3×2 (6)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
35 m
Range
3,000 RPM
Fire rate
0.2%
Durability loss per shot
Sight, Grip
Attachment hooks
Damage
Shotgun · 12 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 13.2 × 12 158.4 |
9.6 × 12 115.2 |
8.4 × 12 100.8 |
8.4 × 12 100.8 |
| Zombie | 61.6 × 12 739.2 |
44.8 × 12 537.6 |
39.2 × 12 470.4 |
39.2 × 12 470.4 |
| 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
Full damage at every distance up to 35 m. No falloff curve.
Max range
35 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Pinpoint
- Simulation
- Semi, 5 taps · 50 rps
- Side bias
- Random side-to-side
- Up kick / shot
- -11°
- Side kick / shot
- ±3°
- Recovery
- 600% ↑ / 900% ↔
Heartbreaker Iron Sights
1× zoom
4x Scope
4× zoom
4x Scope
4× zoom
Mosca Sight
1× zoom
Golden 6x Scope
6× zoom
Holographic Sight
1× zoom
Holographic
Makeshift Sight
1× zoom
7x Scope
7× zoom
Kot Sight
1× zoom
Paug Sight
1× zoom
Hellcat Sight
1× zoom
Holographic Sight
1× zoom
Holographic
Eaglefire Iron Sights
1× zoom
Golden 4x Scope
4× zoom
Skilark Sight
1× zoom
Pallas Sight
1× zoom
Holographic Sight
1× zoom
Holographic
6x Scope
6× zoom
4x Scope
4× zoom
Heatwave Sight
1× zoom
Renegade Sight
1× zoom
Holographic
Puck Sight
1× zoom
Tusk Sight
1× zoom
Makeshift Scope
3.75× zoom
Reflection Sight
1× zoom
Deflection Sight
1× zoom
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Pallas Nerfing Bipod
Spread +25%Prone-only
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
4 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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.
Metro_DB_SG_Sawed.dat
GUID 3de1573a00c54f15be3d2be35ca12310
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 57488
Quality_Min 85
Quality_Max 100
Size_X 3
Size_Y 2
Size_Z 0.4
Magazine 57134
Hook_Sight
Hook_Grip
Ammo_Min 4
Ammo_Max 8
Safety
Semi
Bursts 2
Caliber 57004
Range 35
Firerate 0
Action Break
Player_Damage 12
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 56
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 0.2
Spread_Aim 0.7
Spread_Hip 0.35
Ballistic_Steps 1
Recoil_Min_X -3
Recoil_Min_Y -11
Recoil_Max_X 3
Recoil_Max_Y -11
Recover_X 9
Recover_Y 6
Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.05
Shake_Max_X 0.01
Shake_Max_Y -0.01
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 57488
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 2
Blueprint_1_Build 27
Blueprint_2_Type Tool
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 57133
Blueprint_2_Supply_0_Critical
Blueprint_2_Tool 141
Blueprint_2_State_Transfer
Blueprint_2_Build 27