1×1 (1)

Inventory size

2 rounds

Magazine capacity

+380%

Damage

-75%

Spread

Guns (31)
17 blueprints
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
Tool
=
12 x
Tool
=
6 x
Ammo
Ammo
Ammo
Ammo
Ammo
Ammo
How loot works in Unturned Sections that apply to this magazine 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.
12 Gauge Slug 2rnd.dat
GUID c4a09383dc4f3d23f1f9abab6401b5ba
Type Magazine
Rarity Rare
ID 58239

Size_X 1
Size_Y 1
Size_Z 0.25

Amount 2
Count_Min 1
Count_Max 2

Calibers 1
Caliber_0 56031

Spread 0.25
Shake 1
Recoil_X 1.1
Recoil_Y 1.2
Ballistic_Damage_Multiplier 4.8
Equipable_Movement_Speed_Multiplier 0.995

Pellets 1
Delete_Empty

Tracer 48
Explosion 55074
Explosive

Shell 55050

Blueprints 8
// 8 shells
Blueprint_0_Type Ammo
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 58238
Blueprint_0_Build 55048
// Saiga-12 mag
Blueprint_1_Type Ammo
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 58361
Blueprint_1_Supply_0_Critical
Blueprint_1_Build 55048
// 2 shells
Blueprint_2_Type Ammo
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 58239
Blueprint_2_Build 55048
// Saiga-12 8rnd mag
Blueprint_3_Type Ammo
Blueprint_3_Supplies 1
Blueprint_3_Supply_0_ID 58834
Blueprint_3_Supply_0_Critical
Blueprint_3_Build 55048
// 5 shells
Blueprint_4_Type Ammo
Blueprint_4_Supplies 1
Blueprint_4_Supply_0_ID 58951
Blueprint_4_Build 55048
// AA12 Mag
Blueprint_5_Type Ammo
Blueprint_5_Supplies 1
Blueprint_5_Supply_0_ID 58956
Blueprint_5_Supply_0_Critical
Blueprint_5_Build 55048
// AA12 Drum
Blueprint_6_Type Ammo
Blueprint_6_Supplies 1
Blueprint_6_Supply_0_ID 58959
Blueprint_6_Supply_0_Critical
Blueprint_6_Build 55048
// MAG-7 Mag
Blueprint_7_Type Ammo
Blueprint_7_Supplies 1
Blueprint_7_Supply_0_ID 59716
Blueprint_7_Supply_0_Critical
Blueprint_7_Build 55048