2×1 (2)
Inventory size
Stat tuning
Function
Stat modifiers when attached
Stacks multiplicatively with the gun's base stats- Vertical recoil
- -5%
- Horizontal recoil
- -25%
- Spread
- -10%
3 blueprints
No blueprints found matching your search.
K&R Horizontal Grip
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Airdrop Attachments
…
9.1 %
Airdrop
…
1.0 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(2)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 36131 | Frost Airdrop Attachments | 9.09 % | 11 |
| 36019 | Frost Airdrop | 1.00 % | 41 |
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.
Frost_Grip_Horizontal_Big.dat
GUID 6c2b6ab61a53451ca2308e5c101afa77
Type Tactical
Rarity Legendary
ID 36447
Size_X 2
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
Spread 0.9
Recoil_X 0.75
Recoil_Y 0.95
Blueprints 3
Blueprint_0_Type Utilities
Blueprint_0_Supply_0_ID 36447
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 36447
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 Tool
Blueprint_2_Supplies 3
Blueprint_2_Supply_0_ID 36441
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 36356
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Supply_2_ID 36015
Blueprint_2_Supply_2_Amount 1
Blueprint_2_Build 27
Blueprint_2_Level 3
Blueprint_2_Skill Craft
Blueprint_2_Rewards 1
Blueprint_2_Reward_0_Type Flag_Short
Blueprint_2_Reward_0_ID 36569
Blueprint_2_Reward_0_Value 1
Blueprint_2_Reward_0_Modification Increment