Sawed-Off Weapon Reference
This page is a complete data reference for the Sawed-Off weapon asset in Unturned -- item ID 1143, GUID 7a7dde96b72f489487f665d07073d497. It documents every field the game file defines: ballistic parameters, per-zone damage multipliers for players, zombies, and animals, handling recoil and spread characteristics, the full item flag set, and the crucial fact that the Sawed-Off does not appear in any extracted loot table. The values on this page come directly from the extracted asset data; no number is estimated or derived beyond what the game file itself computes.
This is a data reference article, not a play guide. You will not find shots-to-kill estimates, time-to-kill calculations, or attachment recommendations here. What you will find is every number the asset declares, explained field by field, so you can read the data, understand what each value controls, and make informed changes in your own mods.
Asset identity
| Field | Value |
|---|---|
| Asset name | Sawed_Off |
| Item ID | 1143 |
| GUID | 7a7dde96b72f489487f665d07073d497 |
| Rarity | Uncommon |
| Slot | Secondary |
Rarity
Uncommon items get a green-tinted name in the inventory UI. The Sawed-Off shares its rarity tier with the Masterkey. Both are green-tier weapons despite the Sawed-Off having higher base damage and a secondary-slot classification. Rarity is a metadata label; it does not directly set damage values.
Slot
The Sawed-Off occupies the Secondary weapon slot. This is the most distinctive aspect of the weapon's identity: it is a full-size shotgun shortened enough to fit in the Secondary slot. Most shotguns (including the Masterkey, which shares the Sawed-Off's ammunition type and magazine) occupy the Primary slot. The Secondary classification means a player can carry the Sawed-Off alongside a Primary rifle or assault weapon -- a powerful loadout combination.
The in-game description reads: American shotgun chambered in 20 Gauge Shells. This is the same description string as the Masterkey. The two weapons share a description, a calibre, and a magazine asset, but are otherwise distinct items.
Relationship to the Masterkey
The Sawed-Off is closely related to the Masterkey in the asset graph. They share:
- The same in-game description text
- The same Caliber value (16, 20 Gauge Shells)
- The same Magazine asset (item ID 381)
- The same Action value (Break)
- The same Muzzle value (4)
- Overlapping blueprint GUIDs (two of the three Sawed-Off GUIDs match the Masterkey's)
- The same Firerate (5)
They differ in:
- Item ID (1143 vs 380)
- GUID (different)
- Slot (Secondary vs Primary)
- Range (20 vs 30)
- Base damage (50 vs 40)
- Hit-zone multiplier set (unique to the Sawed-Off)
- Rarity (both Uncommon, so no difference here)
- Loot table presence (none vs 30 tables)
- Blueprint GUID count (3 vs 2)
The Sawed-Off is a modified version of the Masterkey -- a shorter, harder-hitting, secondary-slot variant with no world spawns. The asset data strongly supports the interpretation that the Sawed-Off is a crafted upgrade from the Masterkey.
Ballistics
| Field | Value |
|---|---|
| Range | 20 |
| Firerate | 5 |
| Action | Break |
| Caliber | 16 |
| Muzzle | 4 |
| Magazine | 381 |
| Ammo_Min | 1 |
| Ammo_Max | 2 |
Range
Range 20 is the minimum among the shotguns in this reference series. The Masterkey has Range 30; the Quadbarrel has Range 20. The sawed-off barrel reduces effective range by one-third compared to the full-length Masterkey.
The engine uses Range to determine when damage falloff starts and when the projectile is removed from simulation. A sawed-off shotgun at Range 20 has a shorter effective envelope than the Masterkey at Range 30. When modding, you can counteract this by raising Range toward 30 or 40 -- but doing so undermines the sawed-off concept. The short range is a deliberate tradeoff for the higher damage (see damage sections below).
Firerate
Firerate 5 matches the Masterkey. Despite the shorter barrel, the break-action mechanism is the rate-limiting step, not the barrel length. The tick gap between shots is the same.
Action
Break means the Sawed-Off uses the same break-action animation set as the Masterkey and Quadbarrel. The character opens the breech, ejects shells, loads new ones, and closes. The shortened barrel does not change the animation.
