2×2 (4)

Inventory size

Any

Hand slot

Semi

Firemodes

400 m

Range

429 RPM

Fire rate

0%

Durability loss per shot

Damage
Shotgun · 6 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
45 × 6
270
36 × 6
216
27 × 6
162
27 × 6
162
Zombie
175 × 6
1050
100 × 6
600
56.2 × 6
337.2
56.2 × 6
337.2
Animal
137.5 × 6
825
100 × 6
600
75 × 6
450
Other damage
Standard caliber
Barricade 10 × 6 = 60
Structure 5 × 6 = 30
Vehicle 30 × 6 = 180
Resource 20 × 6 = 120
Object 25 × 6 = 150
Range & ballistics
Full damage at every distance up to 400 m. No falloff curve.
100%0%50%0 m400 m
Max range
400 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°100°aim
Control
Wild
Simulation
Semi, 5 taps · 7.1 rps
Side bias
Kicks left
Up kick / shot
14.4°
Side kick / shot
±9°
Recovery
50% / 50%
3 blueprints
Tool
=
2 x
Tool
2 x
=
Repair
0%
+
4 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.
CobaltDual.dat
GUID d98807b0745f4b3a95fe5d2c920b1709
Type Gun
Rarity Legendary
Useable Gun
Slot Any
ID 52562
Use_Auto_Icon_Measurements false
Size_X 2
Size_Y 2
Size_Z 0.45

Instantiated_Item_Name_Override Item
EquipableModelParent SpineHook

Shell

Magazine 52566

Ammo_Min 8
Ammo_Max 12

Semi
Bursts 2

Caliber 52566

Range 400
Firerate 6
Action Trigger

Player_Damage 36
Player_Leg_Multiplier .75
Player_Arm_Multiplier .75
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.25

Zombie_Damage 125
Zombie_Leg_Multiplier 0.45
Zombie_Arm_Multiplier 0.45
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.4

Animal_Damage 125
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 5
Vehicle_Damage 30
Resource_Damage 20
Object_Damage 25

Durability 0
Quality_Min 100
Quality_Max 100

Aim_In_Duration 0.15

Recoil_Min_X -6
Recoil_Max_X -12

Recoil_Min_Y 12.8
Recoil_Max_Y 16

Spread_Aim 0.0625
Spread_Hip 0.2

Recover_X 0.5
Recover_Y 0.5

Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.1
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.15

Muzzle 
Ballistic_Steps 32
Ballistic_Travel 12.5
Ballistic_Drop .001
Use

Blueprints 3
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 52562
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 51224
Blueprint_0_Output_0_Amount 2
Blueprint_0_State_Transfer
Blueprint_0_State_Transfer_Delete_Attachments True
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51224
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 52562
Blueprint_1_Output_0_Amount 1
Blueprint_1_State_Transfer
Blueprint_1_State_Transfer_Delete_Attachments True
Blueprint_1_Build 27

Blueprint_2_Type Repair
Blueprint_2_Searchable False
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 51034
Blueprint_2_Supply_0_Amount 4

Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Separate »
Action_0_Tooltip Split back into two.

Shoot_Quest_Rewards 1
Shoot_Quest_Reward_0_Type Rewards_List_Asset
Shoot_Quest_Reward_0_GUID ae7724167039492fb3bd8aeef222fcfa