1×1 (1)

Inventory size

6 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (5)
2 blueprints
Ammunition
Tool
=
4 x
Spawn tables (35)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32060 Rio Police Ammunition 28.57 % 3
32067 Rio BOPE Supplies 26.90 % 21
32263 Rio Navy Magazines 21.43 % 6
32358 Rio Zombie BOPE 10.53 % 45
32066 Rio BOPE Ammunition 10.20 % 9
32305 Rio FAB Magazines 10.17 % 6
32128 Rio Military Low Magazines 10.17 % 6
32333 Rio Boss BOPE 9.65 % 36
32136 Rio Military High Magazines 6.22 % 9
32143 Rio Ranger Low Magazines 6.00 % 9
32199 Rio Ranger High Magazines 5.00 % 11
32259 Brazil Navy Rio 4.46 % 37
32350 Rio Military Mid Magazines 4.42 % 9
32064 Brazil BOPE Rio 4.31 % 45
32374 Rio Zombie Police 4.29 % 18
32373 Rio Zombie Navy 4.02 % 37
32255 Rio Special High Magazines 3.88 % 15
32058 Brazil Police Rio 2.95 % 18
32153 Brazil Carepackage LowMil 2.48 % 26
32364 Rio Zombie FAB 1.99 % 60
32372 Rio Zombie Military Low 1.56 % 60
32376 Rio Zombie Ranger Low 1.39 % 87
32328 Rio Boss Navy 1.31 % 39
32302 Brazil FAB Rio 1.27 % 60
32370 Rio Zombie Military High 1.27 % 72
32330 Rio Boss Mili High 1.23 % 39
32371 Rio Zombie Military Mid 1.14 % 47
32375 Rio Zombie Ranger High 1.05 % 94
32141 Brazil Ranger Low Rio 1.02 % 87
32134 Brazil Military High Rio 0.99 % 72
32348 Brazil Military Mid Rio 0.72 % 58
32126 Brazil Military Low Rio 0.70 % 60
32197 Brazil Ranger High Rio 0.65 % 94
32253 Rio Special High 0.64 % 69
32175 Brazil Prison Rio 0.02 % 89
How loot works in Unturned Sections that apply to this magazine 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.).

Zangão's Weaponry
Run by Rio Merchant Zangão
You give
12 Gauge Shells ×1
You get
100 Exp
Zangão's Weaponry
Run by Rio Merchant Zangão
You give
12 Gauge Shells ×1
You get
10 Exp
Jeff's Unsorted Crates
Run by Rio Coalition Jeff
Locked behind progression in quest Out With a Bang!. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Out With a Bang! — milestone 3 of 5 at stage 2+
You give
10 Exp
You get
12 Gauge Shells ×1
Rio_Shells_6.dat
GUID f121c66a29bf4f7caf70fae9529fa7f8
Type Magazine
Rarity Rare
ID 34020

Size_X 1
Size_Y 1

Amount 6
Count_Min 2
Count_Max 6

Calibers 1
Caliber_0 36249

Pellets 6

Tracer 48

Blueprints
[
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems this
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems "f7cfa69fb35a4c72bba7d75641c6947b" // 12 Gauge Shells Box
		OutputItems this x 4
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
]

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