4×2 (8)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

400 m

Range

375 RPM

Fire rate

0.07%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 81 45 22.5 22.5
Zombie 162 90 45 45
Animal 162 90 45
Other damage
Standard caliber
Barricade 45
Structure 45
Vehicle 45
Resource 90
Object 90
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full 100% damage out to 200 m, drops to 50% by 400 m, bullet expires at 400 m. Hover the chart to read damage at any distance.
100%0%50%0 m200 m
Max range
400 m
Alert radius
48 m
Ammo per shot
2
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Auto, 12 rounds · 6.3 rps
Side bias
Random side-to-side
Up kick / shot
5.4°
Side kick / shot
±1.2°
Recovery
95% / 95%
Sprinting
0%
Crouching
0%
Prone
+100%
Midair
+100%
2 blueprints
-
2 x
=
-
+
=
3 x
Nikonov Where to find this Item
100%
Arid Reborn map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Group Guns Legendary 0.5 %
Spawn High AG19 0.3 %
No spawns on map.
Zombie Spawn High AG19 0.1 %
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (3)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
0 PS Group Guns Legendary 0.50 % 8
19013 PS Spawn High AG19 0.30 % 61
19112 PS Zombie Spawn High AG19 0.15 % 83
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.
PS_Nikonov.dat
GUID a93c4f842cbc4ae693ff3a9662ce75da
Type Gun
Rarity Legendary
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Primary
ID 10503

EquipAudioClip aridreborn.masterbundle:Assets/Guns_Equip/Equip_AK.wav
InventoryAudio Effects/Inventory_Sounds/Assault_Pickup/Assault_Pickup.asset

Size_X 4
Size_Y 2
Size2_Z 0.375

Magazine 10610

Hook_Sight
Hook_Tactical

Ammo_Min 10
Ammo_Max 30

Unplace 0.15
Replace 0.62

Safety
Auto
Semi

Magazine_Calibers 2
Magazine_Caliber_0 18801
Magazine_Caliber_1 18802

Attachment_Calibers 2
// Scope
Attachment_Caliber_0 25001
// Tactical
Attachment_Caliber_1 25004

Muzzle 19001

Shell 19100

BladeIDs 2
BladeID_0 0
BladeID_1 2

Player_Damage_Bleeding Always

Quality_Min 5
Quality_Max 20

Blueprints
[
	{
		Name Repair
		CategoryTag "55c1930fcfbe496ab3b751e690baaee4" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "210bb8f0f2c84f7b8ad7a31216c5e2b4" // Weapon Repair Kit
				Amount 2
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "6d478ee2292a426287462311a3d11d5d" // Salvage
		InputItems
		[
			{
				ID this
				Critical True
			}
			{
				ID "ae3c37d4d0974cceaa61274f050aef43" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"4f4772f26c74401d8a7cce49e6789b79 x 3" // High Tier Gun Parts 
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Rewards
			[
				{
					"Type" "Flag_Short"
					"ID" "21009"
					"Value" "1"
					"Modification" "Increment"
				}
			]
	}
]

Actions 2

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Blueprint_0_Link
Action_0_Text Salvage

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 0
Action_1_Blueprint_0_Link
Action_1_Text Repair

// Balance Stats
Range 400
Ballistic_Steps 40
Ballistic_Drop 0.0011
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 1
Gunshot_Rolloff_Distance 800

Can_Ever_Jam
Jam_Quality_Threshold 0.5
Jam_Max_Chance 0.07
Unjam_Chamber_Anim Jam

Aim_In_Duration 0.4

Firerate 7
Action Trigger

Player_Damage 45
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.8

Zombie_Damage 90
Zombie_Leg_Multiplier 0.5
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.8

Animal_Damage 90
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.8

Barricade_Damage 45
Structure_Damage 45
Vehicle_Damage 45
Resource_Damage 90
Object_Damage 90

Durability 0.07

Recover_X 0.95
Recover_Y 0.95

Recoil_Min_X -1.2
Recoil_Min_Y 4.8
Recoil_Max_X 1.2
Recoil_Max_Y 6

Shake_Min_X -0.0024
Shake_Min_Y -0.0096
Shake_Max_X 0.0024
Shake_Max_Y -0.0120
Shake_Min_Z -0.01
Shake_Max_Z -0.02

Recoil_Crouch 1
Recoil_Prone 2
Recoil_Midair 2
Recoil_Sprint 1

Spread_Aim 0.05
Spread_Hip 0.1
Spread_Prone 1
Spread_Crouch 1
Spread_Midair 2
Spread_Sprint 1

Ammo_Per_Shot 2