4×2 (8)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

66 m

Range

273 RPM

Fire rate

0%

Durability loss per shot

Sight, Barrel

Attachment hooks

Damage
Shotgun · 12 pellets/shot
Combat 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
Full 100% damage out to 0 m, drops to 80% by 66 m, bullet expires at 66 m. Hover the chart to read damage at any distance.
100%0%50%80%0 m
Max range
66 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°100°aim
Control
Wild
Simulation
Auto, 12 rounds · 4.5 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±2°
Recovery
10% / 10%
Golden Pandiculator 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.
No spawns on map.
No zombie drops.
Metro Quest #2
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
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.).

Quest Items
Run by Metro Quest #2
You give
4,500 Exp
You get
Golden Pandiculator ×1
Metro_Auto_SG_Gold.dat
GUID f2406ceba0134897a3f751c801cfa45b

Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 57512

Size_X 4
Size_Y 2
Size_Z 0.35

Magazine 57487
Barrel 57219 
Sight 57144 
Grip 57519

Hook_Sight
Hook_Barrel

Ammo_Min 16
Ammo_Max 24

Safety
Semi
Auto

Caliber 57006

Range 66
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

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 -0.05

Muzzle 4
Shell 33

Replace 0.6