5×2 (10)
Inventory size
Primary
Hand slot
Auto, Safety
Firemodes
3 m
Range
750 RPM
Fire rate
0.03%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 27 | 15 | 7.5 | 7.5 |
| Zombie | 54 | 30 | 15 | 15 |
| Animal | 54 | 30 | 15 | — |
Other damage
Standard caliber| Barricade | 0 |
|---|---|
| Structure | 0 |
| Vehicle | 15 |
| Resource | 30 |
| Object | 0 |
Status effects on hit
Applied per shot, regardless of where it lands- Bleeding
- No bleeding
Range & ballistics
Full damage at every distance up to 3 m. No falloff curve.
Max range
3 m
Alert radius
32 m
Bullet drop
×4
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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_Flamethrower.dat
GUID 8e1d7e6f41494fc4bc54c67bd924b9a8
Type Gun
Rarity Mythical
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0
Slot Primary
ID 10631
InventoryAudio Effects/Inventory_Sounds/DMR_Sniper_Shotgun_Pickup/DMR_Sniper_Shotgun_Pickup.asse
Size_X 5
Size_Y 2
Size2_Z 0.32
Should_Delete_Empty_Magazines True
Allow_Flesh_Fx False
Must_Aim_To_Shoot True
Aiming_Movement_Speed_Multiplier 0.8
Magazine 10605
Ammo_Min 200
Ammo_Max 200
Safety
Auto
Magazine_Calibers 1
Magazine_Caliber_0 18839
Unplace 0.3
Replace 0.65
Range 3
Explosion 19104
Projectile_Explosion_Launch_Speed 0
Ballistic_Force 1500
Quality_Min 100
Quality_Max 100
Alert_Radius 32
Gunshot_Rolloff_Distance 160
Player_Damage_Bleeding Never
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
Aim_In_Duration 0.6
Firerate 3
Action Rocket
Player_Damage 15
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.8
Zombie_Damage 30
Zombie_Leg_Multiplier 0.5
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.8
Animal_Damage 30
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.8
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 15
Resource_Damage 30
Object_Damage 0
Durability 0.03
Recover_X 0.95
Recover_Y 0.95
Recoil_Min_X 0
Recoil_Min_Y 0
Recoil_Max_X 0
Recoil_Max_Y 0
Shake_Min_X 0
Shake_Min_Y 0
Shake_Max_X 0
Shake_Max_Y 0
Shake_Min_Z -0.07
Shake_Max_Z -0.07
Recoil_Crouch 1
Recoil_Prone 2
Recoil_Midair 2
Recoil_Sprint 1
Spread_Aim 0.1
Spread_Hip 0.2
Spread_Prone 1
Spread_Crouch 1
Spread_Midair 2
Spread_Sprint 1