2×3 (6)

Inventory size

Hostile

Targeting mode

400 HP

Health

LOW

Armor tier

64 m

Detection radius

76.8 m

Target loss range

4 (4×1)

Storage slots

100%

Ammo cost per shot

100%

Gun wear per shot

±60°

Idle sweep arc

Yes

Mounted gun visible

Locked

Owner-only storage

Yes

Requires power

Yes

Repairable

Yes

Salvageable

4 blueprints
-
Craft lvl.2
+
+
3 x
+
+
=
-
Repair lvl.2
-
Craft lvl.3
+
+
+
+
2 x
+
=
-
Repair lvl.3
How loot works in Unturned Sections that apply to this sentry 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_Sentry_0.dat
GUID 9f872c495a774f8a852f43d1bead8291
Type Sentry
Rarity Legendary
Useable Barricade
Build Sentry
ID 22163

SalvageItem 9f872c495a774f8a852f43d1bead8291
Min_Items_Dropped_On_Destroy 1
Max_Items_Dropped_On_Destroy 1
Item_Dropped_On_Destroy 5bd51b8999cb45f9b1184aaf366ab7d8

Target_Acquired_Effect 440547ee8a0249de81da71f6e6aa2e06
Target_Lost_Effect 4054a59a3db24df38ec1e2e12605704d

Armor_Tier Low

Salvage_Duration_Multiplier 0.4

Size_X 2
Size_Y 3
Size_Z 0.93

Use_Auto_Icon_Measurements False

Requires_Power True
Detection_Radius 64

Health 400
Range 5
Radius 0.65
Offset 0.73

Storage_X 4
Storage_Y 1
Display
Locked
Mode Hostile

Explosion 21611

Should_Close_When_Outside_Range true

PlacementPreviewPrefab I/Plc/Power/SB_Sentry_0/Preview.prefab
PlacementAudioClip Sounds/Placing/MetalPlacement.ogg
Has_Clip_Prefab false

Blueprints
[
	{
		CategoryTag "c109ef62a66248498f8a40a53b2b56af" // Power
		InputItems
		[
			{
				ID "83c5e236deae4ad79c15b3779cb86a52" // Targeting Module
				Amount 1
			}
			{
				ID "ea0d5f936be749d383c9b177bc763a0d" // Electronics Stack
				Amount 1
			}
			{
				ID "1af1b0915f2649bcbe6d75344133c896" // Metal Stack
				Amount 3
			}
			{
				ID "b2546a3ad62a4627b9624c36d85457b8" // Metal Parts
				Amount 1
			}
			{
				ID "fcbbea1c6a9040ca83f67c311a362225" // Blowtorch
				Delete false
			}
		]
		RequiresNearbyCraftingTags
		[
			"8ab2f3c830e84318b86167386661f7bf" // Rewire Kit
		]
		OutputItems this
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Skill Craft
		Skill_Level 2
		Map Limestone
	}
	{
		CategoryTag "c27d27e27ae14977b2c5e2dbf9610a2f" // Hacksaw
		InputItems
		[
			{
				ID this
				Critical true
			}
			{
				ID "73a33e3947214a48aff22fe8ad8ce938" // Hacksaw
				Delete false
			}
		]
		OutputItems
		[
			{
				ID "83c5e236deae4ad79c15b3779cb86a52" // Targeting Module
				Amount 1
			}
			{
				ID "ea0d5f936be749d383c9b177bc763a0d" // Electronics Stack
				Amount 1
			}
			{
				ID "1af1b0915f2649bcbe6d75344133c896" // Metal Stack
				Amount 3
			}
			{
				ID "b2546a3ad62a4627b9624c36d85457b8" // Metal Parts
				Amount 1
			}
		]
		Searchable false
		Effect "7f49d74007b84db3baf29908f3af2a92" // SB_Hacksaw_0
		Skill Repair
		Skill_Level 2
		Map Limestone
	}
]

Actions 1
Action_0_Type Blueprint
Action_0_Blueprint_0_Index 1
Action_0_Blueprint_0_Link
Action_0_Text Scrap
Action_0_Tooltip Scrap with a <color=#4b64fa>Hacksaw</color>.