5×2 (10)

Inventory size

Primary

Hand slot

Semi

Firemodes

50 m

Range

73 RPM

Fire rate

0%

Durability loss per shot

Sight, Barrel

Attachment hooks

Damage
Shotgun · 12 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
15.6 × 12
187.2
13 × 12
156
13 × 12
156
13 × 12
156
Zombie
48 × 12
576
32 × 12
384
28 × 12
336
28 × 12
336
Animal
48 × 12
576
32 × 12
384
28 × 12
336
Other damage
Standard caliber
Barricade 2 × 12 = 24
Structure 3 × 12 = 36
Vehicle 5 × 12 = 60
Resource 5 × 12 = 60
Object 5 × 12 = 60
Range & ballistics
Full damage at every distance up to 50 m. No falloff curve.
100%0%50%0 m50 m
Max range
50 m
Alert radius
0 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 1.2 rps
Side bias
Kicks right
Up kick / shot
40°
Side kick / shot
±5°
Recovery
-1% / -60%
3 blueprints
Tool
Repair
0%
+
=
100%
Tool
+
=
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.
Bluntforce-12-SPW.dat
GUID bbcb91b8684f4e849d5a5a244b8a51cd
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 52364
Instantiated_Item_Name_Override 51240

Size_X 5
Size_Y 2
Size_Z 0.45

Alert_Radius 0

Magazine 51910

Ammo_Min 4
Ammo_Max 6

Semi
Hook_Barrel
Hook_Sight
// Hook_Grip
// Hook_Tactical

Shell 51052

Caliber 51007

Range 50
Firerate 40
Action Pump

Player_Damage 13
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.2
Zombie_Damage 40
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.2

Animal_Damage 40
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 2
Structure_Damage 3
Vehicle_Damage 5
Resource_Damage 5
Object_Damage 5

Durability 0
Quality_Min 100
Quality_Max 100

Ballistic_Steps 1

Recoil_Min_X 2
Recoil_Max_X 8

Recoil_Min_Y 30
Recoil_Max_Y 50

Spread_Aim 0.3
Spread_Hip 0.3

Recover_X -0.6
Recover_Y -0.01

Shake_Min_X 0.01
Shake_Min_Y 0.005
Shake_Min_Z -0.1
Shake_Max_X -0.01
Shake_Max_Y -0.005
Shake_Max_Z -0.12

Muzzle 

Blueprints 2
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 52364
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 52363
Blueprint_0_Output_0_Amount 1
Blueprint_0_Output_1_ID 51918
Blueprint_0_Output_1_Amount 1
Blueprint_0_State_Transfer
Blueprint_0_Build 27

Blueprint_1_Type Repair
Blueprint_1_Searchable False
Blueprint_1_Supply_0_ID 51034
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Build 27

Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Unsuppress »
Action_0_Tooltip Remove the baffle kit from this weapon.

Shoot_Quest_Rewards 1
Shoot_Quest_Reward_0_Type Rewards_List_Asset
Shoot_Quest_Reward_0_GUID ae7724167039492fb3bd8aeef222fcfa

Gunshot_Rolloff_Distance 256