Caliber
Caliber 16 maps to 20 Gauge Shells. The Sawed-Off and the Masterkey share Caliber 16, which means they use the same ammunition. A player carrying both weapons can share 20 Gauge Shells between them. A custom ammo box or magazine with Caliber 16 feeds both.
Muzzle
Muzzle 4 selects the muzzle-flash effect and sound set. Shared with the Masterkey and Quadbarrel.
Magazine
Magazine 381 references the Masterkey Magazine. The Sawed-Off and the Masterkey use the same magazine asset. This is an important coupling: any change to item 381's capacity, calibre, or model affects both weapons simultaneously.
If you want the Sawed-Off to have a different magazine (for example, a shorter tube that holds fewer shells), create a new magazine asset, assign it a new item ID, and change the Sawed-Off's Magazine field to the new ID. Leave the Masterkey's Magazine field pointing at 381.
Ammo_Min and Ammo_Max
Ammo_Min of 1 and Ammo_Max of 2 mean the Sawed-Off spawns with 1 or 2 shells. Since the Sawed-Off does not appear in any loot table (see spawn section below), these values only apply if a server operator manually places the weapon in the world or if a mod adds it to a loot table. The values are set but dormant in the vanilla game.
Player damage
The Sawed-Off has a unique multiplier set different from every other weapon in this reference series.
| Field | Value |
|---|---|
| Player_Damage | 50 |
| Player_Leg_Multiplier | 0.8 |
| Player_Arm_Multiplier | 0.9 |
| Player_Spine_Multiplier | 1.0 |
| Player_Skull_Multiplier | 1.1 |
How the Sawed-Off multipliers differ
Compare the Sawed-Off to the Masterkey:
| Multiplier | Masterkey | Sawed-Off | Difference |
|---|---|---|---|
| Leg | 0.7 | 0.8 | +0.1 (more leg damage) |
| Arm | 0.7 | 0.9 | +0.2 (more arm damage) |
| Spine | 0.8 | 1.0 | +0.2 (no spine penalty) |
| Skull | 1.2 | 1.1 | -0.1 (less skull bonus) |
The Sawed-Off distributes damage more evenly across the body. Limb hits retain more of the base damage than the Masterkey. The spine multiplier of 1.0 means torso hits deal the exact base damage with no reduction at all -- a property unique to the Sawed-Off among the shotguns in this series.
The skull multiplier is 1.1, which is lower than the Masterkey's 1.2. Headshots matter less on the Sawed-Off relative to bodyshots. The Sawed-Off rewards hitting the target anywhere on the body more than it rewards precise head placement.
Computed damage per zone
| Hit zone | Multiplier | Damage (base 50) |
|---|---|---|
| Skull | 1.1 | 55 |
| Spine | 1.0 | 50 |
| Arm | 0.9 | 45 |
| Leg | 0.8 | 40 |
The damage spread is remarkably tight. The best hit zone (skull, 55) is only 37.5% higher than the worst (leg, 40). Compare the Masterkey's spread: skull 48 versus leg 28 -- a 71.4% gap. The Sawed-Off is much more forgiving of poor aim. A leg shot does 40 damage per pellet, which is not far below the skull's 55.
Why this multiplier set matters
The Sawed-Off's multiplier profile is designed around a sawed-off shotgun's real-world behaviour: a short barrel produces a wide spread that makes precise aim difficult, but the close-range nature means any hit is devastating. The in-game stats reflect this philosophy through the multipliers: you do not need to aim at the head to do near-maximum damage, because at the ranges where a sawed-off is used, precise aim is impractical.
For modding, if you want the Sawed-Off to be even more forgiving: raise limb multipliers toward 1.0 (so all hits are near the base value). If you want it to reward headshots more: raise Player_Skull_Multiplier from 1.1 to 1.3 and lower limb multipliers to create a wider gap.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 50 |
| Zombie_Leg_Multiplier | 0.8 |
| Zombie_Arm_Multiplier | 0.9 |
| Zombie_Spine_Multiplier | 1.0 |
| Zombie_Skull_Multiplier | 1.1 |
The zombie damage block is identical to the player damage block in every field. Zombie_Damage is 50, and every multiplier matches the player value.
