4×3 (12)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

35 m

Range

115 RPM

Fire rate

0.25%

Durability loss per shot

Damage
Shotgun · 6 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
50.4 × 6
302.4
33.6 × 6
201.6
29.4 × 6
176.4
29.4 × 6
176.4
Zombie
86.4 × 6
518.4
57.6 × 6
345.6
50.4 × 6
302.4
50.4 × 6
302.4
Animal
50.4 × 6
302.4
33.6 × 6
201.6
29.4 × 6
176.4
Other damage
Standard caliber
Barricade 12 × 6 = 72
Structure 8 × 6 = 48
Vehicle 15 × 6 = 90
Resource 10 × 6 = 60
Object 12 × 6 = 72
Range & ballistics
Full damage at every distance up to 35 m. No falloff curve.
100%0%50%0 m35 m
Max range
35 m
Alert radius
48 m
Ammo per shot
2
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 1.9 rps
Side bias
Random side-to-side
Up kick / shot
40°
Side kick / shot
±10°
Recovery
60% / 60%
2 blueprints
Repair
0%
+
4 x
+
=
100%
Tool
+
=
5 x
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.
Rio_Shockwave_Akimbo.dat
GUID bc9f8f20255248d3bf08125e0c98958f
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 34882

Instantiated_Item_Name_Override Rio_Shockwave_Akimbo
EquipAudioClip Items/Weapons/Guns/Shotgun/Rio_Shockwave_Akimbo/Equip.ogg

EquipableModelParent SpineHook
Ammo_Per_Shot 2

// Shooting Animation done with Jam
Can_Ever_Jam true
Jam_Quality_Threshold 100
Jam_Max_Chance 1000
Unjam_Chamber_Anim Shoot

Size_X 4
Size_Y 3

Magazine 34020

Ammo_Min 2
Ammo_Max 6

Safety
Semi

Requires_NonZero_Attachment_Caliber true

Magazine_Calibers 1
Magazine_Caliber_0 36249

Range 35
Firerate 25
Action Pump
Unplace 0
Replace 0.1

Player_Damage 42
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 72
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.2

Animal_Damage 42
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 12
Structure_Damage 8
Vehicle_Damage 15
Resource_Damage 10
Object_Damage 12

Durability 0.25

Spread_Aim 0.6
Spread_Hip 0.1

Ballistic_Steps 1

Recoil_Min_X -10
Recoil_Min_Y 35
Recoil_Max_X 10
Recoil_Max_Y 45

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Muzzle 36171

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
				Amount 4
			}
			{
				ID "8eb400d5952e4c14bde472dfeccef93d" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "1a7d3ccce9e1499e877bab13638bdfcc" // Hammer
				Delete false
			}
		]
		OutputItems "0dbfa634dd0d4f78a45f0999b37edef7 x 5" // Metal Scraps
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]