4×2 (8)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
50 m
Range
3,000 RPM
Fire rate
0.1%
Durability loss per shot
Sight, Grip
Attachment hooks
Damage
Shotgun · 12 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 12.1 × 12 145.2 |
8.8 × 12 105.6 |
7.7 × 12 92.4 |
7.7 × 12 92.4 |
| Zombie | 30.8 × 12 369.6 |
22.4 × 12 268.8 |
19.6 × 12 235.2 |
19.6 × 12 235.2 |
| Animal | 24 × 12 288 |
16 × 12 192 |
14 × 12 168 |
— |
Other damage
Standard caliber| Barricade | 1 × 12 = 12 |
|---|---|
| Structure | 1 × 12 = 12 |
| Vehicle | 12 × 12 = 144 |
| Resource | 2 × 12 = 24 |
| Object | 2 × 12 = 24 |
Range & ballistics
Recoil
- Control
- Pinpoint
- Simulation
- Semi, 5 taps · 50 rps
- Side bias
- Random side-to-side
- Up kick / shot
- -13°
- Side kick / shot
- ±3°
- Recovery
- 600% ↑ / 900% ↔
Double-down
Where to find this Item
Trader #5
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 57096 | Metro Farm Guns | 11.82 % | 2 |
| 57053 | Metro Guns Low | 9.09 % | 11 |
| 57157 | Metro Dorms 03 Guns | 8.64 % | 12 |
| 57099 | Metro Deadzone Blue | 7.99 % | 14 |
| 57095 | Metro Farm | 2.95 % | 29 |
| 57133 | Metro Airdrop | 2.01 % | 60 |
| 57160 | Metro Dorms 05 Random | 0.28 % | 184 |
| 57052 | Metro Gun Store | 0.27 % | 38 |
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.).
Double-down ×1
GUID cc6c2597551e4df59069410b1f3de6a4
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 57133
Quality_Min 85
Quality_Max 100
Size_X 4
Size_Y 2
Size_Z 0.35
Magazine 57134
Hook_Sight
Hook_Grip
Ammo_Min 4
Ammo_Max 8
Safety
Semi
Bursts 2
Caliber 57004
Range 50
Firerate 0
Action Break
Player_Damage 11
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 28
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1
Animal_Damage 20
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 1
Structure_Damage 1
Vehicle_Damage 12
Resource_Damage 2
Object_Damage 2
Durability 0.1
Spread_Aim 0.7
Spread_Hip 0.225
Ballistic_Steps 1
Recoil_Min_X -3
Recoil_Min_Y -13
Recoil_Max_X 3
Recoil_Max_Y -13
Recover_X 9
Recover_Y 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 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 57133
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 3
Blueprint_1_Build 27
Blueprint_2_Type Tool
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 57488
Blueprint_2_Supply_0_Critical
Blueprint_2_Supply_1_ID 67
Blueprint_2_Tool 76
Blueprint_2_State_Transfer
Blueprint_2_Build 27