5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

65 m

Range

273 RPM

Fire rate

0.1%

Durability loss per shot

Sight

Attachment hooks

Damage
Shotgun · 12 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
11 × 12
132
8.8 × 12
105.6
5.5 × 12
66
5.5 × 12
66
Zombie
30.8 × 12
369.6
22.4 × 12
268.8
19.6 × 12
235.2
19.6 × 12
235.2
Animal
36 × 12
432
24 × 12
288
21 × 12
252
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
Full damage at every distance up to 65 m. No falloff curve.
100%0%50%0 m65 m
Max range
65 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 4.5 rps
Side bias
Random side-to-side
Up kick / shot
40°
Side kick / shot
±15°
Recovery
40% / 40%
2 blueprints
Repair
0%
+
2 x
=
100%
Tool
=
4 x
Pallas Where to find this Item
100%
Elver map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Police Guns 20.0 %
Guns Low 9.1 %
Dorms 03 Guns 8.6 %
Deadzone Blue 8.0 %
Police 6.7 %
Airdrop 2.0 %
Dorms 05 Random 0.3 %
Gun Store 0.3 %
No spawns on map.
No zombie drops.
Trader #5
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 (8)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
57074 Metro Police Guns 20.00 % 2
57053 Metro Guns Low 9.09 % 11
57157 Metro Dorms 03 Guns 8.64 % 12
57099 Metro Deadzone Blue 7.99 % 14
57072 Metro Police 6.67 % 8
57133 Metro Airdrop 2.01 % 60
57160 Metro Dorms 05 Random 0.28 % 184
57052 Metro Gun Store 0.27 % 38
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.
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.).

Guns
Run by Metro Trader #5
You give
Pallas ×1
You get
300 Exp
Metro_Police_SG.dat
GUID 7af5a069124d4f0eb6e4acf1c202307f

Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 57135

Quality_Min 55
Quality_Max 100

Size_X 5
Size_Y 2
Size_Z 0.4

Magazine 57134
Sight 57136
Tactical 57137
Grip 57519

Hook_Sight

Ammo_Min 4
Ammo_Max 8

Safety
Semi

Caliber 57004

Range 65
Firerate 10
Action Pump

Player_Damage 11
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 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 30
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 0.625
Spread_Hip 0.225

Ballistic_Steps 1

Recoil_Min_X -15
Recoil_Min_Y 35
Recoil_Max_X 15
Recoil_Max_Y 45

Recover_X 0.4
Recover_Y 0.4

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 2
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 57135
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 4
Blueprint_1_Build 27

Asset_Bundle_Version 2