4×2 (8)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
6 m
Range
59 RPM
Fire rate
0.01%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 0 | 0 | 0 | 0 |
| Zombie | 0 | 0 | 0 | 0 |
| Animal | 0 | 0 | 0 | — |
Other damage
Standard caliber| Barricade | 2000 |
|---|---|
| Structure | 2000 |
| Vehicle | 6100 |
| Resource | 1000 |
| Object | 2000 |
Range & ballistics
Full damage at every distance up to 6 m. No falloff curve.
Max range
6 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 1 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 27.5°
- Side kick / shot
- ±15°
- Recovery
- 70% ↑ / 70% ↔
21 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.
Spud_Cannon.dat
GUID 199912991f774d9fab9030e0f1870e02
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 25473
Size_X 4
Size_Y 2
Size_Z 0.42
Magazine 25534
Instantiated_Item_Name_Override BuakSpudCannon
Replace 0.01
Unplace 0.01
Ammo_Min 0
Ammo_Max 0
Quality_Min 50
Safety
Semi
Caliber 25311
Requires_NonZero_Attachment_Caliber True
Firerate 50
Action Rocket
Player_Damage 125
Zombie_Damage 125
Animal_Damage 125
Barricade_Damage 2000
Structure_Damage 2000
Vehicle_Damage 6100
Resource_Damage 1000
Object_Damage 2000
Range 6
Explosion 45
Durability .01
Wear 1
Spread_Aim 0.1
Spread_Hip 0.1
Ballistic_Force 2000
Recoil_Min_X -15
Recoil_Min_Y 25
Recoil_Max_X 15
Recoil_Max_Y 30
Recover_X 0.7
Recover_Y 0.7
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02
Actions 10
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Key Salvage
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 3
Action_1_Text Paint Black
Action_1_Tooltip Add color with paint.
Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 4
Action_2_Text Paint Blue
Action_2_Tooltip Add color with paint.
Action_3_Type Blueprint
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 5
Action_3_Text Paint Green
Action_3_Tooltip Add color with paint.
Action_4_Type Blueprint
Action_4_Blueprints 1
Action_4_Blueprint_0_Index 6
Action_4_Text Paint Orange
Action_4_Tooltip Add color with paint.
Action_5_Type Blueprint
Action_5_Blueprints 1
Action_5_Blueprint_0_Index 7
Action_5_Text Paint Pink
Action_5_Tooltip Add color with paint.
Action_6_Type Blueprint
Action_6_Blueprints 1
Action_6_Blueprint_0_Index 8
Action_6_Text Paint Purple
Action_6_Tooltip Add color with paint.
Action_7_Type Blueprint
Action_7_Blueprints 1
Action_7_Blueprint_0_Index 9
Action_7_Text Paint Red
Action_7_Tooltip Add color with paint.
Action_8_Type Blueprint
Action_8_Blueprints 1
Action_8_Blueprint_0_Index 10
Action_8_Text Paint White
Action_8_Tooltip Add color with paint.
Action_9_Type Blueprint
Action_9_Blueprints 1
Action_9_Blueprint_0_Index 11
Action_9_Text Paint Yellow
Action_9_Tooltip Add color with paint.
