3×2 (6)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
1000 m
Range
59 RPM
Fire rate
0.5%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 162 | 90 | 45 | 45 |
| Zombie | 324 | 180 | 90 | 90 |
| Animal | 324 | 180 | 90 | — |
Other damage
Standard caliber| Barricade | 90 |
|---|---|
| Structure | 90 |
| Vehicle | 90 |
| Resource | 180 |
| Object | 180 |
Range & ballistics
Full 100% damage out to 500 m,
drops to 50% by 1000 m,
bullet expires at 1000 m.
Hover the chart to read damage at any distance.
Max range
1000 m
Alert radius
48 m
Bullet drop
×2.7
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 1 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 9°
- Side kick / shot
- ±2°
- Recovery
- 95% ↑ / 95% ↔
- Sprinting
- 0%
- Crouching
- 0%
- Prone
- +100%
- Midair
- +100%
Trumper
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Group Guns Kneel High
…
2.5 %
Spawn High Kneel
…
0.8 %
Spawn High PMC
…
0.8 %
Spawn Locker Kneel
…
0.1 %
Spawn Locker PMC
…
0.1 %
No spawns on map.
Zombie drops
ZombieMega Spawn PMC
…
0.5 %
Zombie Spawn High Kneel
…
0.4 %
ZombieMega Spawn Kneel
…
0.2 %
Zombie Spawn PMC
…
0.0 %
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
(9)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 0 | PS Group Guns Kneel High | 2.50 % | 10 |
| 19027 | PS Spawn High Kneel | 0.75 % | 71 |
| 19007 | PS Spawn High PMC | 0.75 % | 63 |
| 19107 | PS ZombieMega Spawn PMC | 0.45 % | 65 |
| 19104 | PS Zombie Spawn High Kneel | 0.37 % | 89 |
| 19106 | PS ZombieMega Spawn Kneel | 0.15 % | 67 |
| 19218 | PS Spawn Locker Kneel | 0.08 % | 92 |
| 19221 | PS Spawn Locker PMC | 0.08 % | 103 |
| 19113 | PS Zombie Spawn PMC | 0.04 % | 93 |
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_Trumper.dat
GUID 23bac2c5cb8e4cd9b781da89355e6db7
Type Gun
Rarity Epic
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Secondary
ID 10556
InventoryAudio Effects/Inventory_Sounds/Launcher_Pickup/Launcher_Pickup.asset
EquipAudioClip aridreborn.masterbundle:Assets/Guns_Equip/Equip_M79.wav
Instantiated_Item_Name_Override 11027
Size_X 3
Size_Y 2
Size2_Z 0.39
Ammo_Min 0
Ammo_Max 0
Safety
Semi
Unplace 0.15
Replace 0.85
Magazine_Calibers 1
Magazine_Caliber_0 18850
Muzzle 19016
BladeIDs 2
BladeID_0 0
BladeID_1 2
Quality_Min 60
Quality_Max 75
Shell 9000
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 2" // 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 1000
Bullet_Gravity_Multiplier 2.7
Ballistic_Steps 50
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 1
Gunshot_Rolloff_Distance 1200
Aim_In_Duration 0.3
Firerate 50
Action Trigger
Player_Damage 90
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.8
Zombie_Damage 180
Zombie_Leg_Multiplier 0.5
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.8
Animal_Damage 180
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.8
Barricade_Damage 90
Structure_Damage 90
Vehicle_Damage 90
Resource_Damage 180
Object_Damage 180
Durability 0.5
Recover_X 0.95
Recover_Y 0.95
Recoil_Min_X -2
Recoil_Min_Y 8
Recoil_Max_X 2
Recoil_Max_Y 10
Shake_Min_X -0.004
Shake_Min_Y -0.016
Shake_Max_X 0.004
Shake_Max_Y -0.02
Shake_Min_Z -0.01
Shake_Max_Z -0.02
Recoil_Crouch 1
Recoil_Prone 2
Recoil_Midair 2
Recoil_Sprint 1
Spread_Aim 0.09
Spread_Hip 0.18
Spread_Prone 1
Spread_Crouch 1
Spread_Midair 2
Spread_Sprint 1