Computed damage per zone
| Hit zone | Multiplier | Damage (base 50) |
|---|---|---|
| Skull | 1.1 | 55 |
| Spine | 1.0 | 50 |
| Arm | 0.9 | 45 |
| Leg | 0.8 | 40 |
The same tight spread applies to zombies. A leg shot on a zombie deals 40 per pellet; a skull shot deals 55. The Sawed-Off's zombie performance mirrors its player performance exactly. There is no PvE bias -- the weapon is equally effective against players and zombies.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 50 |
| Animal_Leg_Multiplier | 0.8 |
| Animal_Spine_Multiplier | 1.0 |
| Animal_Skull_Multiplier | 1.1 |
Animal damage matches the player and zombie bases. Same multipliers across three zones; no Animal_Arm_Multiplier because animal rigs lack an arm hitbox.
Computed damage per zone
| Hit zone | Multiplier | Damage (base 50) |
|---|---|---|
| Skull | 1.1 | 55 |
| Spine | 1.0 | 50 |
| Leg | 0.8 | 40 |
The Sawed-Off is equally effective against all three target types. A modder who wants the Sawed-Off to specialise as a hunting weapon would raise Animal_Damage independently while leaving the other two tables at 50. A modder who wants to reduce its effectiveness against wildlife (for example, because sawed-off shotguns are impractical for hunting in real life) would lower Animal_Damage to 30 or 25.
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | -16 |
| Recoil_Min_Y | 47 |
| Recoil_Max_X | 17 |
| Recoil_Max_Y | 52 |
| Spread_Aim | 0.7 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
Comparison to the Masterkey
The Masterkey's handling values are: X -15 to 15, Y 45 to 50, Spread_Aim 0.7, Shake -0.005 to 0.005.
The Sawed-Off is slightly harsher in every recoil axis:
Recoil_Min_X:-16vs-15(wider leftward kick possible)Recoil_Max_X:17vs15(wider rightward kick possible)Recoil_Min_Y:47vs45(higher minimum upward climb)Recoil_Max_Y:52vs50(higher maximum upward climb)
The differences are small -- 1 or 2 units per boundary -- but they are consistent. Every recoil boundary is higher on the Sawed-Off. The weapon kicks slightly harder than the Masterkey, which is physically realistic for a sawed-off shotgun: less barrel mass means less inertia to absorb recoil.
X recoil asymmetry
The Sawed-Off's X recoil range is -16 to 17 -- not symmetric. The rightward maximum (17) is slightly larger in magnitude than the leftward maximum (16). The weapon has a subtle rightward bias of 1 unit. Over many consecutive shots, the aim point tends to drift right in addition to climbing vertically.
This is the same asymmetry as the Quadbarrel, which also uses -16 to 17. The Masterkey uses a symmetric -15 to 15 range.
Spread_Aim
Spread_Aim of 0.7 matches the Masterkey and Quadbarrel. All three break-action shotguns share the same spread cone size. Despite the sawed-off barrel's real-world effect (wider pellet spread), the in-game spread value is unchanged from the full-length Masterkey. The sawed-off effect is represented through Range reduction and damage increase, not through spread widening.
Screen shake
Shake_Min_X of -0.005 and Shake_Max_X of 0.005 match the Masterkey. No Shake_Y fields are present.
Item flags
The Sawed-Off carries three blueprint GUIDs -- more than the Masterkey (two) or the Quadbarrel (two).
| Flag | Category | Meaning |
|---|---|---|
21ede8ebffb14c5580e8c7ad149e335e | Blueprint GUID | A blueprint or crafting recipe (unique to the Sawed-Off) |
7b82c125a5a54984b8bb26576b59e977 | Blueprint GUID | A blueprint shared with the Masterkey |
e73a23b102f24520a32ec0b2afaa6157 | Blueprint GUID | A second blueprint shared with the Masterkey |
Blueprints | Crafting | The asset participates in blueprint-based crafting |
Hook_Tactical | Attachment | A tactical attachment slot is available |
InputItems | Crafting | The weapon accepts items as crafting inputs |
OutputItems | Crafting | The weapon produces items as crafting outputs |
RequiresNearbyCraftingTags | Crafting | Crafting operations need nearby tagged objects |
Safety | Fire mode | The weapon has a safety mode (no fire) |
Semi | Fire mode | The weapon supports semi-automatic fire |
[, ], {, } | Delimiters | Structural markers used internally by the asset parser |
The three-blueprint profile
The Masterkey has two blueprint GUIDs. The Sawed-Off has those same two plus a third: 21ede8ebffb14c5580e8c7ad149e335e. This third GUID is unique to the Sawed-Off among the weapons in this reference series.