Blueprints 12
Blueprint_0_Type Repair
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 25354
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Supply_1_ID 25377
Blueprint_0_Supply_1_Amount 3
Blueprint_0_Skill Repair
Blueprint_0_Level 3
Blueprint_0_Build 25527
Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 25473
Blueprint_1_Product 25316
Blueprint_1_Products 2
Blueprint_1_Build 25520
Blueprint_2_Type Tool
Blueprint_2_Supplies 5
Blueprint_2_Supply_0_ID 25316
Blueprint_2_Supply_0_Amount 6
Blueprint_2_Supply_1_ID 25446
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Supply_2_ID 25354
Blueprint_2_Supply_2_Amount 1
Blueprint_2_Supply_3_ID 25590
Blueprint_2_Supply_3_Amount 1
Blueprint_2_Supply_4_ID 25534
Blueprint_2_Supply_4_Amount 1
Blueprint_2_Level 3
Blueprint_2_Skill Craft
Blueprint_2_Build 25527
//Painting
//Black
Blueprint_3_Type Utilities
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 25473
Blueprint_3_Supply_0_Critical
Blueprint_3_Supply_1_ID 25451
Blueprint_3_Supply_1_Critical
Blueprint_3_Outputs 1
Blueprint_3_Output_0_ID 27180
Blueprint_3_Output_0_Amount 1
Blueprint_3_State_Transfer
Blueprint_3_Build 25527
//Blue
Blueprint_4_Type Utilities
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 25473
Blueprint_4_Supply_0_Critical
Blueprint_4_Supply_1_ID 25451
Blueprint_4_Supply_1_Critical
Blueprint_4_Outputs 1
Blueprint_4_Output_0_ID 27195
Blueprint_4_Output_0_Amount 1
Blueprint_4_State_Transfer
Blueprint_4_Build 25527
//Green
Blueprint_5_Type Utilities
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 25473
Blueprint_5_Supply_0_Critical
Blueprint_5_Supply_1_ID 25451
Blueprint_5_Supply_1_Critical
Blueprint_5_Outputs 1
Blueprint_5_Output_0_ID 27210
Blueprint_5_Output_0_Amount 1
Blueprint_5_State_Transfer
Blueprint_5_Build 25527
//Orange
Blueprint_6_Type Utilities
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 25473
Blueprint_6_Supply_0_Critical
Blueprint_6_Supply_1_ID 25451
Blueprint_6_Supply_1_Critical
Blueprint_6_Outputs 1
Blueprint_6_Output_0_ID 27225
Blueprint_6_Output_0_Amount 1
Blueprint_6_State_Transfer
Blueprint_6_Build 25527
//Pink
Blueprint_7_Type Utilities
Blueprint_7_Supplies 2
Blueprint_7_Supply_0_ID 25473
Blueprint_7_Supply_0_Critical
Blueprint_7_Supply_1_ID 25451
Blueprint_7_Supply_1_Critical
Blueprint_7_Outputs 1
Blueprint_7_Output_0_ID 27240
Blueprint_7_Output_0_Amount 1
Blueprint_7_State_Transfer
Blueprint_7_Build 25527
//Purple
Blueprint_8_Type Utilities
Blueprint_8_Supplies 2
Blueprint_8_Supply_0_ID 25473
Blueprint_8_Supply_0_Critical
Blueprint_8_Supply_1_ID 25451
Blueprint_8_Supply_1_Critical
Blueprint_8_Outputs 1
Blueprint_8_Output_0_ID 27255
Blueprint_8_Output_0_Amount 1
Blueprint_8_State_Transfer
Blueprint_8_Build 25527
//Red
Blueprint_9_Type Utilities
Blueprint_9_Supplies 2
Blueprint_9_Supply_0_ID 25473
Blueprint_9_Supply_0_Critical
Blueprint_9_Supply_1_ID 25451
Blueprint_9_Supply_1_Critical
Blueprint_9_Outputs 1
Blueprint_9_Output_0_ID 27270
Blueprint_9_Output_0_Amount 1
Blueprint_9_State_Transfer
Blueprint_9_Build 25527
//White
Blueprint_10_Type Utilities
Blueprint_10_Supplies 2
Blueprint_10_Supply_0_ID 25473
Blueprint_10_Supply_0_Critical
Blueprint_10_Supply_1_ID 25451
Blueprint_10_Supply_1_Critical
Blueprint_10_Outputs 1
Blueprint_10_Output_0_ID 27285
Blueprint_10_Output_0_Amount 1
Blueprint_10_State_Transfer
Blueprint_10_Build 25527
//Yellow
Blueprint_11_Type Utilities
Blueprint_11_Supplies 2
Blueprint_11_Supply_0_ID 25473
Blueprint_11_Supply_0_Critical
Blueprint_11_Supply_1_ID 25451
Blueprint_11_Supply_1_Critical
Blueprint_11_Outputs 1
Blueprint_11_Output_0_ID 27300
Blueprint_11_Output_0_Amount 1
Blueprint_11_State_Transfer
Blueprint_11_Build 25527
Should_Delete_At_Zero_Quality True
EquipAudioClip Sounds/Items/Equip_Item.wav