5×2 (10)

Inventory size

Primary

Hand slot

Semi

Firemodes

100 m

Range

73 RPM

Fire rate

0%

Durability loss per shot

Damage
Shotgun · 12 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
19.2 × 12
230.4
12.8 × 12
153.6
11.2 × 12
134.4
11.2 × 12
134.4
Zombie
888 × 12
10656
888 × 12
10656
888 × 12
10656
888 × 12
10656
Animal
777 × 12
9324
777 × 12
9324
777 × 12
9324
Other damage
High caliber
Barricade 69 × 12 = 828
Structure 69 × 12 = 828
Vehicle 10 × 12 = 120
Resource 10 × 12 = 120
Object 12 × 12 = 144
Range & ballistics
Full damage at every distance up to 100 m. No falloff curve.
100%0%50%0 m100 m
Max range
100 m
Alert radius
48 m
Bullet drop
×4
Recoil
100°200°300°aim
Control
Wild
Simulation
Semi, 5 taps · 1.2 rps
Side bias
Random side-to-side
Up kick / shot
47.5°
Side kick / shot
±10°
Recovery
60% / 60%
Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
44035 Sky Pump 100.00 % 1
44041 Sky SG 33.33 % 3
44044 Sky Primary 8.33 % 13
44047 Sky Weapons 6.25 % 16
44051 Sky Airdrop 3.33 % 23
44001 Sky Mystery High 3.33 % 28
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.
Sky_Pump.dat
GUID d2bbf19196b249cab712772204775814

Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 44044

Size_X 5
Size_Y 2
Size_Z 0.4125

Magazine 44023

Ammo_Min 10
Ammo_Max 10

Semi

Caliber 44005

Range 100
Firerate 40
Action Pump

Player_Damage 16
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 888
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1

Animal_Damage 777
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1

Barricade_Damage 69
Structure_Damage 69
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 12

Spread_Aim 0.4
Spread_Hip 0.175

Recoil_Min_X -10
Recoil_Min_Y 45
Recoil_Max_X 10
Recoil_Max_Y 50

Ballistic_Steps 5
Ballistic_Travel 20
Ballistic_Drop 0.0050001

Recover_X 0.6
Recover_Y 0.6

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

Invulnerable

Should_Delete_Empty_Magazines False

Can_Use_Underwater True

Asset_Bundle_Version 2