5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

500 m

Range

59 RPM

Fire rate

0.025%

Durability loss per shot

Sight, Tactical, Grip, Barrel

Attachment hooks

-10%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 126.5 92 69 69
Zombie 440 320 240 240
Animal 88 64 48
Other damage
High caliber
Barricade 130
Structure 130
Vehicle 500
Resource 500
Object 500
Range & ballistics
Full 100% damage out to 0 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 m
Max range
500 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
11.5°
Side kick / shot
±0.3°
Recovery
5% / 10%
6 blueprints
Tool
=
3 x
Tool
=
4 x
Repair
Repair lvl.2
0%
+
2 x
=
100%
Gear
+
=
Utilities
Craft lvl.3
+
+
2 x
=
Gear
+
=
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_AWP_Skin.dat
GUID 32db41c94bf64c94b0ece9600c36eeb7

Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 36598

Size_X 5
Size_Y 2

Magazine 36604
Sight 36541
Tactical 36443
Grip 36536

Hook_Sight
Hook_Barrel
Hook_Tactical
Hook_Grip

Ammo_Min 1
Ammo_Max 1

Quality_Min 0
Quality_Max 10

Safety
Semi

Magazine_Calibers 1
Magazine_Caliber_0 36014

Attachment_Calibers 1
Attachment_Caliber_0 36013

Range 500
Firerate 50
Action Bolt

Gunshot_Rolloff_Distance 1000
Equipable_Movement_Speed_Multiplier 0.9

Damage_Falloff_Range 0
Damage_Falloff_Multiplier 0

Player_Damage 115
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 400
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Invulnerable

Animal_Damage 80
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 130
Structure_Damage 130
Vehicle_Damage 500
Resource_Damage 500
Object_Damage 500

Durability 0.025

Spread_Aim 0.01
Spread_Hip 0.5

Recoil_Min_X -0.3
Recoil_Min_Y 13
Recoil_Max_X 0.3
Recoil_Max_Y 10

Recover_X 0.1
Recover_Y 0.05

Shake_Min_X -0.02
Shake_Min_Y 0.00075
Shake_Min_Z -0.05
Shake_Max_X -0.02
Shake_Max_Y 0.0005
Shake_Max_Z -0.07

Ballistic_Drop 0.0005

Muzzle 4

Actions 3
Action_0_Type Blueprint
Action_0_Source 36150
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 5
Action_0_Text ▲Upgrade
Action_0_Tooltip ▲Upgrade weapon using gun parts

Action_1_Type Blueprint
Action_1_Source 36598
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Key Salvage

Action_2_Type Blueprint
Action_2_Source 36598
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 1
Action_2_Key Salvage

Blueprints 4
Blueprint_0_Type Tool
Blueprint_0_Supply_0_ID 36598
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 36598
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
Blueprint_2_Tool 36090
Blueprint_2_Level 2
Blueprint_2_Skill Repair

Blueprint_3_Type Gear
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 36559
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_0_Critical
Blueprint_3_Supply_1_ID 36196
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Supply_1_Critical
Blueprint_3_State_Transfer
Blueprint_3_Build 27

Blueprint_3_Conditions 1
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 36578
Blueprint_3_Condition_0_Value True
Blueprint_3_Condition_0_Logic Equal