5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
35 m
Range
73 RPM
Fire rate
0.22%
Durability loss per shot
Sight, Tactical, Grip
Attachment hooks
Damage
Shotgun · 6 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 48 × 6 288 |
32 × 6 192 |
28 × 6 168 |
28 × 6 168 |
| Zombie | 48 × 6 288 |
32 × 6 192 |
28 × 6 168 |
28 × 6 168 |
| Animal | 48 × 6 288 |
32 × 6 192 |
28 × 6 168 |
— |
Other damage
Standard caliber| Barricade | 10 × 6 = 60 |
|---|---|
| Structure | 7 × 6 = 42 |
| Vehicle | 10 × 6 = 60 |
| Resource | 10 × 6 = 60 |
| Object | 12 × 6 = 72 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 1.2 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 37.5°
- Side kick / shot
- ±10°
- Recovery
- 60% ↑ / 60% ↔
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
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.).
Locked behind progression in quest Armory Supply Kyle's dialogue. Show exact unlock rules (1 path)
Bluntforce ×1
GUID 2047f537c56442b5aabe535caf819bda
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 112
Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.85
Sight 114
Magazine 113
Hook_Sight
Hook_Tactical
Hook_Grip
Ammo_Min 1
Ammo_Max 8
Safety
Semi
Caliber 8
Range 35
Firerate 40
Action Pump
Player_Damage 40
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 40
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.2
Animal_Damage 40
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 12
Durability 0.22
Spread_Aim 0.8
Spread_Angle_Degrees 5.71
Ballistic_Steps 1
Recoil_Min_X -10
Recoil_Min_Y 35
Recoil_Max_X 10
Recoil_Max_Y 40
Recover_X 0.6
Recover_Y 0.6
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
Muzzle 4
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
Amount 4
}
{
ID "5830b84bf8074caa91cf3f4dde0dd19e" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
RequiresNearbyCraftingTags
[
"7b82c125a5a54984b8bb26576b59e977" // Workbench
]
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 3" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]