair
+100%
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_Plane_Cannon.dat
GUID f5d97b1b8048436fbb462f3eaee8d78b
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Legendary
Useable Gun
Slot Primary
ID 59194

Sight 59116
Magazine 59195

Ammo_Min 40
Ammo_Max 50

Auto

Shell 59005

Should_Delete_Empty_Magazines true

Caliber 59195

Range 611
Ballistic_Steps 47
Ballistic_Travel 13
Ballistic_Drop 0.00125

Shake_Min_X 0.004
Shake_Min_Y -0.005
Shake_Min_Z -0.01
Shake_Max_X -0.004
Shake_Max_Y -0.005
Shake_Max_Z -0.01

Muzzle 0

Firerate 3
Action Trigger

Player_Damage 20
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 155
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 155
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 40
Structure_Damage 40
Vehicle_Damage 100
Resource_Damage 111
Object_Damage 90

Aim_In_Duration 0.1
Spread_Aim 0.3
Spread_Angle_Degrees 5

Recoil_Min_X -0.2
Recoil_Min_Y -0.2
Recoil_Max_X 0.2
Recoil_Max_Y 0.2

Recover_X 1
Recover_Y 0.1

BladeIDs 2
BladeID_0 0
BladeID_1 2

Gunshot_Rolloff_Distance 1000

Reload_Time 8
Turret

Player_Damage_Bleeding Always