5×3 (15)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

11 m

Range

188 RPM

Fire rate

2.5%

Durability loss per shot

-30%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
High caliber
Barricade 265
Structure 265
Vehicle 650
Resource 130
Object 130
Range & ballistics
Full damage at every distance up to 11 m. No falloff curve.
100%0%50%0 m11 m
Max range
11 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°aim
Control
Wild
Simulation
Auto, 12 rounds · 3.1 rps
Side bias
Random side-to-side
Up kick / shot
13.5°
Side kick / shot
±3°
Recovery
95% / 95%
Sprinting
0%
Crouching
0%
Prone
+100%
Midair
+100%
2 blueprints
-
3 x
=
-
+
=
4 x
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_Flash.dat
GUID 44e689ca093d442abee3131414dde218
Type Gun
Rarity Legendary
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Primary
ID 10562

InventoryAudio Effects/Inventory_Sounds/Launcher_Pickup/Launcher_Pickup.asset
EquipAudioClip aridreborn.masterbundle:Assets/Guns_Equip/Equip_M202.mp3

Invulnerable

Size_X 5
Size_Y 3
Size2_Z 0.6

Magazine 10574
Sight 10575

Unplace 0.1
Replace 0.1

Explosion 19010

Ammo_Min 1
Ammo_Max 1

Safety
Semi
Auto

Magazine_Calibers 1
Magazine_Caliber_0 18841

BladeIDs 3
BladeID_0 0
BladeID_1 2
BladeID_2 3

Muzzle 19019

Quality_Min 60
Quality_Max 75

Blueprints
[
	{
		Name Repair
		CategoryTag "55c1930fcfbe496ab3b751e690baaee4" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "210bb8f0f2c84f7b8ad7a31216c5e2b4" // Weapon Repair Kit
				Amount 3
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "6d478ee2292a426287462311a3d11d5d" // Salvage
		InputItems
		[
			{
				ID this
				Critical True
			}
			{
				ID "ae3c37d4d0974cceaa61274f050aef43" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"4f4772f26c74401d8a7cce49e6789b79 x 4" // High Tier Gun Parts
			"2e1a3088c64d45fb8f24cfcbec5f5952" // Illegal 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
Ballistic_Force 6000
Projectile_Explosion_Launch_Speed 0
Projectile_Lifespan 120

Equipable_Movement_Speed_Multiplier 0.70

Aim_In_Duration 0.7

Firerate 15
Action Rocket

Player_Damage 130
Zombie_Damage 130
Animal_Damage 130
Barricade_Damage 265
Structure_Damage 265
Vehicle_Damage 650
Resource_Damage 130
Object_Damage 130

Durability 2.5

Recover_X 0.95
Recover_Y 0.95

Recoil_Min_X -3
Recoil_Min_Y 12
Recoil_Max_X 3
Recoil_Max_Y 15

Shake_Min_X -0.006
Shake_Min_Y -0.024
Shake_Max_X 0.006
Shake_Max_Y -0.03
Shake_Min_Z -0.02
Shake_Max_Z -0.04

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

Range 11