2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Auto, Safety

Firemodes

80 m

Range

750 RPM

Fire rate

0.5%

Durability loss per shot

Grip, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 24.2 17.6 13.2 13.2
Zombie 82.5 45 22.5 22.5
Animal 24.2 17.6 13.2
Other damage
Standard caliber
Barricade 10
Structure 10
Vehicle 23
Resource 12
Object 15
Range & ballistics
Full damage at every distance up to 80 m. No falloff curve.
100%0%50%0 m80 m
Max range
80 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°aim
Control
Moderate
Simulation
Auto, 12 rounds · 12.5 rps
Side bias
Random side-to-side
Up kick / shot
2.25°
Side kick / shot
±3.5°
Recovery
80% / 50%
2 blueprints
Repair
0%
+
3 x
=
100%
Tool
=
2 x
Whopper 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.
Easter Police High Guns 25.0 %
Vermillin Low Guns 20.0 %
Vermillin Low 2.0 %
Easter Police High 1.9 %
Vermillin High 1.3 %
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 (5)
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 25.00 % 4
6604 Vermillin Low Guns 20.00 % 5
6600 Vermillin Low 2.00 % 31
6615 Easter Police High 1.88 % 17
6609 Vermillin High 1.33 % 40
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.
Whopper.dat
GUID 76c952b86a3747518c3c9c0ae88d0406
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 6725

Size_X 2
Size_Y 2

Magazine 6726

Hook_Grip
Hook_Barrel

Ammo_Min 15
Ammo_Max 30

Safety
Semi
Auto

Caliber 24

Range 80
Firerate 3
Action Trigger
Can_Aim_During_Sprint true

Player_Damage 22
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 22
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 23
Resource_Damage 12
Object_Damage 15

Durability 0.5

Spread_Aim 0.1
Spread_Hip 0.1

Recoil_Min_X -2
Recoil_Min_Y 1.5
Recoil_Max_X 5
Recoil_Max_Y 3

Recover_X 0.5
Recover_Y 0.8

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 -0.01

Muzzle 3

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Tool 76
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 6725
Blueprint_1_Product 67
Blueprint_1_Products 2
Blueprint_1_Build 27