3×3 (9)
Inventory size
Tertiary
Hand slot
Semi
Firemodes
10 m
Range
1,500 RPM
Fire rate
0%
Durability loss per shot
-33%
Move speed while equipped
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 0 | 0 | 0 | 0 |
| Zombie | 0 | 0 | 0 | 0 |
| Animal | 0 | 0 | 0 | — |
Other damage
Standard caliber| Barricade | 0 |
|---|---|
| Structure | 0 |
| Vehicle | 59 |
| Resource | 75 |
| Object | 75 |
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 10 m. No falloff curve.
Max range
10 m
Rangefinder
500 m
Alert radius
64 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 25 rps
- Side bias
- Kicks right
- Up kick / shot
- 27.5°
- Side kick / shot
- ±13.5°
- Recovery
- 100% ↑ / 100% ↔
- Aiming down sights
- -30%
- Sprinting
- +30%
- Crouching
- -70%
- Prone
- +100%
- Midair
- +400%
Firebrand
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
OffLimits Guns
…
16.7 %
OffLimits Weaopnry
…
2.4 %
OffLimits Proper
…
1.2 %
CoalMili Mechanic
…
0.2 %
CoalMili Mechanic Supplies
…
0.2 %
CoalMili Proper
…
0.2 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(6)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 22255 | SB OffLimits Guns | 16.67 % | 16 |
| 22254 | SB OffLimits Weaopnry | 2.38 % | 45 |
| 22253 | SB OffLimits Proper | 1.19 % | 66 |
| 22303 | SB CoalMili Mechanic | 0.16 % | 80 |
| 22304 | SB CoalMili Mechanic Supplies | 0.16 % | 80 |
| 22264 | SB CoalMili Proper | 0.16 % | 80 |
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_Mortar_0.dat
GUID 1f895b330f4149bebbf27fc5f2686db8
Type Gun
Rarity Legendary
Useable Gun
Slot Tertiary
ID 22176
Projectile_Explosion_Launch_Speed 0
Ballistic_Force 2010
Range_Rangefinder 500
Ammo_Per_Shot 1
Tactical 22175
Magazine 22174
Sight 22177
Ammo_Min 1
Ammo_Max 1
Aim_In_Duration 0.5
Aiming_Movement_Speed_Multiplier 0.75
Equipable_Movement_Speed_Multiplier 0.67
Size_X 3
Size_Y 3
Size_Z 0.8
Semi
Shell 0
Caliber 22174
Player_Damage 55
Zombie_Damage 1600
Animal_Damage 100
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 59
Resource_Damage 75
Object_Damage 75
Range 10
Explosion 21621
Firerate 1
Action Rocket
Spread_Aim 0.01
Spread_Angle_Degrees 90
Recoil_Min_X 12
Recoil_Min_Y 25
Recoil_Max_X 15
Recoil_Max_Y 30
Recover_X 1
Recover_Y 1
Shake_Min_X -0.0035
Shake_Max_X 0.0035
Shake_Min_Y -0.002
Shake_Max_Y -0.002
Shake_Min_Z 0
Shake_Max_Z 0
EquipAudioClip Sounds/Equips/EquipMortar.ogg
// Constants
Use_Auto_Stat_Descriptions False
Can_Use_Underwater False
BladeIDs 2
BladeID_0 0
BladeID_1 248
Aiming_Recoil_Multiplier 0.7
Spread_Sprint 1.15
Recoil_Sprint 1.3
Can_Aim_During_Sprint False
Recoil_Midair 5
Spread_Midair 10
Recoil_Crouch 0.3
Spread_Crouch 0.35
Recoil_Prone 2
Spread_Prone 0.85
Player_Damage_Bleeding Always
Use_Auto_Icon_Measurements False
Requires_NonZero_Attachment_Caliber True
// Constants End
Muzzle 21617
Quality_Min 100
Quality_Max 100
Durability 0
Alert_Radius 64
Gunshot_Rolloff_Distance 1300
Wear 0
Blueprints
[
{
CategoryTag "7b52621f8eaa43ee8b3c0acf712013fa" // Gear Scrapping
InputItems
[
{
ID this
Critical true
}
{
ID "fcbbea1c6a9040ca83f67c311a362225" // Blowtorch
Delete false
}
]
OutputItems
[
"67b56684eebe4ab696dc8f966379a04f x 2" // Gun Parts
"4252523ccc4d4026be88471f80b8b848 x 4" // Metal
]
Searchable false
Effect "c06a26a200744a129c8910aa55f8aeb9" // SB_Gun_Scrap_0
Map Limestone
}
]
Actions 1
Action_0_Type Blueprint
Action_0_Blueprint_0_Index 0
Action_0_Blueprint_0_Link
Action_0_Text Scrap
Action_0_Tooltip Turn into <color=#1f871f>Gun Parts</color>.