1×1 (1)

Inventory size

Primary

Hand slot

Auto

Firemodes

500 m

Range

143 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 225 180 180 180
Zombie 220 120 60 60
Animal 198 144 108
Other damage
High caliber
Barricade 60
Structure 60
Vehicle 680
Resource 180
Object 140
Status effects on hit
Applied per shot, regardless of where it lands
Headshots
Instant kill (skips head armor)
Range & ballistics
Full damage at every distance up to 500 m. No falloff curve.
100%0%50%0 m500 m
Max range
500 m
Alert radius
48 m
Bullet drop
×0.01
Recoil
0.5°aim
Control
Pinpoint
Simulation
Auto, 12 rounds · 2.4 rps
Side bias
Random side-to-side
Up kick / shot
0.08°
Side kick / shot
±0.1°
Recovery
60% / 60%
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.
T_C2_Autocannon.dat
GUID 93c933f168ee441aa086d2622d289b36

Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 38455

Sight 1301

Auto

Caliber 38454

Range 500
Firerate 20
Action Trigger

Player_Damage 180
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.25
Instakill_Headshots True

Zombie_Damage 200
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 180
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 60
Structure_Damage 60
Vehicle_Damage 680
Resource_Damage 180
Object_Damage 140

Invulnerable

Spread_Angle_Degrees 0.15

Aim_In_Duration 0.25
Spread_Aim 0.001
//Spread_Hip 0.015

Ballistic_Steps 8
Ballistic_Travel 45
Bullet_Gravity_Multiplier 0.01

Recoil_Min_X -0.1
Recoil_Min_Y 0.1
Recoil_Max_X 0.1
Recoil_Max_Y 0.05

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.012
Shake_Min_Y 0.012
Shake_Min_Z -0.12
Shake_Max_X 0.012
Shake_Max_Y -0.012
Shake_Max_Z -0.2

Muzzle 42
Shell 38318

Reload_Time 3.4
Turret