3×2 (6)

Inventory size

Secondary

Hand slot

Semi

Firemodes

20 m

Range

500 RPM

Fire rate

0.4%

Durability loss per shot

Damage
Shotgun · 6 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
28 × 6
168
22.4 × 6
134.4
11.2 × 6
67.2
15.4 × 6
92.4
Zombie
91 × 6
546
65 × 6
390
45.5 × 6
273
45.5 × 6
273
Animal
67.5 × 6
405
45 × 6
270
31.5 × 6
189
Other damage
Standard caliber
Barricade 20 × 6 = 120
Structure 20 × 6 = 120
Vehicle 20 × 6 = 120
Resource 20 × 6 = 120
Object 20 × 6 = 120
Range & ballistics
Full 100% damage out to 40 m, ramps up to 500% by 100 m, bullet expires at 20 m. Hover the chart to read damage at any distance.
500%0%100%0 m40 m20 m
Max range
20 m
Alert radius
48 m
Bullet drop
×4
Recoil
100°200°300°aim
Control
Wild
Simulation
Semi, 5 taps · 8.3 rps
Side bias
Random side-to-side
Up kick / shot
50°
Side kick / shot
±17°
Recovery
70% / 70%
Crouching
0%
Prone
-10%
4 blueprints
-
+
=
2 x
-
2 x
+
+
=
-
+
=
-
2 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.
SC_Sawed_Off_0.dat
GUID d06346156cd240d6bdbbd32a4f886bd5
Type Gun
Useable Gun
Slot Secondary
ID 41707

BladeIDs 2
BladeID_0 0
BladeID_1 3
Requires_NonZero_Attachment_Caliber true
Size_X 3
Size_Y 2
Size2_Z 0.75
Quality_Min 60
Quality_Max 80
Magazine 41705

Ammo_Min 1
Ammo_Max 2

Semi
Caliber 43007

Range 20
Firerate 5
Action Break
Can_Use_Underwater false
Player_Damage 14
Player_Leg_Multiplier 0.8
Player_Arm_Multiplier 1.1
Player_Spine_Multiplier 1.6
Player_Skull_Multiplier 2

Zombie_Damage 65
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.4

Animal_Damage 45
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.5

Barricade_Damage 20
Structure_Damage 20
Vehicle_Damage 20
Resource_Damage 20
Object_Damage 20

Durability 0.4

Spread_Aim 0.4
Spread_Hip 0.5
Recoil_Crouch 1
Recoil_Prone 0.9

Spread_Prone 0.8
Spread_Crouch 0.9

Ballistic_Steps 5
Ballistic_Travel 4
Ballistic_Drop 0.01
Damage_Falloff_Range 2
Damage_Falloff_Max_Range 5
Damage_Falloff_Multiplier 5

Recoil_Min_X -14
Recoil_Min_Y 45
Recoil_Max_X 20
Recoil_Max_Y 55

Recover_X 0.7
Recover_Y 0.7

Shake_Min_X -0.008
Shake_Min_Y 0.008
Shake_Min_Z -0.06
Shake_Max_X 0.007
Shake_Max_Y -0.007
Shake_Max_Z -0.3

InventoryAudio Sounds/Inventory/RifleRustle/Rifle_Rustle.asset
Aiming_Movement_Speed_Multiplier 0.9
ThirdPerson_Zoom 1.25
Aim_In_Duration 0.4
Use_Auto_Icon_Measurements True
Use_Auto_Stat_Descriptions false
Muzzle 41364
Shell 41362

Actions 3
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Text Repair
Action_0_Tooltip Repair wit improvised supply items.

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 3
Action_1_Text Gun Repair Kit
Action_1_Tooltip Repair with <color=#rare>Gun Repair Kit</color>.

Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 0
Action_2_Text Salvage
Action_2_Tooltip Salvage into component materials.
Add_Default_Actions false

Blueprints
[
	{
		CategoryTag "ab044f6146b6472ea69cac4d3a82e9a6" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"4f9fb8c83c494e2486329e494674813c x 2" // Metal Parts
			"c4f3449e46f944ae8f8ca9ae54623a1b x 1" // Gun Parts
			"e162f0162f154033935a7a1e3d58e57e x 1" // Wooden Plank
		]
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
	{
		Name Repair
		CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
				Amount 2
			}
			{
				ID "c4f3449e46f944ae8f8ca9ae54623a1b" // Gun Parts
				Amount 1
			}
			{
				ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
				Delete false
			}
		]
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
	{
		CategoryTag "2391f47a000043d4a3a64b06d3978933" // Tools
		InputItems
		[
			{
				ID "26b8dac8853e449b85e2b7a3c9fa4cab" // MP-43 Hunting Shotgun
			}
			{
				ID "76f1d26328564ee9ba88d395126a4639" // Handsaw
				Delete false
			}
		]
		OutputItems this
		StateTransfer true
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
	{
		Name Repair
		CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "4f9fb8c83c494e2486329e494674813c" // Gun Parts
				Amount 2
			}
		]
		RequiresNearbyCraftingTags
		[
			// Gun Repair Kit
			80356db46b6a42bdb79daf902a769c7b
		]
		Effect "3ced354ecb814ad2a9b9d3fad0c79a58" // SC_Gun_Repairkit_0
	}
]