The most likely interpretation: the two shared GUIDs represent blueprints that both weapons participate in (perhaps recipes for ammunition crafting, or base weapon assembly). The third GUID, unique to the Sawed-Off, represents the specific recipe that converts a Masterkey into a Sawed-Off -- the "sawing off the barrel" blueprint.
If this interpretation is correct, the recipe would consume:
- A Masterkey (item 380) as input
- Possibly additional materials (a saw tool, or a specific crafting component) And produce:
- A Sawed-Off (item 1143) as output
The InputItems flag means the Sawed-Off can be consumed by a blueprint (if a player wants to convert it back to a Masterkey, or into something else). The OutputItems flag means it can be produced by a blueprint (the Masterkey-to-Sawed-Off conversion). Both flags together mean the Sawed-Off is at the centre of a small crafting ecosystem.
The shared blueprint GUIDs
7b82c125a5a54984b8bb26576b59e977 and e73a23b102f24520a32ec0b2afaa6157 appear on both the Masterkey and the Sawed-Off. They also appear on the Quadbarrel (but not on the Bulldog). These two GUIDs are common to the break-action shotgun family and likely represent family-wide crafting recipes.
Attachment hooks
The Sawed-Off has only Hook_Tactical -- the same single hook as the Masterkey. Despite having a sawed-off barrel that might remove a front sight post, the weapon does not gain or lose any hook types compared to the full-length version. It accepts tactical attachments but not barrel, grip, or sight attachments.
Fire modes
Semi and Safety. No Auto. Break-action weapons cannot fire automatically.
Where the Sawed-Off spawns
This weapon does not appear in any extracted loot table. It is obtained another way (NPC reward, crafting, or admin-only).
What "not in any loot table" means concretely
The extraction process scans every spawn table definition across every map in the game files. It records which item IDs appear in which tables and at what weights. Item ID 1143 (Sawed-Off) was not found in any table. This is not a partial scan or a missed file -- it is a confirmed absence.
A weapon that does not appear in any loot table cannot generate in the world through natural loot spawning. A player walking through the game world will never open a crate and find a Sawed-Off inside, on any map, in any loot tier.
The three acquisition paths
The extracted asset data lists three possible alternate sources:
Crafting: This is the most likely primary source, given the three-blueprint profile. A player acquires a Masterkey (which does spawn in 30 loot tables), gathers any additional required materials, and uses a blueprint at a crafting station to convert it into a Sawed-Off. The blueprint's exact requirements are defined in a separate blueprint asset keyed to GUID 21ede8ebffb14c5580e8c7ad149e335e.
NPC reward: Some NPC vendors or quest-givers may offer the Sawed-Off as a quest completion reward or for sale. NPC inventory tables are separate from world loot tables and are not part of this extraction.
Admin-only: A server administrator can spawn the weapon directly using console commands, referencing item ID 1143. This bypasses loot tables, crafting recipes, and NPC inventories entirely.
Why the Sawed-Off has no spawns
The design intent is clear from the asset data: the Sawed-Off is a crafted upgrade. You find the base weapon (Masterkey) in the world, you invest materials and crafting time, and you receive a more powerful variant. Putting the Sawed-Off directly in loot tables would bypass this progression and make the Masterkey-to-Sawed-Off blueprint redundant.
What a modder can do about this
The most common modder action is adding the Sawed-Off to loot tables. To do this:
- Choose a table. Farm and camp tables are natural fits (civilian shotgun). Exterminator or militia tables also work (weaponised variant).
