5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

500 m

Range

1,500 RPM

Fire rate

0.2%

Durability loss per shot

Barrel

Attachment hooks

-4%

Move speed while equipped

Damage
Shotgun · 20 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
27.6 × 20
552
19 × 20
380
12.7 × 20
254
15.2 × 20
304
Zombie
55.1 × 20
1102
19 × 20
380
12.7 × 20
254
15.2 × 20
304
Animal
27.6 × 20
552
19 × 20
380
12.7 × 20
254
Other damage
Standard caliber
Barricade 10 × 20 = 200
Structure 7 × 20 = 140
Vehicle 2 × 20 = 40
Resource 10 × 20 = 200
Object 12 × 20 = 240
Range & ballistics
Full 100% damage out to 11 m, drops to 50% by 31 m, bullet expires at 500 m. Hover the chart to read damage at any distance.
100%0%50%0 m500 m
Max range
500 m
Alert radius
72 m
Bullet drop
×4
Recoil
10°20°30°40°aim
Control
Wild
Simulation
Semi, 5 taps · 25 rps
Side bias
Random side-to-side
Up kick / shot
6.12°
Side kick / shot
±1.83°
Recovery
56% / 56%
Crouching
-17%
Prone
-32%
Swimming
+25%
Midair
+20%
4 blueprints
Repair
0%
+
4 x
=
100%
Tool
=
3 x
Tool
Tool
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.
SPAS-12 Semi.dat
GUID f4504178f0e826d3c05628fb650926f3
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 58207

// WeaponType SG

Can_Use_Underwater True

Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.85

Magazine 58178
Barrel 58208

Hook_Barrel

Ammo_Min 1
Ammo_Max 8

Safety
Semi

Attachment_Calibers 5
Attachment_Caliber_0 56204
Attachment_Caliber_1 56051
Attachment_Caliber_2 56100
Attachment_Caliber_3 56101
Attachment_Caliber_4 56080

Magazine_Calibers 2
Magazine_Caliber_0 56064
Magazine_Caliber_1 56031

Requires_NonZero_Attachment_Caliber True
Should_Delete_Empty_Magazines True

Range 500
Firerate 1
Action Trigger

Gunshot_Rolloff_Distance 750
Alert_Radius 72

Ballistic_Drop 0.000725
// Ballistic_Steps 33.33
Ballistic_Travel 13

Damage_Falloff_Range 0.022
Damage_Falloff_Max_Range 0.062
Damage_Falloff_Multiplier 0.5

// 12 Gauge
Player_Damage 19
Player_Leg_Multiplier 0.67
Player_Arm_Multiplier 0.8
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.45

Zombie_Damage 19
Zombie_Leg_Multiplier 0.67
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 2.9

Animal_Damage 19
Animal_Leg_Multiplier 0.67
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.45

Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 2
Resource_Damage 10
Object_Damage 12

Durability 0.2

Equipable_Movement_Speed_Multiplier 0.96
Aiming_Movement_Speed_Multiplier 0.73
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.25

Spread_Aim 0.222
Spread_Hip 0.12
Spread_Midair 1.3
Spread_Swimming 1.3

Spread_Crouch 0.83
Spread_Prone 0.68

Recoil_Min_X -1.8
Recoil_Min_Y 6.12
Recoil_Max_X 1.85
Recoil_Max_Y 6.12

Recoil_Crouch 0.83
Recoil_Prone 0.68

Recoil_Midair 1.2
Recoil_Swimming 1.25

Recover_X 0.56
Recover_Y 0.56

Shake_Min_X 0.004
Shake_Min_Y -0.0115
Shake_Min_Z -0.05
Shake_Max_X 0.004
Shake_Max_Y -0.0115
Shake_Max_Z -0.065

Backward

Muzzle 55002

Shell 55042

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 58207
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27

// Switch Fire Mode
Blueprint_2_Type Tool
Blueprint_2_Supplies 1
// Gun
Blueprint_2_Supply_0_ID 58207
Blueprint_2_State_Transfer
// Resulting Gun
Blueprint_2_Product 58206
Blueprint_2_Products 1
Blueprint_2_Build 55043

// Item Modify
Blueprint_3_Type Tool
Blueprint_3_Supplies 2
// Gun
Blueprint_3_Supply_0_ID 58206
Blueprint_3_Supply_0_Critical
Blueprint_3_State_Transfer
// Standard Rail
Blueprint_3_Supply_1_ID 59171
Blueprint_3_Supply_1_Amount 2
// Required Kit - Modernization
Blueprint_3_Tool 59154
Blueprint_3_Outputs 1
// Resulting Gun
Blueprint_3_Output_0_ID 59471
Blueprint_3_Level 1
Blueprint_3_Skill Craft
Blueprint_3_Build 55061

//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Actions 2
Action_0_Type Blueprint
Action_0_Blueprint_0_Index 2
Action_0_Text Switch Fire Mode
Action_0_Tooltip Change the current weapon's fire mode from semi-auto to pump-action.

Action_1_Type Blueprint
Action_1_Blueprint_0_Index 3
Action_1_Text Modify Weapon
Action_1_Tooltip Retool the weapon to customize its capability.

//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------