3×2 (6)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
200 m
Range
600 RPM
Fire rate
0.005%
Durability loss per shot
Sight, Tactical, Grip
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 44 | 32 | 24 | 24 |
| Zombie | 108.9 | 59.4 | 29.7 | 29.7 |
| Animal | 44 | 32 | 24 | — |
Other damage
Standard caliber| Barricade | 7 |
|---|---|
| Structure | 7 |
| Vehicle | 25 |
| Resource | 20 |
| Object | 30 |
Range & ballistics
Full damage at every distance up to 200 m. No falloff curve.
Max range
200 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 10 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 15°
- Side kick / shot
- ±10°
- Recovery
- 65% ↑ / 65% ↔
Renegade Sight
1× zoom
Holographic
Golden 4x Scope
4× zoom
4x Scope
4× zoom
Makeshift Sight
1× zoom
Makeshift Scope
3.75× zoom
7x Scope
7× zoom
Holographic Sight
1× zoom
Holographic
Holographic Sight
1× zoom
Holographic
Golden 6x Scope
6× zoom
6x Scope
6× zoom
4x Scope
4× zoom
Holographic Sight
1× zoom
Holographic
4x Scope
4× zoom
Tactical Laser
Aim laser Spread -20%
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Tactical Laser
Aim laser Spread -20%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Tactical Laser
Aim laser Spread -20%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Reverso Stock
Vertical recoil +40%Horizontal recoil +40%Spread -45%Sway -25%Shake -10%
Golden Raider Stock
Vertical recoil -15%Horizontal recoil -15%Spread -90%Sway -50%Shake -50%
Raider Stock
Vertical recoil -15%Horizontal recoil -15%Spread -90%Sway -50%Shake -50%
Reverso Stock
Vertical recoil +40%Horizontal recoil +40%Sway -25%Shake -10%
Reign Stock
Vertical recoil -28%Horizontal recoil -28%
Propane Stock
Vertical recoil -35%Horizontal recoil -35%Spread -30%
Reign Stock
Vertical recoil -28%Horizontal recoil -28%
Propane Stock
Vertical recoil -35%Horizontal recoil -35%Spread -30%
Candycane Propane Stock
Vertical recoil -35%Horizontal recoil -35%Spread -30%
Golden Propane Stock
Vertical recoil -35%Horizontal recoil -35%Spread -30%
PDWhy
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Metro Seattle
…
0.3 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors on this map.
Airdrop locations
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(1)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 57146 | Metro Seattle | 0.34 % | 4 |
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.
Metro_Honeybadger.dat
GUID e50741afca964393b8d83eb5f8ffe5e2
Type Gun
Rarity Legendary
Useable Gun
Slot Secondary
ID 57584
Size_X 3
Size_Y 2
Size_Z 0.45
Barrel 117
Hook_Sight
Hook_Tactical
Hook_Grip
Safety
Semi
Caliber 57001
Range 200
Firerate 4
Action Bolt
Player_Damage 40
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 7
Structure_Damage 7
Vehicle_Damage 25
Resource_Damage 20
Object_Damage 30
Durability 0.005
Spread_Aim 0.05
Spread_Hip 0.2
Recoil_Min_X -10
Recoil_Min_Y 14
Recoil_Max_X 10
Recoil_Max_Y 16
Recover_X 0.65
Recover_Y 0.65
Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.14
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.15
Muzzle 3
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems "75968fe44ac9483a92868cd3124f5290" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "75968fe44ac9483a92868cd3124f5290" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]