5×3 (15)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
15 m
Range
143 RPM
Fire rate
1%
Durability loss per shot
-8%
Move speed while equipped
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 0 | 0 | 0 | 0 |
| Zombie | 0 | 0 | 0 | 0 |
| Animal | 0 | 0 | 0 | — |
Other damage
Standard caliber| Barricade | 1125 |
|---|---|
| Structure | 550 |
| Vehicle | 375 |
| Resource | 550 |
| Object | 2250 |
Range & ballistics
Full damage at every distance up to 15 m. No falloff curve.
Max range
15 m
Alert radius
168 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 2.4 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 20°
- Side kick / shot
- ±20°
- Recovery
- 100% ↑ / 100% ↔
2 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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.
M202 FLASH.dat
GUID 1bc568e5a94e4a408756373da761c362
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 58678
// WeaponType HAT
Size_X 5
Size_Y 3
Size_Z 0.45
Size2_Z 0.65
Magazine 58679
Ammo_Min 2
Ammo_Max 4
Safety
Semi
Attachment_Calibers 1
Attachment_Caliber_0 56100
Magazine_Calibers 1
Magazine_Caliber_0 56103
Requires_NonZero_Attachment_Caliber True
Unplace 0.35
Replace 0.6
Firerate 20
Action Minigun
Gunshot_Rolloff_Distance 1000
Alert_Radius 168
Can_Use_Underwater false
Projectile_Explosion_Launch_Speed 0
Player_Damage 130
Zombie_Damage 130
Animal_Damage 130
Vehicle_Damage 375
Barricade_Damage 1125
Structure_Damage 550
Object_Damage 2250
Resource_Damage 550
Range 15
Explosive
Explosion 55040
Ballistic_Force 6750
Projectile_Lifespan 300
Durability 1
Wear 5
Equipable_Movement_Speed_Multiplier 0.925
Aiming_Movement_Speed_Multiplier 0.9
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.3
Spread_Aim 0
Spread_Hip 0.22
Recoil_Min_X -20
Recoil_Min_Y 20
Recoil_Max_X 20
Recoil_Max_Y 20
Recover_X 1
Recover_Y 1
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.025
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.05
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 6
Blueprint_0_Tool 76
Blueprint_0_Level 3
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 58678
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27