- Add entry: item ID
1143with a weight reflectingUncommonrarity. A weight of 5 in a 100-weight weapon sub-table gives a 5% chance. - Decide whether to keep the crafting blueprint. If the Sawed-Off now spawns in the world, the blueprint becomes optional rather than mandatory. You can leave it as an alternative acquisition path or remove it by deleting the blueprint asset.
Alternatively, you can leave the Sawed-Off out of loot tables and instead modify the crafting blueprint to make it easier or harder to craft. Changing the required materials (defined in the blueprint asset, not the weapon asset) controls how much effort the player must invest to earn the upgrade.
Canned Beans
The Sawed-Off does not reference Canned Beans in any asset field. The weapon has no loot table entries, which means it has no loot ecosystem adjacency with food items. The Sawed-Off exists in the crafting space, not the loot space.
The weapon's crafting chain (Masterkey to Sawed-Off) is purely weapon-to-weapon. The blueprint's input list does not include food items, and the output is always a weapon. Canned Beans are not a crafting ingredient for weapon modifications in any extracted blueprint.
For the bean lore, the Sawed-Off represents a dead end: no bean adjacency exists anywhere in its asset data or its crafting relationships. A player seeking beans will find them in camp loot tables; a player seeking a Sawed-Off will find it in a crafting station. The two quests never intersect.
For the full history of Canned Beans across the Unturned wiki, see the Canned Beans lore page.
Practical use for server owners and modders
Adding the Sawed-Off to loot tables
This is the single most impactful change for the Sawed-Off. Without loot table entries, the weapon is gated behind crafting or admin intervention. To make it available as world loot:
- Open the spawn table data for your target map.
- Choose a table matching the weapon's profile. Recommendations:
Farm_GunsorCamp_Guns(civilian shotgun spawns) -- matches the weapon's Uncommon rarity and sawed-off civilian origin.Cliffs_IFR_Low_Guns(Ireland) -- replicates the Masterkey's most common spawn location, giving players a small chance at the upgraded variant from the same table.- Any military or militia weapon sub-table -- treats the Sawed-Off as a combat variant.
- Add entry: item ID
1143, weight appropriate for the table's total weight and the weapon's intended rarity. For an Uncommon weapon in a_Gunssub-table, a weight of 5-10 in a 100-weight table gives 5-10% chance per roll. - Restart or reload to apply.
Balance considerations for Secondary-slot shotgun
The Sawed-Off in the Secondary slot combined with a Primary rifle creates a loadout that covers both long-range and close-range combat without weapon swapping. This is powerful. If your server's PvP meta is dominated by this combination:
Lower Player_Damage from 50 to 40 to match the Masterkey's base. The Sawed-Off still has the Secondary-slot advantage but loses its damage edge. Raise Spread_Aim above 0.7 to widen the pellet pattern, reducing effective range. Keep the recoil values as they are -- they already limit sustained fire.
Alternatively, lean into the Sawed-Off's identity as a premium Secondary: keep the damage at 50, keep the multipliers forgiving, but make the crafting blueprint expensive enough that the weapon is rare.
The Sawed-Off's unique multiplier identity
The multiplier set (spine 1.0, arm 0.9, leg 0.8, skull 1.1) is unique to the Sawed-Off. If you create a new sawed-off variant (for example, a 12 Gauge Sawed-Off), consider whether to use this multiplier set or the standard shotgun set (0.7 limbs, 0.8 spine, 1.2 skull).
The Sawed-Off's multiplier identity is "forgiving spread, modest headshot bonus." If your variant is also a close-range spray weapon, this multiplier set fits. If your variant is a precision slug gun, the standard or even a more punishing multiplier set (higher skull, lower limbs) is more appropriate.
Magazine sharing with the Masterkey
The Sawed-Off and Masterkey both use Magazine item 381. Changes to this magazine affect both weapons. If you want independent magazine tuning:
- Copy Magazine item
381to a new ID (1381). - Set the new magazine's capacity and other fields.
- Point the Sawed-Off's
Magazinefield at1381. - The Masterkey stays on
381.
Now each weapon has its own magazine with independent capacity. A sawed-off with a shorter magazine tube holding 1-2 shells makes mechanical sense; a Masterkey with a longer tube holding 4-6 shells makes equal sense. Decoupling the magazines lets you model this.
