1×1 (1)
Inventory size
Primary
Hand slot
Auto
Firemodes
600 m
Range
500 RPM
Fire rate
0.1%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 99 | 90 | 90 | 90 |
| Zombie | 385 | 350 | 350 | 350 |
| Animal | 99 | 90 | 90 | — |
Other damage
High caliber| Barricade | 100 |
|---|---|
| Structure | 100 |
| Vehicle | 100 |
| Resource | 100 |
| Object | 100 |
Range & ballistics
Full 100% damage out to 300 m,
drops to 75% by 600 m,
bullet expires at 600 m.
Hover the chart to read damage at any distance.
Max range
600 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Moderate
- Simulation
- Auto, 12 rounds · 8.3 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 3°
- Side kick / shot
- ±1.9°
- Recovery
- 100% ↑ / 100% ↔
This item doesn't have any blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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.
CN_Annihilator_Turret.dat
GUID 6b76852c71a5416bb82226bf9c5ffe00
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 61280
Size_X 1
Size_Y 1
Size_Z 0.4
Magazine 61231
Ammo_Min 100
Ammo_Max 100
Auto
Attachment_Calibers 2
Attachment_Caliber_0 61230
Attachment_Caliber_1 57005
Magazine_Calibers 2
Magazine_Caliber_0 61230
Magazine_Caliber_1 57005
Aim_In_Duration 0.5
Fire_Delay_Seconds 0.15
Range 600
Firerate 5
Replace 0.625
Action Minigun
Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0.75
Player_Damage 90
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.1
Zombie_Damage 350
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.1
Animal_Damage 90
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.1
Barricade_Damage 100
Structure_Damage 100
Vehicle_Damage 100
Resource_Damage 100
Object_Damage 100
Durability 0.1
Invulnerable
Spread_Aim 0.01
Spread_Hip 0.05
Recoil_Min_X -2
Recoil_Min_Y 3
Recoil_Max_X 1.8
Recoil_Max_Y 3
Recover_X 1
Recover_Y 1
Shake_Min_X -0.001
Shake_Min_Y 0.00075
Shake_Min_Z -0.1
Shake_Max_X 0.001
Shake_Max_Y 0.0006
Shake_Max_Z -0.1
Muzzle 4
Ballistic_Steps 20
Ballistic_Travel 30
Ballistic_Drop 0.002
Must_Aim_To_Shoot False
Reload_Time 10
Turret