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.
Max range
500 m
Alert radius
48 m
Bullet drop
×4
Recoil
- 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% ↔
Iron Sights
1× zoom
Iron Sights
1.25× zoom
Iron Sights
1× zoom
Iron Sights
1.25× zoom
Iron Sights
1× zoom
Iron Sights
1× zoom
Iron Sights
1× zoom
Iron Sights
1× zoom
B-3 4x Scope
4× zoom
Spread -5%
RAID 6x Scope
6× zoom
RAID 8x Scope
8× zoom
Vertical recoil +10%Horizontal recoil +10%
DASH-2 Dot Sight
1.25× zoom
Holographic Vertical recoil -5%Horizontal recoil -5%
DASH-2 Holo Sight
1.25× zoom
Holographic Vertical recoil -5%Horizontal recoil -5%
Iron Sights
1× zoom
Makeshift 5x Scope
5× zoom
Spread -5%
Makeshift Sight
1.25× zoom
Vertical recoil -5%Horizontal recoil -5%
Antique Moses
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Drops from objects
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