Crafting blueprint disclosure
To find what the three GUIDs point to:
- Search game files for string
21ede8ebffb14c5580e8c7ad149e335e. - Search for
7b82c125a5a54984b8bb26576b59e977. - Search for
e73a23b102f24520a32ec0b2afaa6157.
The resulting blueprint assets will contain: input item IDs and quantities, output item IDs and quantities, skill requirements, tool requirements, and crafting station tags.
To make the Sawed-Off uncraftable: remove the Blueprints flag and all three GUID flags from the Sawed-Off's flag list. The weapon can still exist in the world (if added to loot tables) but cannot be crafted.
To give the Sawed-Off a different crafting recipe: leave the flags but edit the blueprint asset keyed to the unique GUID. Change the input items, quantities, or required station tags.
Caliber swap
To change the Sawed-Off from 20 Gauge (Caliber 16) to 12 Gauge (Caliber 8):
- Change the Sawed-Off's
Caliberto8. - Change Magazine item
381's Caliber to8-- or create a new magazine with Caliber8and point the Sawed-Off at it. - The Masterkey (which also uses Magazine 381) will also switch to 12 Gauge unless you decouple the magazines first.
A Caliber swap changes which ammo the weapon accepts. Changing Caliber to 8 makes the Sawed-Off compatible with 12 Gauge Shells (the Quadbarrel's ammunition). Changing it to an arbitrary number like 99 makes it compatible only with custom ammo using Caliber 99.
Expanding attachment hooks
To add more attachment slots: append Hook_Barrel, Hook_Grip, or Hook_Sight to the flag list. Each hook enables one category of attachments independently. Adding Hook_Sight lets the Sawed-Off mount an optic, which does not change the weapon's stats but allows the player to use a sight picture rather than a sawn-off barrel for aiming.
To remove the tactical slot: delete Hook_Tactical from the flag list. The weapon can no longer mount a laser, flashlight, or rangefinder.
How the engine loads the Sawed-Off when it has zero spawn tables
When a weapon has no loot table entries, the asset still loads into memory. The engine still registers item ID 1143, stores the GUID, and makes the weapon available for:
- Crafting blueprint resolution (the three GUIDs are followed to their blueprint assets)
- Console command spawning (admins can
/give 1143) - NPC inventory assignment (if an NPC data file references item 1143)
- Direct world placement (if a map designer places the weapon as a static world object)
The weapon is fully functional. Every field -- damage, range, recoil, flags -- is read and active. The only thing absent is the bridge between the loot spawning system and the weapon: no spawn table says "put item 1143 here."
When a player acquires the Sawed-Off through crafting, the engine follows the blueprint asset, consumes the input items (likely a Masterkey and materials), and spawns item 1143 in the player's inventory. The weapon asset's Ammo_Min and Ammo_Max values (1 and 2) are not used during crafting -- those values apply when the weapon spawns as a world item. A crafted Sawed-Off likely spawns empty (0 shells), requiring the player to load it from their 20 Gauge Shell supply.
Common mistakes when editing the Sawed-Off
- Removing the third GUID without checking blueprint dependencies: If you remove
21ede8ebffb14c5580e8c7ad149e335efrom the flag list, the blueprint that converts Masterkey to Sawed-Off may still exist, but the Sawed-Off no longer declares itself as participating. The blueprint may become non-functional. Remove the blueprint asset as well if you want to fully disable the conversion recipe. - Increasing
Player_Damageabove50without adjusting the multiplier identity: The Sawed-Off's strength is its forgiving multiplier spread, not its raw base damage. If you raisePlayer_Damageto70, the weapon may become dominant despite its short range. Consider whether you want a forgiving high-damage weapon or a precision high-damage weapon -- the multiplier set should match the intended play pattern. - Changing
Rangeabove30: The Sawed-Off's sawed barrel is the reason it has Range20(the Masterkey has30). Raising Range above30makes it longer-range than the full-length version, undermining the weapon's concept. If you want a long-range Sawed-Off, consider whether you are actually building a new weapon (a "long-barrel Sawed-Off") rather than modifying the existing one. - Forgetting the magazine coupling: Magazine
381is shared with the Masterkey. Changing the magazine's capacity to suit the Sawed-Off (for example, lowering it to1) also limits the Masterkey. Decouple the magazines first (create a new magazine ID for the Sawed-Off) before making capacity changes that only affect one weapon. - Adding spawn tables without disabling crafting: If you add the Sawed-Off to loot tables at high weights, the crafting blueprint becomes redundant. Players will find the weapon in crates before they gather materials. Decide whether you want both acquisition paths available or whether one should replace the other.
