4×2 (8)
Inventory size
Primary
Hand slot
Semi, Auto, Safety
Firemodes
65 m
Range
273 RPM
Fire rate
0.05%
Durability loss per shot
Sight, Barrel
Attachment hooks
Damage
Shotgun · 12 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 6.6 × 12 79.2 |
4.8 × 12 57.6 |
4.2 × 12 50.4 |
4.2 × 12 50.4 |
| 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
- Wild
- Simulation
- Auto, 12 rounds · 4.5 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 6°
- Side kick / shot
- ±2°
- Recovery
- 10% ↑ / 10% ↔
Pandiculator
Where to find this Item
Trader #5
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 57140 | Metro STATIC 5 | 100.00 % | 1 |
| 57138 | Metro Box | 19.92 % | 6 |
| 57099 | Metro Deadzone Blue | 7.99 % | 14 |
| 57133 | Metro Airdrop | 2.01 % | 60 |
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.).
Pandiculator ×1
GUID cf3d445f980f466585af98e1b7eec01c
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 57486
Size_X 4
Size_Y 2
Size_Z 0.35
Magazine 57487
Grip 57519
Hook_Sight
Hook_Barrel
Ammo_Min 16
Ammo_Max 24
Safety
Semi
Auto
Caliber 57006
Range 65
Firerate 10
Action Trigger
Damage_Falloff_Multiplier 0.8
Damage_Falloff_Range 0
Aiming_Movement_Speed_Multiplier 0.9
Player_Damage 6
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 0.05
Spread_Aim 0.75
Spread_Hip 0.2
Ballistic_Steps 1
Recoil_Min_X -2
Recoil_Min_Y 5
Recoil_Max_X 2
Recoil_Max_Y 7
Recover_X 0.1
Recover_Y 0.1
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.1
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.15
Muzzle 4
Shell 33
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 57486
Blueprint_1_Product 67
Blueprint_1_Products 5
Blueprint_1_Build 27
Replace 0.6