1×2 (2)

Inventory size

Stat tuning

Function

Stat modifiers when attached
Stacks multiplicatively with the gun's base stats
Vertical recoil
-5%
Horizontal recoil
-5%
Spread
-50%
Sway
-90%
Shake
-100%
Fits 25 guns
4 blueprints
Utilities
Utilities
=
2 x
Utilities
Utilities
RAID Bipod 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.
Frost NPC Vendor #1 [Safezone]
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
How loot works in Unturned Sections that apply to this tactical 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.).

Grip & Tactical Shop
Run by Frost NPC Vendor #1 [Safezone]
Locked behind progression in quest Ranger I. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Ranger I — milestone 3 of 3 reached
You give
200 Exp
You get
RAID Bipod ×1
You give
RAID Bipod ×1
You get
50 Exp
Frost_Grip_Ergo_Bipod_Baby.dat
GUID 33ec8f83252f4e55bda9ca6f49f0c6c2

Type Tactical
Rarity Rare
ID 36442


Size_Y 2

Recoil_X 0.95
Recoil_Y 0.95

Calibers 10
Caliber_0 36002
Caliber_1 36003
Caliber_2 36004
Caliber_3 36005
Caliber_4 36006
Caliber_5 36007
Caliber_6 36008
Caliber_7 36009
Caliber_8 36013
Caliber_9 36015

Sway 0.1
Shake 0
Spread 0.5

Bipod

Actions 3
Action_0_Type Blueprint
Action_0_Source 36442
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 2
Action_0_Text ▲Raise Bipod
Action_0_Tooltip ▲Raise the two-legged support

Action_1_Type Blueprint
Action_1_Source 36442
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Key Salvage

Action_2_Type Blueprint
Action_2_Source 36442
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 1
Action_2_Key Salvage

Blueprints 3
Blueprint_0_Type Utilities
Blueprint_0_Supply_0_ID 36442
Blueprint_0_Build 27
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 36011
Blueprint_0_Output_0_Amount 1

Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Short
Blueprint_0_Condition_0_ID 36013
Blueprint_0_Condition_0_Value 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset

Blueprint_1_Type Utilities
Blueprint_1_Supply_0_ID 36442
Blueprint_1_Build 27
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36011
Blueprint_1_Output_0_Amount 2

Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Short
Blueprint_1_Condition_0_ID 36013
Blueprint_1_Condition_0_Value 1
Blueprint_1_Condition_0_Logic Equal

Blueprint_2_Type Utilities
Blueprint_2_Supply_0_ID 36442
Blueprint_2_Build 27
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 36443
Blueprint_2_Output_0_Amount 1