5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

200 m

Range

3,000 RPM

Fire rate

0.05%

Durability loss per shot

Sight, Tactical, Grip, Barrel

Attachment hooks

Damage
Shotgun · 16 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
38.5 × 16
616
35 × 16
560
24.5 × 16
392
24.5 × 16
392
Zombie
82.5 × 16
1320
44 × 16
704
38.5 × 16
616
38.5 × 16
616
Animal
400 × 16
6400
200 × 16
3200
200 × 16
3200
Other damage
Standard caliber
Barricade 25 × 16 = 400
Structure 20 × 16 = 320
Vehicle 30 × 16 = 480
Resource 20 × 16 = 320
Object 20 × 16 = 320
Status effects on hit
Applied per shot, regardless of where it lands
Zombie stun
Always stuns (overrides resistance)
Range & ballistics
Full damage at every distance up to 200 m. No falloff curve.
100%0%50%0 m200 m
Max range
200 m
Alert radius
48 m
Bullet drop
×4
Recoil
aim
Control
Easy
Simulation
Semi, 5 taps · 50 rps
Side bias
Random side-to-side
Up kick / shot
0.88°
Side kick / shot
±0.5°
Recovery
10% / 10%
2 blueprints
Repair
0%
+
3 x
=
100%
Tool
Hunter Auntie Where to find this Item
100%
Southern China map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
No spawns on map.
No zombie drops.
【中国】汽修站王大五
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
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.
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.).

Auto Garage store
Run by 【中国】汽修站王大五
You give
2,000 Exp
You get
Hunter Auntie ×1
坚毅生存狂姑妈.dat
GUID d1f0b1f8dbde803b64ce931612f46176
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 54015

Exclude_From_Master_Bundle

Size_X 5
Size_Y 2
Size_Z 0.4
Size2_Z 0.8

Sight 64146
Magazine 54016

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 50
Ammo_Max 71

Safety
Semi

Caliber 8

Range 200
Firerate 0
Action Trigger
Replace 1

Player_Damage 35
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.1

Zombie_Damage 55
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.5

Animal_Damage 200
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 2

Barricade_Damage 25
Structure_Damage 20
Vehicle_Damage 30
Resource_Damage 20
Object_Damage 20

Durability 0.05

Spread_Aim 0.1
Spread_Hip 0.2

Recoil_Min_X -0.5
Recoil_Min_Y 0.75
Recoil_Max_X 0.5
Recoil_Max_Y 1

Recover_X 0.1
Recover_Y 0.1

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
Shake_Max_Z -0.1

Muzzle 4

Caliber 11111

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 101
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 1
Blueprint_1_Output_1_ID 61
Blueprint_1_Output_1_Amount 1
Blueprint_1_Build 27

Stun_Zombie_Always