5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

18 m

Range

73 RPM

Fire rate

0.25%

Durability loss per shot

Sight, Tactical, Grip

Attachment hooks

Damage
Shotgun · 6 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
54 × 6
324
36 × 6
216
31.5 × 6
189
31.5 × 6
189
Zombie
54 × 6
324
36 × 6
216
31.5 × 6
189
31.5 × 6
189
Animal
54 × 6
324
36 × 6
216
31.5 × 6
189
Other damage
Standard caliber
Barricade 10 × 6 = 60
Structure 7 × 6 = 42
Vehicle 10 × 6 = 60
Resource 10 × 6 = 60
Object 12 × 6 = 72
Range & ballistics
Full damage at every distance up to 18 m. No falloff curve.
100%0%50%0 m18 m
Max range
18 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
50°
Side kick / shot
±15°
Recovery
60% / 60%
2 blueprints
Repair
0%
+
4 x
=
100%
Tool
=
3 x
Halimaw Where to find this Item
100%
Easter Island map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Police High Guns 33.3 %
Police High 2.5 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (2)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
6616 Easter Police High Guns 33.33 % 4
6615 Easter Police High 2.50 % 17
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.
Halimaw.dat
GUID 51ab1329905d4cdf8dee22c19ae0fe93
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 6716

Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.85

Sight 6717
Magazine 113

Hook_Sight
Hook_Tactical
Hook_Grip

Ammo_Min 1
Ammo_Max 8

Safety
Semi
Bursts 2

Caliber 8

Range 18
Firerate 40
Action Pump

Player_Damage 45
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 45
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.2

Animal_Damage 45
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 12

Durability 0.25

Spread_Aim 0.1
Spread_Hip 0.075

Ballistic_Steps 1

Recoil_Min_X -15
Recoil_Min_Y 45
Recoil_Max_X 15
Recoil_Max_Y 55

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

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 6716
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27