6×3 (18)

Inventory size

Primary

Hand slot

Auto

Firemodes

150 m

Range

750 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 38.5 28 21 21
Zombie 110 60 30 30
Animal 110 80 60
Other damage
Standard caliber
Barricade 5
Structure 5
Vehicle 40
Resource 50
Object 35
Range & ballistics
Full damage at every distance up to 150 m. No falloff curve.
100%0%50%0 m150 m
Max range
150 m
Alert radius
48 m
Bullet drop
×4
Recoil
aim
Control
Easy
Simulation
Auto, 12 rounds · 12.5 rps
Side bias
No horizontal kick
Up kick / shot
0.55°
Side kick / shot
±0°
Recovery
0% / 0%
1 blueprints
Tool
=
7 x
Other ways to get this gun Off-map sources rolled from a loot pool
Horde beacons (1)
Unturned Horde Beacon icon 0.52 %
Spawn tables (5)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4362 California PMC Special High Guns 40.00 % 3
4408 California Carepackage Armory 1.31 % 15
4409 California Carepackage 0.92 % 30
4361 California PMC Special High 0.61 % 22
4405 California Horde 0.52 % 14
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.
CA_Fury_Turret.dat
GUID 826a888a7a214c6aabb9a277c27615b6
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 42002

Shared_Skin_Lookup_ID 1364

Size_X 6
Size_Y 3
Size_Z 0.6
Size2_Z 0.725

Magazine 42018

Ammo_Min 1
Ammo_Max 1

Auto

Caliber 32

Range 150
Firerate 3
Replace 0.625
Action Minigun

Player_Damage 35
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 100
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 100
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 5
Structure_Damage 5
Vehicle_Damage 40
Resource_Damage 50
Object_Damage 35

Spread_Aim 0.175
Spread_Hip 0.25

Recoil_Min_Y 0.3
Recoil_Max_Y 0.8

Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.025
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.05

Muzzle 4

Can_Player_Equip False
Infinite_Ammo True
Allow_Magazine_Change False

Gunshot_Rolloff_Distance 1000

Blueprints 1
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 42002
Blueprint_0_Product 67
Blueprint_0_Products 7
Blueprint_0_Build 27

Master_Bundle_Override core.masterbundle
Bundle_Override_Path /Items/Guns/Fury