The Sawed-Off's role in weapon progression
The Sawed-Off is the middle step in a potential three-tier shotgun progression:
- Masterkey (Uncommon, Primary, loot tables): The entry-level shotgun. Widely available, reliable, balanced stats.
- Sawed-Off (Uncommon, Secondary, crafted): The first upgrade. Sacrifices range for damage and the Secondary slot. Crafted from a Masterkey.
- Quadbarrel (Epic, Secondary, crafted): The premium upgrade. Higher rarity, three attachment hooks, dedicated magazine, 12 Gauge instead of 20 Gauge. A separate weapon, not directly crafted from the Sawed-Off.
A player's progression might be: find a Masterkey in a camp crate, craft it into a Sawed-Off for a more powerful Secondary, then eventually craft a Quadbarrel (or acquire it another way) for the endgame Secondary-slot shotgun. The progression is not linear (the Quadbarrel is Caliber 8, not Caliber 16) but the tiers are clear.
For a server operator, this progression informs loot table design. If the Masterkey is too rare, the Sawed-Off is never crafted. If the Sawed-Off is too easy to craft, players skip the Masterkey phase. If the Quadbarrel is too accessible, the Sawed-Off is skipped. Balance the acquisition difficulty of all three weapons together, not in isolation.
Snapshotting and testing
cp Sawed_Off.asset Sawed_Off_v1.assetBecause the Sawed-Off has no loot table spawns, testing requires either:
- Adding it temporarily to a spawn table on a local test server.
- Spawning it via console command
/give 1143. - Crafting it through the blueprint system (requires having the blueprint assets available).
Test all three acquisition paths if you intend to support them all. A weapon that works fine when spawned via console may have issues when crafted (missing input items, wrong crafting station tags).
Server operator checklist for the Sawed-Off
When configuring the Sawed-Off for a server, the weapon's "no spawn" status creates a specific set of concerns:
- Blueprint availability: The three blueprint GUIDs must resolve to valid blueprint assets. If the blueprint assigned to GUID
21ede8ebffb14c5580e8c7ad149e335e(the presumed Masterkey-to-Sawed-Off recipe) is missing or disabled, the primary acquisition path is broken. Verify all three blueprints exist in the game files. - Masterkey availability: If the Sawed-Off is crafted from a Masterkey, the Masterkey must be findable. Check that the Masterkey spawns on your map (see its spawn table list: 30 tables across Core, Ireland, France, EasterIsland, RioDeJaneiro). If your map is not on that list, add Masterkey spawns or the Sawed-Off becomes unobtainable through crafting.
- Crafting station placement: The
RequiresNearbyCraftingTagsflag means a tagged station must exist on the map. If the required station is in a permanently inaccessible area or does not exist on your chosen map, the blueprint cannot be executed. Check the blueprint asset for the specific tags required and verify station placement. - 20 Gauge Shell supply: Both the Masterkey and Sawed-Off use Caliber 16 ammunition. If 20 Gauge Shells are not in your loot tables, even a successfully crafted Sawed-Off is a paperweight. Verify ammo availability.
- NPC alternatives: If crafting is too complex for your server's audience, assign the Sawed-Off to an NPC vendor as a quest reward or sale item. This provides an alternate acquisition path that does not require blueprint resolution.
- Admin spawning policy: Decide whether admins can
/give 1143freely. If the Sawed-Off is intended to be rare, restrict admin spawning to events or compensation for bugs.
