4×2 (8)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
65 m
Range
115 RPM
Fire rate
0.465%
Durability loss per shot
Sight, Tactical
Attachment hooks
Damage
Shotgun · 12 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 14.4 × 12 172.8 |
9.6 × 12 115.2 |
8.4 × 12 100.8 |
8.4 × 12 100.8 |
| Zombie | 30 × 12 360 |
20 × 12 240 |
17.5 × 12 210 |
17.5 × 12 210 |
| Animal | 18 × 12 216 |
12 × 12 144 |
10.5 × 12 126 |
— |
Other damage
Standard caliber| Barricade | 10 × 12 = 120 |
|---|---|
| Structure | 7 × 12 = 84 |
| Vehicle | 10 × 12 = 120 |
| Resource | 10 × 12 = 120 |
| Object | 12 × 12 = 144 |
Status effects on hit
Applied per shot, regardless of where it lands- Bleeding
- Always bleeds (must bandage)
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 1.9 rps
- Side bias
- Kicks right
- Up kick / shot
- 31.25°
- Side kick / shot
- ±30°
- Recovery
- 125% ↑ / 80% ↔
- Crouching
- -10%
- Prone
- -15%
Hanlon-Reach
Where to find this Item
KuwaitNPCLiberatorLieutenantGaston
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 7061 | Military Special Kuwait Guns | 33.33 % | 3 |
| 7060 | Military Special Kuwait | 1.85 % | 39 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
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.).
Hanlon-Reach ×1
GUID 416db021948e48b588f55d45672c851e
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 5126
Size_X 4
Size_Y 2
Size_Z 0.45
Magazine 5127
Hook_Sight
Hook_Tactical
Ammo_Min 1
Ammo_Max 6
Safety
Semi
Caliber 5126
Range 65
Firerate 25
Action Pump
Damage_Falloff_Range 0.6
Damage_Falloff_Multiplier 0.25
Player_Damage 12
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 25
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.2
Animal_Damage 15
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 12
Durability 0.465
Spread_Aim 0.35
Spread_Hip 0.2
Recoil_Crouch 0.9
Recoil_Prone .85
Spread_Prone 0.85
Spread_Crouch 0.9
Player_Damage_Bleeding Always
Ballistic_Steps 1
Recoil_Min_X 22.5
Recoil_Min_Y 25
Recoil_Max_X 37.5
Recoil_Max_Y 37.5
Recover_X 0.8
Recover_Y 1.25
Shake_Min_X -0.0045
Shake_Min_Y 0.0045
Shake_Min_Z -0.0075
Shake_Max_X 0.0045
Shake_Max_Y -0.005
Shake_Max_Z 0.0075
Muzzle 4
Gunshot_Rolloff_Distance 1000
Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Level 2
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 5112
Blueprint_0_Condition_0_Amount 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5126
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27
Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 67
Blueprint_2_Supply_0_Amount 3
Blueprint_2_Tool 5112
Blueprint_2_Tool_Critical
Blueprint_2_Level 2
Blueprint_2_Skill Repair
Blueprint_2_Build 27
Actions 2
Action_0_Type Blueprint
Action_0_Source 5126
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Torch Repair
Action_0_Tooltip Repair to 100% using a Blowtorch.
Action_1_Type Blueprint
Action_1_Source 5126
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Text Arc Repair
Action_1_Tooltip Repair to 100% using an Arc Welder.