3×2 (6)
Inventory size
Secondary
Hand slot
Semi, Auto, Safety
Firemodes
200 m
Range
600 RPM
Fire rate
0.2%
Durability loss per shot
Sight, Tactical, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 27.5 | 20 | 15 | 15 |
| Zombie | 82.5 | 45 | 22.5 | 22.5 |
| Animal | 27.5 | 20 | 15 | — |
Other damage
Standard caliber| Barricade | 15 |
|---|---|
| Structure | 15 |
| Vehicle | 25 |
| Resource | 15 |
| Object | 15 |
Range & ballistics
Recoil
- Control
- Moderate
- Simulation
- Auto, 12 rounds · 10 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 1.75°
- Side kick / shot
- ±1.1°
- Recovery
- 25% ↑ / 25% ↔
Banshee
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4606 | CA Lab Guns | 16.67 % | 16 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
How vendor trading works in Unturned
NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.
Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.
Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.
Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).
Locked behind progression in quest Zone Trekker. Show exact unlock rules (1 path)
Banshee ×1
GUID d7151a22f8954df4b50aa4c901799c8c
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 7157
Instantiated_Item_Name_Override CA_SMG_0
EquipableModelParent SpineHook
Size_X 3
Size_Y 2
Magazine 7158
Barrel 4736
Hook_Sight
Hook_Tactical
//Hook_Grip
Hook_Barrel
Ammo_Min 20
Ammo_Max 40
Semi
Auto
Safety
Attachment_Calibers 4
// Military Barrel
Attachment_Caliber_0 4001
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010
Magazine_Calibers 1
Magazine_Caliber_0 7157
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.3
Damage_Falloff_Max_Range 0.56
Range 200
Firerate 4
Action Trigger
Unplace 0
Replace 0
Player_Damage 25
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 75
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 25
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15
Durability 0.2
Spread_Angle_Degrees 8.531
Spread_Aim 0.08
Recoil_Min_X -1.1
Recoil_Min_Y 1.5
Recoil_Max_X 1.1
Recoil_Max_Y 2
Recover_X 0.25
Recover_Y 0.25
Shake_Min_X -0.001
Shake_Min_Y 0.001
Shake_Min_Z -0.005
Shake_Max_X 0.001
Shake_Max_Y -0.001
Shake_Max_Z -0.005
Muzzle 4050
Shell 4075
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 4
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 2
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 3" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]