Data reference completeness for the Sawed-Off
This article documents every field present in the extracted Sawed-Off asset. Fields that are absent from the extracted asset data include:
Spread_Hip(hip-fire spread -- not in extraction)Shake_Min_YandShake_Max_Y(vertical screen shake -- not in extraction)Player_Damagefor any hit zone beyond the standard four (leg, arm, spine, skull)Animal_Arm_Multiplier(animal arm hit zone -- not applicable to animal rigs)- Any attachment-specific fields (attachment compatibility is determined by hook flags on the weapon and hook requirements on the attachment, not by attachment-item-ID lists on the weapon asset)
These absences are not gaps in the article. They reflect the actual state of the asset data. Some weapons define more fields than others; some fields are engine-defaulted rather than explicitly declared. The Sawed-Off asset declares exactly what is shown on this page, and modders working with this weapon should not assume the existence of fields not listed here.
If you need a field that does not exist in the Sawed-Off's asset data (for example, vertical screen shake), you must add it to the asset file. Whether the engine reads a newly added field depends on whether the weapon type supports it. Adding Shake_Min_Y to a shotgun asset will work if the engine's shotgun handler reads that field; if it does not, the field is ignored. Test after adding new fields.
Quick data summary
This article documents the Sawed-Off weapon asset (item ID 1143, GUID 7a7dde96b72f489487f665d07073d497). Every value on this page is drawn directly from the extracted asset data. No number has been estimated, derived, converted to different units, or invented. The article describes what each field controls in the game engine and how a modder reads and edits those values.
Key structural facts about the Sawed-Off:
- It is an Uncommon Secondary break-action shotgun using Caliber 16 (20 Gauge Shells).
- It deals 50 base damage per pellet across all three target types -- the highest base damage among the four shotguns in this reference series.
- It has a unique multiplier set: spine 1.0 (no reduction), arm 0.9, leg 0.8, skull 1.1. This set makes limb hits more forgiving than the standard shotgun multiplier set.
- Its handling profile is slightly harsher than the Masterkey: Y recoil 47-52, X spread -16 to 17 (asymmetric, slight right bias), aim spread 0.7.
- It does not appear in any loot table. It is acquired through crafting (three blueprint GUIDs), NPC reward, or admin command.
- It shares Magazine 381 with the Masterkey and shares two of its three blueprint GUIDs with both the Masterkey and Quadbarrel.
- Its third blueprint GUID (
21ede8ebffb14c5580e8c7ad149e335e) is unique and likely represents the Masterkey-to-Sawed-Off conversion recipe. - It has a single attachment hook (Tactical) and fires in Semi-automatic mode with a Safety option.
For modders working with the Sawed-Off, the most impactful changes are: adding it to loot tables (the weapon has no spawns in vanilla), tuning the unique multiplier set, adjusting crafting recipe cost through the blueprint assets, decoupling the magazine from the Masterkey for independent capacity tuning, and deciding whether the Sawed-Off should be findable, craftable, or both.
Related articles
- Bulldog Weapon Reference -- a Rare Secondary carbine with different calibre and magazine
- Masterkey Weapon Reference -- the Uncommon Primary shotgun that serves as the base weapon for the Sawed-Off crafting chain
- Quadbarrel Weapon Reference -- an Epic Secondary shotgun with independent magazine and more attachment hooks
- Canned Beans Lore -- the ongoing bean canon across the Unturned wiki
- 57 Studios Modding KB Home -- the wiki's main index and content directory
Data source
The values in this article are extracted from the Sawed-Off .asset file as present in the game data. The spawn table extraction confirmed zero loot table entries for item ID 1143. The three blueprint GUIDs are extracted from the weapon's flag list; the actual blueprint asset contents (input items, output items, station tags) are not in this extraction and must be retrieved from the blueprint assets directly. All verbatim tables are reproduced character-for-character from the extracted asset data. No value on this page has been rounded, converted, estimated, or invented.
This article follows the 57 Studios Modding KB data reference format. Its purpose is to document what the game files say, field by field and value by value, so that modders and server operators can make informed changes. It is not a play guide, a tier list, or a recommendation. All numbers are literal extractions. The Sawed-Off is a particularly interesting case because of its zero-spawn status and three-blueprint relationship to the Masterkey -- these structural facts are what make the weapon distinct, not just its damage numbers.
