5×2 (10)

Inventory size

Primary

Hand slot

Semi

Firemodes

18 m

Range

500 RPM

Fire rate

0.5%

Durability loss per shot

Barrel

Attachment hooks

Damage
Shotgun · 8 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
28 × 8
224
23.8 × 8
190.4
11.2 × 8
89.6
16.8 × 8
134.4
Zombie
24 × 8
192
20 × 8
160
14 × 8
112
16 × 8
128
Animal
56 × 8
448
40 × 8
320
28 × 8
224
Other damage
Standard caliber
Barricade 10 × 8 = 80
Structure 10 × 8 = 80
Vehicle 10 × 8 = 80
Resource 15 × 8 = 120
Object 10 × 8 = 80
Range & ballistics
Full 100% damage out to 36 m, ramps up to 1000% by 72 m, bullet expires at 18 m. Hover the chart to read damage at any distance.
1000%0%100%0 m36 m18 m
Max range
18 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 8.3 rps
Side bias
Random side-to-side
Up kick / shot
37.5°
Side kick / shot
±8°
Recovery
70% / 70%
Crouching
-30%
Prone
0%
3 blueprints
-
+
=
3 x
2 x
4 x
-
3 x
+
2 x
+
=
-
3 x
+
2 x
=
MP-153 Where to find this Item
100%
Seversk map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Farming Stuff 0 3.4 %
Civilian Guns 0 2.7 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (2)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
41449 SC Farming Stuff 0 3.40 % 15
41443 SC Civilian Guns 0 2.74 % 20
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_MP153_0.dat
GUID 50256d5eac9a422d86536ec4ecb71f0d
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 41709

BladeIDs 2
BladeID_0 0
BladeID_1 3
Requires_NonZero_Attachment_Caliber true
Size_X 5
Size_Y 2
Size2_Z 0.75
Quality_Min 40
Quality_Max 60
Magazine 41706

Ammo_Min 4
Ammo_Max 8

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 2
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
Can_Use_Underwater false
Semi
Magazine_Calibers 1
Magazine_Caliber_0 43008
Hook_Barrel
Attachment_Calibers 1
Attachment_Caliber_0 43011
Range 18
Firerate 5
Action Trigger
Player_Damage 14
Player_Leg_Multiplier 0.8
Player_Arm_Multiplier 1.2
Player_Spine_Multiplier 1.7
Player_Skull_Multiplier 2

Zombie_Damage 20
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.2

Animal_Damage 40
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.4

Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 10
Resource_Damage 15
Object_Damage 10

Durability 0.5

Spread_Aim 0.2
Spread_Hip 0.4
Recoil_Crouch 0.7
Recoil_Prone 1

Spread_Prone 0.6
Spread_Crouch 0.7

Ballistic_Steps 6
Ballistic_Travel 3
Ballistic_Drop 0.01
Damage_Falloff_Range 2
Damage_Falloff_Max_Range 4
Damage_Falloff_Multiplier 10

Recoil_Min_X -8
Recoil_Min_Y 35
Recoil_Max_X 8
Recoil_Max_Y 40

Recover_X 0.7
Recover_Y 0.7

Shake_Min_X -0.007
Shake_Min_Y 0.008
Shake_Min_Z -0.08
Shake_Max_X 0.007
Shake_Max_Y -0.007
Shake_Max_Z -0.2

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 41363

Blueprints
[
	{
		CategoryTag "ab044f6146b6472ea69cac4d3a82e9a6" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"4f9fb8c83c494e2486329e494674813c x 3" // Metal Parts
			"c4f3449e46f944ae8f8ca9ae54623a1b x 2" // Gun Parts
			"edc4d492616c4bfa841f8a8a1c58df1e x 4" // Plastic Fragments
		]
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
	{
		Name Repair
		CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
				Amount 3
			}
			{
				ID "c4f3449e46f944ae8f8ca9ae54623a1b" // Gun Parts
				Amount 2
			}
			{
				ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
				Delete false
			}
		]
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
	{
		Name Repair
		CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "4f9fb8c83c494e2486329e494674813c" // Gun Parts
				Amount 3
			}
			{
				ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
				Amount 2
			}
		]
		RequiresNearbyCraftingTags
		[
			// Gun Repair Kit
			80356db46b6a42bdb79daf902a769c7b
		]
		Effect "3ced354ecb814ad2a9b9d3fad0c79a58" // SC_Gun_Repairkit_0
	}
]