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.
Max range
400 m
Alert radius
48 m
Ammo per shot
2
Bullet drop
×4
Recoil
- 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%
Zolash Tracer Mag
Default
30 rounds
· ×1 dmg
Zolash Short Mag
20 rounds
· ×1 dmg
Zolash Large Mag
100 rounds
· ×1 dmg
Zolash P-Mag
30 rounds
· ×1 dmg
Golden Zolash Drum
76 rounds
· ×1 dmg
Zolash Mag
30 rounds
· ×1 dmg
Zolash Tracer Mag
30 rounds
· ×1 dmg
Zolash FRAG Mag
21 rounds
· Damage -50% Explosive
Zolash Drum
76 rounds
· ×1 dmg
Zolash Extended Mag
46 rounds
· ×1 dmg
Rangefinder Scope
3× zoom
OSP Scope
4× zoom
Sway +40%ADS speed +8%
OK-0 Sight
1.25× zoom
Holographic
Shishka Scope
2× zoom
Sway +20%ADS speed +4%
SPUN Scope
7× zoom
Military NV
Sway +70%ADS speed +14%
Kobra Sight
1.25× zoom
Holographic
PKO Sight
1.25× zoom
Holographic
OSP-M Scope
7× zoom
Sway +70%ADS speed +14%
Chepirka Scope
3× zoom
Sway +30%
Gas Compressor Overload Module
Vertical recoil +10%Horizontal recoil +10%Spread -25%Shake +10%Bullet drop -20%Firerate -1
Weapon Rangefinder
Rangefinder
Tactical Light
Flashlight Spread -3%
Tactical Light
Flashlight Spread -3%
Improved Fire Delay Module
Damage -20%Spread +15%Firerate +1
Target Pointer
Aim laser Spread -20%
Target Pointer
Aim laser Spread -20%
Nikonov
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Group Guns Legendary
…
0.5 %
Spawn High AG19
…
0.3 %
No spawns on map.
Zombie drops
Zombie Spawn High AG19
…
0.1 %
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
(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