5×2 (10)

Inventory size

Primary

Hand slot

Auto

Firemodes

300 m

Range

273 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 35 35 35 35
Zombie 0 0 0 0
Animal 250 250 250
Other damage
Standard caliber
Barricade 0
Structure 0
Vehicle 60
Resource 0
Object 25
Range & ballistics
Full damage at every distance up to 300 m. No falloff curve.
100%0%50%0 m300 m
Max range
300 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°15°20°25°aim
Control
Moderate
Simulation
Auto, 12 rounds · 4.5 rps
Side bias
No horizontal kick
Up kick / shot
1.5°
Side kick / shot
±0.5°
Recovery
10% / 10%
2 blueprints
Tool
2 x
+
+
4 x
+
2 x
+
2 x
=
Tool
Sentry Autocannon Where to find this Item
100%
Escalation 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.
PBS NPC SAMR
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.).

ARM-07-SAMR Technology
Run by PBS NPC SAMR
You give
Sentry Autocannon ×1
You get
1,000 Exp
Autocannon.dat
GUID 4236d2cea090419a94319afda60adeec

Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 51232

Size_X 5
Size_Y 2
Size_Z 0.35

Magazine 51914


Shell 51051

Ammo_Min 80
Ammo_Max 100
Can_Player_Equip False
Infinite_Ammo True
Allow_Magazine_Change False
Auto






Range 300
Firerate 10
Action Trigger

Player_Damage 35
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1

Zombie_Damage 0
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1

Animal_Damage 250
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1

Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 60
Resource_Damage 0
Object_Damage 25

Durability 0
Quality_Min 100
Quality_Max 100

Aim_In_Duration 0.15
Spread_Aim 0.05
Spread_Hip 0.1

Recoil_Min_X 1
Recoil_Min_Y 1
Recoil_Max_X 0
Recoil_Max_Y 2

Remove 0
Replace 0

Recover_X 0.1
Recover_Y 0.1

Shake_Min_X .01
Shake_Min_Y 0
Shake_Min_Z -.03
Shake_Max_X -.01
Shake_Max_Y 0
Shake_Max_Z -.05

Muzzle 

Blueprints 2
Blueprint_0_Type Tool
Blueprint_0_Supplies 5
Blueprint_0_Supply_0_ID 51036
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Supply_1_ID 51038
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 51018
Blueprint_0_Supply_2_Amount 4
Blueprint_0_Supply_3_ID 51061
Blueprint_0_Supply_3_Amount 2
Blueprint_0_Supply_4_ID 51950
Blueprint_0_Supply_4_Amount 2
Blueprint_0_Tool 51016
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51232
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Outputs 3
// Fuses
Blueprint_1_Output_0_ID 51950
Blueprint_1_Output_0_Amount 1
// Auto Parts
Blueprint_1_Output_1_ID 51035
Blueprint_1_Output_1_Amount 1
// Ingot
Blueprint_1_Output_2_ID 51018
Blueprint_1_Output_2_Amount 1
Blueprint_1_Build 27

Shoot_Quest_Rewards 1
Shoot_Quest_Reward_0_Type Rewards_List_Asset
Shoot_Quest_Reward_0_GUID ae7724167039492fb3bd8aeef222fcfa