2×3 (6)

Inventory size

75 HP

Health

LOW

Armor tier

Claim

Build material

Yes

Repairable

Yes

Salvageable

2 blueprints
Utilities
Utilities
+
=
2 x
2 x
3 x
How loot works in Unturned Sections that apply to this barricade 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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Trapo's Trapos
Run by Rio Merchant Trapo
You give
125 Exp
You get
Southern Front Claim Banner ×1
Rio_Claim_Banner_Rebel_SF.dat
GUID 367980c9169842cfa01e194118c1819e
Type Barricade
Rarity Legendary
Useable Barricade
Build Claim
ID 35022

Size_X 2
Size_Y 3

Health 75
Range 4
Radius 0.5
Offset 1.25

Explosion 36

Vulnerable
Proof_Explosion

Blueprints
[
	{
		CategoryTag "bfac6026305f4737a95fd275ebff65a6" // Utilities
		InputItems
		[
			{
				ID this
				Critical true
			}
			{
				ID "167087a744a647ffaae987d600d1e126" // Chemicals
			}
		]
		OutputItems
		[
			"706349d54a4d4243875bf50e9be4e19e" // White Claim Banner
			"6181a7ddc9d14648929d549c9da3ba31" // Empty Bottle
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "bfac6026305f4737a95fd275ebff65a6" // Utilities
		InputItems
		[
			{
				ID this
			}
			{
				ID "7bc7f5cef715427dbcb7359332af86c2" // Wrench
				Delete false
			}
		]
		OutputItems
		[
			"0dbfa634dd0d4f78a45f0999b37edef7 x 2" // Metal Scraps
			"04351ca4d6df4a4d9e6b47e4090b4e8c x 2" // Metal Bar
			"6b981149e54346f88f98ac1e1957b1fe" // Copper Wire
			"b226b050b72543009b02869e5ef0887d x 3" // Cloth Pieces
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

PlacementAudioClip core.masterbundle:Sounds/MetalPlacement.mp3
Has_Clip_Prefab false
EquipablePrefab Items/Barricades/Rio_Claim_Banner_Rebel_SF/EquipablePrefab.prefab