3×2 (6)

Inventory size

Any

Hand slot

Semi, Safety

Firemodes

400 m

Range

1,500 RPM

Fire rate

0.1%

Durability loss per shot

Sight, Tactical, Grip

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 67.1 48.8 36.6 36.6
Zombie 143 78 39 39
Animal 108.9 79.2 59.4
Other damage
Standard caliber
Barricade 7
Structure 7
Vehicle 25
Resource 20
Object 30
Range & ballistics
Full 100% damage out to 0 m, drops to 0% by 400 m, bullet expires at 400 m. Hover the chart to read damage at any distance.
100%0%50%0 m
Max range
400 m
Alert radius
48 m
Bullet drop
×4
Recoil
0.5°aim
Control
Pinpoint
Simulation
Semi, 5 taps · 25 rps
Side bias
Random side-to-side
Up kick / shot
0.15°
Side kick / shot
±0.5°
Recovery
5000% / 50%
3 blueprints
Repair
0%
+
=
100%
Tool
=
3 x
Utilities
=
2 x
Crossbow Where to find this Item
100%
A6 Polaris map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Farm Guns 25.0 %
Crate Camp 7.5 %
Camp 1.9 %
Farm 1.9 %
No spawns on map.
No zombie drops.
NPC Vendor #1 [Safezone]
No vendors trade this.
No airdrops on this map drop this.
Crate #12 7.5%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (4)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
36076 Frost Farm Guns 25.00 % 4
36119 Frost Crate Camp 7.50 % 10
36082 Frost Camp 1.87 % 85
36034 Frost Farm 1.87 % 41
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.).

Gun Shop
Run by Frost NPC Vendor #1 [Safezone]
Locked behind progression in quest Ranger II. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Ranger II — milestone 3 of 3 reached
You give
150 Exp
You get
Crossbow ×1
You give
Crossbow ×1
You get
40 Exp
Frost_Crossy.dat
GUID 8d46a3977f854e77904da43fcf92447e

Type Gun
Rarity Uncommon
Useable Gun
Slot Any
ID 36331

Size_X 3
Size_Y 2

Barrel 36332
Magazine 36334

Hook_Sight
Hook_Grip
Hook_Tactical

Ammo_Min 1
Ammo_Max 1

Safety
Semi

Magazine_Calibers 1
Magazine_Caliber_0 36006

Attachment_Calibers 1
Attachment_Caliber_0 36013

Firerate 1
Replace 0.4
Action String

Player_Damage 61
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 130
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 99
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 7
Structure_Damage 7
Vehicle_Damage 25
Resource_Damage 20
Object_Damage 30

Durability 0.1

Spread_Aim 0.001
Spread_Hip 0.2

Range 400
Ballistic_Steps 160
Ballistic_Travel 2.5
Ballistic_Drop 0.0025
Damage_Falloff_Range 0
Damage_Falloff_Multiplier 0

Recoil_Min_X -0.5
Recoil_Min_Y 0.15
Recoil_Max_X 0.5
Recoil_Max_Y 0.14

Recover_X 0.5
Recover_Y 50

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

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 36011
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Build 27

Blueprint_2_Type Utilities
Blueprint_2_Supply_0_ID 36331
Blueprint_2_Build 27
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 36011
Blueprint_2_Output_0_Amount 2

Blueprint_2_Conditions 1
Blueprint_2_Condition_0_Type Flag_Short
Blueprint_2_Condition_0_ID 36011
Blueprint_2_Condition_0_Value 0
Blueprint_2_Condition_0_Logic Equal
Blueprint_2_Condition_0_Allow_Unset

Blueprint_1_Type Tool
Blueprint_1_Supply_0_ID 36331
Blueprint_1_Build 27
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36011
Blueprint_1_Output_0_Amount 3

Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Short
Blueprint_1_Condition_0_ID 36011
Blueprint_1_Condition_0_Value 1
Blueprint_1_Condition_0_Logic Equal