4×2 (8)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

30 m

Range

500 RPM

Fire rate

0.25%

Durability loss per shot

Tactical

Attachment hooks

Damage
Shotgun · 8 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
48 × 8
384
32 × 8
256
28 × 8
224
28 × 8
224
Zombie
48 × 8
384
32 × 8
256
28 × 8
224
28 × 8
224
Animal
48 × 8
384
32 × 8
256
28 × 8
224
Other damage
Standard caliber
Barricade 20 × 8 = 160
Structure 15 × 8 = 120
Vehicle 20 × 8 = 160
Resource 20 × 8 = 160
Object 20 × 8 = 160
Range & ballistics
Full damage at every distance up to 30 m. No falloff curve.
100%0%50%0 m30 m
Max range
30 m
Alert radius
48 m
Bullet drop
×4
Recoil
100°200°300°aim
Control
Wild
Simulation
Semi, 5 taps · 8.3 rps
Side bias
Random side-to-side
Up kick / shot
47.5°
Side kick / shot
±15°
Recovery
60% / 60%
4 blueprints
Repair
0%
+
3 x
+
=
100%
Salvage
=
2 x
Tool
Craft lvl.3
+
3 x
+
=
Tool
+
=
Spawn tables (27)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
10065 Cliffs IFR Low Guns 40.00 % 3
449 Camp Arctic Guns 25.00 % 4
185 Camp Guns 25.00 % 4
217 Farm Guns 25.00 % 4
2005 Camp France Guns 20.00 % 5
38134 S IO Farm Gun France 20.00 % 5
10090 Cliffs Bank 15.38 % 5
2014 Farm France Guns 14.08 % 8
10012 Cliffs Farm 10.00 % 5
2006 Camp France 6.25 % 10
2007 France Camp 6.25 % 10
10018 Cliffs IFR Low 5.67 % 35
10067 Cliffs IFR Low Magazine 5.56 % 8
2015 Farm France 3.16 % 18
2016 France Farm 3.16 % 18
446 Camp Arctic 2.02 % 48
445 Yukon Camp Arctic 2.02 % 40
180 Camp 0.80 % 40
705 Peaks Camp 0.80 % 39
179 PEI Camp 0.80 % 39
564 Russia Camp 0.80 % 39
367 Washington Camp 0.80 % 39
216 Farm 0.53 % 28
709 Peaks Farm 0.53 % 20
215 PEI Farm 0.53 % 20
568 Russia Farm 0.53 % 20
379 Washington Farm 0.53 % 20
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.).

Omega Armory
Run by Greek Omega Armory Owen
You give
1,200 Exp
You get
Masterkey ×1
Masterkey.dat
GUID c5bfefd37b72416baf1941bf8253b4c6
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 380

Size_X 4
Size_Y 2
Size_Z 0.45
Size2_Z 0.75

Magazine 381

Hook_Tactical

Ammo_Min 1
Ammo_Max 2

Safety
Semi

Caliber 16

Range 30
Firerate 5
Action Break

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 20
Structure_Damage 15
Vehicle_Damage 20
Resource_Damage 20
Object_Damage 20

Durability 0.25

Spread_Aim 0.7
Spread_Angle_Degrees 8.53

Ballistic_Steps 1

Recoil_Min_X -15
Recoil_Min_Y 45
Recoil_Max_X 15
Recoil_Max_Y 50

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 3
			}
			{
				ID "5830b84bf8074caa91cf3f4dde0dd19e" // Blowtorch
				Delete false
			}
		]
		RequiresNearbyCraftingTags
		[
			"7b82c125a5a54984b8bb26576b59e977" // Workbench
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
			"e73a23b102f24520a32ec0b2afaa6157" // Maple Plank
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]