2×2 (4)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
500 m
Range
143 RPM
Fire rate
0.1%
Durability loss per shot
Tactical, Grip, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 66 | 48 | 36 | 36 |
| 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
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 2.4 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 9°
- Side kick / shot
- ±3°
- Recovery
- 10% ↑ / 10% ↔
B50 "Instructor"
Where to find this Item
NPC Vendor #1 [Safezone]
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 36101 | Frost Military Guns | 51.28 % | 4 |
| 36118 | Frost Crate Military | 5.56 % | 20 |
| 36074 | Frost Guns Guns | 3.62 % | 19 |
| 36073 | Frost Guns | 0.65 % | 48 |
| 36094 | Frost Military | 0.42 % | 48 |
| 36014 | Frost Cache | 0.22 % | 66 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
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.).
Locked behind progression in quest Ranger II. Show exact unlock rules (1 path)
B50 "Instructor" ×1
B50 "Instructor" ×1
GUID bc0e8cfb72284bc5bdce2e7c585e2044
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 36565
Size_X 2
Size_Y 2
Magazine 36452
Hook_Tactical
Hook_Grip
Hook_Barrel
Ammo_Min 5
Ammo_Max 15
Safety
Semi
Can_Aim_During_Sprint True
Spread_Sprint 1.5
Magazine_Calibers 1
Magazine_Caliber_0 36005
Attachment_Calibers 1
Attachment_Caliber_0 36013
Range 500
Firerate 20
Action Trigger
Damage_Falloff_Range 0
Damage_Falloff_Multiplier 0
Player_Damage 60
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 0.1
Spread_Aim 0.001
Spread_Hip 0.3
Recoil_Min_X -1
Recoil_Min_Y 8
Recoil_Max_X 5
Recoil_Max_Y 10
Recover_X 0.1
Recover_Y 0.1
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.125
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1
Muzzle 3
Blueprints 3
Blueprint_0_Type Tool
Blueprint_0_Supply_0_ID 36565
Blueprint_0_Build 27
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 36011
Blueprint_0_Output_0_Amount 2
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 36565
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
Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 36011
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Build 27