6×3 (18)

Inventory size

Primary

Hand slot

Auto

Firemodes

100 m

Range

231 RPM

Fire rate

0%

Durability loss per shot

Tactical

Attachment hooks

-10%

Move speed while equipped

Damage
Shotgun · 16 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
24 × 16
384
16 × 16
256
14 × 16
224
14 × 16
224
Zombie
48 × 16
768
40 × 16
640
32 × 16
512
32 × 16
512
Animal
41.6 × 16
665.6
25.6 × 16
409.6
19.2 × 16
307.2
Other damage
Standard caliber
Barricade 40 × 16 = 640
Structure 48 × 16 = 768
Vehicle 1 × 16 = 16
Resource 33 × 16 = 528
Object 88 × 16 = 1408
Range & ballistics
Full 100% damage out to 50 m, drops to 75% by 100 m, bullet expires at 100 m. Hover the chart to read damage at any distance.
100%0%50%75%0 m50 m
Max range
100 m
Alert radius
48 m
Bullet drop
×0
Recoil
25°50°75°aim
Control
Wild
Simulation
Auto, 12 rounds · 3.8 rps
Side bias
No horizontal kick
Up kick / shot
5.5°
Side kick / shot
±0°
Recovery
0% / 0%
2 blueprints
Repair
Repair lvl.3
0%
+
8 x
=
100%
Tool
=
6 x
EternalDawn 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】老练生存狂-永恒
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.).

Barbecue stand
Run by 【中国】老练生存狂-永恒
You give
50,000 Exp
You get
EternalDawn ×1
永恒破晓.dat
GUID a420566c14104e0c95b584326be0ba7a
Type Gun
Rarity Mythical 
Useable Gun
Slot Primary
ID 54017

Allow_Manual_Drop bool

Exclude_From_Master_Bundle

Size_X 6
Size_Y 3
Size_Z 0.475
Size2_Z 0.725

Magazine 54019
Barrel 54018

Hook_Tactical

Ammo_Min 100
Ammo_Max 100

Auto

Caliber 54017

Equipable_Movement_Speed_Multiplier 0.9

Allow_Magazine_Change false
Infinite_Ammo true

Bullet_Gravity_Multiplier 0

shell 0

Range 100
Firerate 12
Replace 0.625
Action Minigun

Must_Aim_To_Shoot False

Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0.75


Player_Damage 20
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 32
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1.25
Zombie_Skull_Multiplier 1.5

Animal_Damage 32
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.3

Barricade_Damage 40
Structure_Damage 48
Vehicle_Damage 1
Resource_Damage 33
Object_Damage 88

Durability 0

Aim_In_Duration 0.5
Spread_Aim 0.4
Spread_Hip 0.25

Recoil_Min_Y 4
Recoil_Max_Y 7

Shake_Min_X 0
Shake_Min_Y 0
Shake_Min_Z -0.125
Shake_Max_X 0
Shake_Max_Y 0
Shake_Max_Z -0.2

Muzzle 4

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 8
Blueprint_0_Tool 61619
Blueprint_0_Level 3
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 1364
Blueprint_1_Product 67
Blueprint_1_Products 6
Blueprint_1_Build 27