2×2 (4)

Inventory size

Neutral

Targeting mode

385 HP

Health

LOW

Armor tier

50 m

Detection radius

60 m

Target loss range

6 (3×2)

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

5 blueprints
Utilities
+
=
3 x
Utilities
Utilities
Utilities
Utilities
Spawn tables (17)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32130 Rio Military Low Tools 6.58 % 8
32138 Rio Military High Tools 5.59 % 9
32137 Rio Military High Supplies 3.49 % 25
32153 Brazil Carepackage LowMil 2.48 % 26
32253 Rio Special High 1.91 % 69
32370 Rio Zombie Military High 1.90 % 72
32152 Brazil Carepackage HighMil 1.42 % 46
32330 Rio Boss Mili High 1.33 % 39
32364 Rio Zombie FAB 1.31 % 60
32134 Brazil Military High Rio 1.28 % 72
32372 Rio Zombie Military Low 1.16 % 60
32328 Rio Boss Navy 1.14 % 39
32250 Rio Special Low 1.00 % 53
32126 Brazil Military Low Rio 0.52 % 60
32371 Rio Zombie Military Mid 0.39 % 47
32302 Brazil FAB Rio 0.28 % 60
32348 Brazil Military Mid Rio 0.24 % 58
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.
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.).

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
Neutral Military Sentry ×1
You get
5 Exp
Rio_Sentry_Military_N.dat
GUID 225c9e3ba0b348569a8fd9651fa6a3e8
Type Sentry
Rarity Legendary
Useable Barricade
Build Sentry
ID 34494

Size_X 2
Size_Y 2

Health 385
Range 4
Radius 0.5
Offset 1

Storage_X 3
Storage_Y 2

Display
Locked
Mode Neutral

Detection_Radius 50

Explosion 36

Salvage_Duration_Multiplier .25

Blueprints
[
	{
		CategoryTag "bfac6026305f4737a95fd275ebff65a6" // Utilities
		InputItems
		[
			{
				ID this
			}
			{
				ID "7bc7f5cef715427dbcb7359332af86c2" // Wrench
				Delete false
			}
		]
		OutputItems
		[
			"0dbfa634dd0d4f78a45f0999b37edef7 x 3" // Metal Scraps
			"b39adb192fc14e5e814a3836bad9851a" // Electronic Components
			"47202aa68095458ba180a34d29f9f8ad" // Smart Lightbulb
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "bfac6026305f4737a95fd275ebff65a6" // Utilities
		InputItems "a55d0148721442989d6def348b179eaf" // Hostile Military Sentry
		OutputItems this
	}
	{
		CategoryTag "bfac6026305f4737a95fd275ebff65a6" // Utilities
		InputItems "9c8546b4e9b148109e6dc5514e8df513" // Friendly Military Sentry
		OutputItems this
	}
]

Item_Dropped_On_Destroy df98f33ffdb04a9db0618f62fce1538f
Min_Items_Dropped_On_Destroy 2
Max_Items_Dropped_On_Destroy 7
SalvageItem b39adb192fc14e5e814a3836bad9851a

Should_Close_When_Outside_Range true
PlacementAudioClip core.masterbundle:Sounds/MetalPlacement.mp3
Has_Clip_Prefab false