1×1 (1)

Inventory size

Primary

Hand slot

Auto

Firemodes

700 m

Range

429 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 48 32 16 16
Zombie 354 177 35.4 35.4
Animal 44 28 12
Other damage
Standard caliber
Barricade 50
Structure 50
Vehicle 50
Resource 125
Object 50
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full damage at every distance up to 700 m. No falloff curve.
100%0%50%0 m700 m
Max range
700 m
Alert radius
64 m
Bullet drop
×3
Recoil
aim
Control
Pinpoint
Simulation
Auto, 12 rounds · 7.1 rps
Side bias
Random side-to-side
Up kick / shot
0.25°
Side kick / shot
±0.34°
Recovery
-250% / 50%
Aiming down sights
-30%
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.
SB_MG_Mounted_01.dat
GUID f661ec13ab054878816e3dd2c40e833e
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 21670

Master_Bundle_Override limestone.masterbundle
Bundle_Override_Path /I/Guns/Mounted/SB_MG_Mounted_00

Sight 22349
Magazine 22348

Ammo_Min 11
Ammo_Max 100

Auto
Bursts 50

Caliber 21532

Firerate 6
Action Trigger

Player_Damage 40
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.4
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 354
Zombie_Leg_Multiplier 0.1
Zombie_Arm_Multiplier 0.1
Zombie_Spine_Multiplier 0.5
Zombie_Skull_Multiplier 1
Zombie_Ragdoll_Force_Multiplier 0.3

Animal_Damage 40
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.1

Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 50
Resource_Damage 125
Object_Damage 50

Spread_Aim 0.1
Spread_Angle_Degrees 0.9

Recoil_Min_X -0.34
Recoil_Max_X 0.34

Recoil_Min_Y 0.2
Recoil_Max_Y 0.3

Recover_X 0.5
Recover_Y -2.5

Ammo_Per_Shot 1
Player_Damage_Bleeding Always
Quality_Min 100
Quality_Max 100
Requires_NonZero_Attachment_Caliber True
Durability 0
Shake_Min_X -0.0035
Shake_Max_X 0.0035
Shake_Min_Y -0.002
Shake_Max_Y -0.002
Shake_Min_Z -0.00025
Shake_Max_Z -0.00025

BladeIDs 2
BladeID_0 0
BladeID_1 248
Aiming_Recoil_Multiplier 0.7

Range 700
Ballistic_Steps 50
Ballistic_Travel 14
Bullet_Gravity_Multiplier 3

Muzzle 21615
Shell 0

Reload_Time 4.1
Turret

Alert_Radius 64
Gunshot_Rolloff_Distance 800