4×2 (8)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
60 m
Range
500 RPM
Fire rate
0.01%
Durability loss per shot
Damage
Shotgun · 8 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 18 × 8 144 |
9.6 × 8 76.8 |
8.4 × 8 67.2 |
8.4 × 8 67.2 |
| Zombie | 30 × 8 240 |
16 × 8 128 |
14 × 8 112 |
14 × 8 112 |
| Animal | 45 × 8 360 |
24 × 8 192 |
21 × 8 168 |
— |
Other damage
Standard caliber| Barricade | 8 × 8 = 64 |
|---|---|
| Structure | 8 × 8 = 64 |
| Vehicle | 20 × 8 = 160 |
| Resource | 20 × 8 = 160 |
| Object | 20 × 8 = 160 |
Range & ballistics
Full 100% damage out to 19.8 m,
drops to 50% by 39.6 m,
bullet expires at 60 m.
Hover the chart to read damage at any distance.
Max range
60 m
Alert radius
144 m
Bullet drop
×4
Recoil
- Control
- Pinpoint
- Simulation
- Semi, 5 taps · 8.3 rps
- Side bias
- Random side-to-side
- Up kick / shot
- -13°
- Side kick / shot
- ±3°
- Recovery
- 600% ↑ / 900% ↔
6 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.
Masterkey_Purple.dat
GUID 9274721fe0fd4bf2a4539f8b7dc476d3
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 27242
Size_X 4
Size_Y 2
Size_Z 0.48
Instantiated_Item_Name_Override BuakMasterkey
Should_Delete_Empty_Magazines false
Shell 25509
Replace 0.422
Unplace 0.204
Magazine 25532
Ammo_Min 0
Ammo_Max 2
Quality_Min 50
Safety
Semi
Caliber 25309
Requires_NonZero_Attachment_Caliber True
Alert_Radius 144
Range 60
Damage_Falloff_Range 0.33
Damage_Falloff_Max_Range 0.66
Damage_Falloff_Multiplier 0.5
Firerate 5
Action Break
Player_Damage 12
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.5
Zombie_Damage 20
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.5
Animal_Damage 30
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.5
Barricade_Damage 8
Structure_Damage 8
Vehicle_Damage 20
Resource_Damage 20
Object_Damage 20
Durability .01
Wear 1
Spread_Aim 0.3
Spread_Hip 0.1
Ballistic_Steps 1
Recoil_Min_X -3
Recoil_Min_Y -13
Recoil_Max_X 3
Recoil_Max_Y -13
Recover_X 9
Recover_Y 6
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1
Muzzle 4
Actions 2
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 2
Action_1_Text Remove Paint
Action_1_Tooltip Remove color with paint thinner.
Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 25377
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Tool 25376
Blueprint_0_Skill Repair
Blueprint_0_Level 1
Blueprint_0_Build 25527
Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 27242
Blueprint_1_Tool 25393
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 25310
Blueprint_1_Output_0_Amount 6
Blueprint_1_Output_1_ID 25312
Blueprint_1_Output_1_Amount 2
Blueprint_1_Build 25520
//Painting
//Clear
Blueprint_2_Type Utilities
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 27242
Blueprint_2_Supply_0_Critical
Blueprint_2_Supply_1_ID 25353
Blueprint_2_Supply_1_Critical
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 25460
Blueprint_2_Output_0_Amount 1
Blueprint_2_State_Transfer
Blueprint_2_Build 25527
Should_Delete_At_Zero_Quality True
EquipAudioClip Sounds/Items/Equip_Gun.wav