1×3 (3)

Inventory size

Any

Hand slot

2 m

Range

0.05%

Durability Loss per Hit

8m

Alert Radius

Damage
Combat damage
Skull Spine Leg Arm
Player 26.4 17.6 8.8 8.8
Zombie 150 75 15 15
Animal 32.4 21.6 16.2
Other damage
Standard caliber
Barricade 15
Structure 10
Vehicle 25
Resource 25
Object 25
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
No bleeding
2 blueprints
-
2 x
=
-
Baton Where to find this Item
100%
Limestone map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Police Melee 49.7 %
Police Tools 9.9 %
SWAT ZD 0 4.6 %
Police Junk 3.3 %
Police Armory Proper 3.1 %
Police Office Proper 2.0 %
Police ZD 0 1.8 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (7)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
21755 SB Police Melee 49.69 % 4
21771 SB Police Tools 9.94 % 10
21834 SB SWAT ZD 0 4.57 % 35
21756 SB Police Junk 3.31 % 16
21757 SB Police Armory Proper 3.14 % 46
21777 SB Police Office Proper 1.99 % 21
21833 SB Police ZD 0 1.82 % 21
How loot works in Unturned Sections that apply to this melee 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_Baton_0.dat
GUID 8c992f6c3f0f429c99101028c4c3356c
Type Melee
Rarity Common
Useable Melee
Can_Use_Underwater False
Use_Auto_Stat_Descriptions False
ID 21656
Slot Any

Size_X 1
Size_Y 3
Size_Z 0.5

Range 2
Weak 0
Strong 0.375
Strength 1.67

Player_Damage 22
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.4
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 150
Zombie_Leg_Multiplier 0.1
Zombie_Arm_Multiplier 0.1
Zombie_Spine_Multiplier 0.5
Zombie_Skull_Multiplier 1
Zombie_Ragdoll_Force_Multiplier 0.33

Animal_Damage 27
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 15
Structure_Damage 10
Vehicle_Damage 25
Resource_Damage 25
Object_Damage 25

Durability 0.05

Player_Damage_Bleeding Never

Blueprints
[
	{
		CategoryTag "ef63c770874145dfb89b61586eda98ea" // Repair
		Operation RepairTargetItem
		InputItems "4252523ccc4d4026be88471f80b8b848 x 2" // Metal
		Searchable false
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Map Limestone
	}
	{
		CategoryTag "7b52621f8eaa43ee8b3c0acf712013fa" // Gear Scrapping
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "4252523ccc4d4026be88471f80b8b848 x 1" // Metal
		Searchable false
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Map Limestone
	}
]

Actions 2

Action_0_Type Blueprint
Action_0_Blueprint_0_Index 0
Action_0_Blueprint_0_Link
Action_0_Text Repair
Action_0_Tooltip Repair to 100% Quality

Action_1_Type Blueprint
Action_1_Blueprint_0_Index 1
Action_1_Blueprint_0_Link
Action_1_Text Scrap
Action_1_Tooltip Turn into <color=#ffffff>Metal</color>.

AttackAudioClip core.masterbundle:Sounds/MeleeAttack_01.mp3
EquipAudioClip Sounds/Equips/EquipGenericItem.ogg

Quality_Min 45
Quality_Max 90