4×2 (8)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

500 m

Range

273 RPM

Fire rate

0.025%

Durability loss per shot

Sight, Tactical, Grip, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 40.7 29.6 22.2 22.2
Zombie 110 80 60 60
Animal 22 16 12
Other damage
Standard caliber
Barricade 40
Structure 40
Vehicle 40
Resource 40
Object 40
Range & ballistics
Full 100% damage out to 250 m, drops to 0% by 500 m, bullet expires at 500 m. Hover the chart to read damage at any distance.
100%0%50%0 m250 m
Max range
500 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°100°aim
Control
Wild
Simulation
Auto, 12 rounds · 4.5 rps
Side bias
No horizontal kick
Up kick / shot
6.5°
Side kick / shot
±1.5°
Recovery
15% / 15%
3 blueprints
Tool
=
3 x
Tool
=
4 x
Repair
0%
+
2 x
=
100%
SSB "Niku" 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.
Police Guns 33.3 %
Guns Guns 7.2 %
Crate Police 3.3 %
Guns 1.3 %
Police 0.5 %
Cache 0.4 %
No spawns on map.
No zombie drops.
NPC Vendor #1 [Safezone]
No vendors trade this.
No airdrops on this map drop this.
Cache #1 0.4%
No objects drop this on this map.
Cache #1 ~0×
No resources yield this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
36021 Frost Police Guns 33.33 % 2
36074 Frost Guns Guns 7.25 % 19
36117 Frost Crate Police 3.33 % 7
36073 Frost Guns 1.29 % 48
36023 Frost Police 0.55 % 35
36014 Frost Cache 0.44 % 66
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
500 Exp
You get
SSB "Niku" ×1
You give
SSB "Niku" ×1
You get
200 Exp
Frost_Police_AR.dat
GUID 95300ddde29e4749ae45028714c2068f

Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 36465

Size_X 4
Size_Y 2

Magazine 36152
Sight 36456
Grip 36464

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 10
Ammo_Max 20

Safety
Semi
Bursts 2
Auto

Magazine_Calibers 1
Magazine_Caliber_0 36004

Attachment_Calibers 1
Attachment_Caliber_0 36013

Range 500
Firerate 10
Unplace 0.2
Replace 0.8
Action Trigger

Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0

Player_Damage 37
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 100
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 20
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 40
Structure_Damage 40
Vehicle_Damage 40
Resource_Damage 40
Object_Damage 40

Durability 0.025

Spread_Aim 0.01
Spread_Hip 0.1

Recoil_Min_X 1.5
Recoil_Min_Y 6
Recoil_Max_X -1.5
Recoil_Max_Y 7

Recover_X 0.15
Recover_Y 0.15

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.002
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.001

Muzzle 3

Blueprints 3
Blueprint_0_Type Tool
Blueprint_0_Supply_0_ID 36465
Blueprint_0_Build 27
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 36011
Blueprint_0_Output_0_Amount 3

Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Short
Blueprint_0_Condition_0_ID 36011
Blueprint_0_Condition_0_Value 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset

Blueprint_1_Type Tool
Blueprint_1_Supply_0_ID 36465
Blueprint_1_Build 27
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36011
Blueprint_1_Output_0_Amount 4

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

Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 36011
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Build 27