5×3 (15)

Inventory size

Primary

Hand slot

Auto

Firemodes

150 m

Range

429 RPM

Fire rate

0%

Durability loss per shot

Tactical

Attachment hooks

-20%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 43.8 35 26.2 26.2
Zombie 180 120 67.5 67.5
Animal 165 120 90
Other damage
Standard caliber
Barricade 20
Structure 20
Vehicle 50
Resource 25
Object 35
Range & ballistics
Full damage at every distance up to 150 m. No falloff curve.
100%0%50%0 m150 m
Max range
150 m
Alert radius
48 m
Bullet drop
×4
Recoil
aim
Control
Pinpoint
Simulation
Auto, 12 rounds · 7.1 rps
Side bias
No horizontal kick
Up kick / shot
0.36°
Side kick / shot
±0°
Recovery
0% / 0%
3 blueprints
Tool
+
2 x
+
4 x
+
4 x
+
=
Tool
=
4 x
Repair
0%
+
+
2 x
=
100%
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.
HMT.dat
GUID d3739bf3795a4a0798a69b578e4f8237

Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 51202

Size_X 5
Size_Y 3
Size_Z 0.475

Magazine 51914

Hook_Tactical

Durability 0
Quality_Min 100
Quality_Max 100

Ammo_Min 0
Ammo_Max 0

Auto
Backward
Caliber 51009

Shell 51051

Equipable_Movement_Speed_Multiplier 0.8

Range 150
Firerate 6
Replace 0.625
Action Minigun
// Invulnerable
// Now on the magazines, as the explosive box will not raid.

Player_Damage 35
Player_Leg_Multiplier .75
Player_Arm_Multiplier .75
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.25

Zombie_Damage 150
Zombie_Leg_Multiplier 0.45
Zombie_Arm_Multiplier 0.45
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.2

Animal_Damage 150
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 20
Structure_Damage 20
Vehicle_Damage 50
Resource_Damage 25
Object_Damage 35

Aim_In_Duration 0.6

Spread_Aim 0.2
Spread_Hip 0.2

Recoil_Min_Y 0.6
Recoil_Max_Y 0.12

Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.025
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.05

Muzzle 

Blueprints 3
Blueprint_0_Type Tool
Blueprint_0_Supplies 5
Blueprint_0_Supply_0_ID 51038
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 51036
Blueprint_0_Supply_1_Amount 2
Blueprint_0_Supply_2_ID 51018
Blueprint_0_Supply_2_Amount 4
Blueprint_0_Supply_3_ID 51033
Blueprint_0_Supply_3_Amount 4
Blueprint_0_Supply_4_ID 51061
Blueprint_0_Supply_4_Amount 1
Blueprint_0_Tool 51016
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51202
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Outputs 2
// Auto
Blueprint_1_Output_0_ID 51036
Blueprint_1_Output_0_Amount 1
// Metal Scrap
Blueprint_1_Output_1_ID 51017
Blueprint_1_Output_1_Amount 4
Blueprint_1_Build 27

Blueprint_2_Type Repair
Blueprint_2_Searchable False
Blueprint_2_Supply_0_ID 51038
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 51036
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Build 27

Shoot_Quest_Rewards 1
Shoot_Quest_Reward_0_Type Rewards_List_Asset
Shoot_Quest_Reward_0_GUID ae7724167039492fb3bd8aeef222fcfa