5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

500 m

Range

500 RPM

Fire rate

0%

Durability loss per shot

Sight

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 100.1 72.8 54.6 54.6
Zombie 330 240 180 180
Animal 66 48 36
Other damage
Standard caliber
Barricade 80
Structure 80
Vehicle 80
Resource 80
Object 80
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
10°15°aim
Control
Moderate
Simulation
Semi, 5 taps · 8.3 rps
Side bias
Kicks right
Up kick / shot
2.25°
Side kick / shot
±2.25°
Recovery
0% / 0%
3 blueprints
Tool
=
3 x
Tool
=
4 x
Repair
0%
+
2 x
=
100%
Antique Moses 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.
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Frost Cross #1 100%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
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.
Frost_Mosin_Dead.dat
GUID 38f9489f59884d83b8cd628165d00f7e

Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 36519

Size_X 5
Size_Y 2

Magazine 36130
Grip 36520

Hook_Sight

Ammo_Min 8
Ammo_Max 8

Safety
Semi

Caliber 36002

Range 500
Firerate 5
Action Bolt

Gunshot_Rolloff_Distance 1000

Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0

Player_Damage 91
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 300
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 60
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 80
Structure_Damage 80
Vehicle_Damage 80
Resource_Damage 80
Object_Damage 80

Spread_Aim 0.01
Spread_Hip 0.25

Recoil_Min_X 2
Recoil_Min_Y 2.25
Recoil_Max_X 2.5
Recoil_Max_Y 2.25

Recover_X 0
Recover_Y 0

Shake_Min_X -0.01
Shake_Min_Y 0.00075
Shake_Min_Z -0.15
Shake_Max_X -0.01
Shake_Max_Y 0.0005
Shake_Max_Z -0.1

Ballistic_Drop 0.0005

Muzzle 4

Blueprints 3
Blueprint_0_Type Tool
Blueprint_0_Supply_0_ID 36519
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 36519
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