2×2 (4)

Inventory size

Any

Hand slot

Semi, Safety

Firemodes

20 m

Range

500 RPM

Fire rate

0%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Shotgun · 8 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
25 × 8
200
16 × 8
128
12 × 8
96
12 × 8
96
Zombie
25 × 8
200
12 × 8
96
6 × 8
48
6 × 8
48
Animal
25 × 8
200
16 × 8
128
12 × 8
96
Other damage
Standard caliber
Barricade 40 × 8 = 320
Structure 30 × 8 = 240
Vehicle 40 × 8 = 320
Resource 30 × 8 = 240
Object 35 × 8 = 280
Range & ballistics
Full damage at every distance up to 20 m. No falloff curve.
100%0%50%0 m20 m
Max range
20 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 8.3 rps
Side bias
No horizontal kick
Up kick / shot
12.5°
Side kick / shot
±0°
Recovery
75% / 30%
Spawn tables (3)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
37660 Classic Loot Guns 2.94 % 15
37664 Classic Loot Farm 2.08 % 23
37666 Classic Loot CivilianCrap 1.72 % 40
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.
Classic Doublebarrel.dat
GUID cb2409906f464cd6a0b0e2dcf6ed23e2
Type Gun
Useable Gun
Slot Any
ID 37904

Size_X 2
Size_Y 2
Size_Z 0.4
Size2_Z 0.725

Magazine 37905

Hook_Sight
Hook_Tactical

Ammo_Min 1
Ammo_Max 2

Safety
Semi

Caliber 37905

Range 20
Firerate 5
Action Break
Ballistic_Drop 0

Player_Damage 20
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.25

Zombie_Damage 20
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.25

Animal_Damage 20
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.25

Barricade_Damage 40
Structure_Damage 30
Vehicle_Damage 40
Resource_Damage 30
Object_Damage 35

Spread_Aim 0.25
Spread_Hip 0.25

Recoil_Aim 1
Recoil_Min_X 0
Recoil_Min_Y 10
Recoil_Max_X 0
Recoil_Max_Y 15

Recover_X 0.3
Recover_Y 0.75

Shake_Min_X 0
Shake_Min_Y 0.01
Shake_Min_Z -0.05
Shake_Max_X 0
Shake_Max_Y -0.01
Shake_Max_Z -0.05

Muzzle 3