1×1 (1)
Inventory size
Primary
Hand slot
Auto
Firemodes
700 m
Range
1,000 RPM
Fire rate
0%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 30 | 20 | 10 | 10 |
| Zombie | 354 | 177 | 35.4 | 35.4 |
| Animal | 27.5 | 17.5 | 7.5 | — |
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.
Max range
700 m
Alert radius
64 m
Bullet drop
×3
Recoil
- Control
- Pinpoint
- Simulation
- Auto, 12 rounds · 16.7 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 0.15°
- Side kick / shot
- ±0.4°
- Recovery
- -200% ↑ / 50% ↔
- Aiming down sights
- -30%
This item doesn't have any blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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_02.dat
GUID 1b2502127f0243fdb3398a09d2d9dd13
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 21684
EquipAudioClip I/Guns/Mounted/SB_MG_Mounted_00/Equip.mp3
ReloadAudioClip I/Guns/Mounted/SB_MG_Mounted_00/Reload.ogg
Sight 22349
Magazine 22348
Ammo_Min 11
Ammo_Max 100
Auto
Caliber 21532
Firerate 2
Action Minigun
Player_Damage 25
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 25
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 0.8
Spread_Angle_Degrees 1
Recoil_Min_X -0.4
Recoil_Max_X 0.4
Recoil_Min_Y 0.1
Recoil_Max_Y 0.2
Recover_X 0.5
Recover_Y -2
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