4×2 (8)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

600 m

Range

59 RPM

Fire rate

0.5%

Durability loss per shot

Sight, Tactical

Attachment hooks

-10%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 124.2 69 34.5 34.5
Zombie 248.4 138 69 69
Animal 248.4 138 69
Other damage
Standard caliber
Barricade 69
Structure 69
Vehicle 69
Resource 138
Object 138
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full 100% damage out to 300 m, drops to 50% by 600 m, bullet expires at 600 m. Hover the chart to read damage at any distance.
100%0%50%0 m300 m
Max range
600 m
Alert radius
48 m
Bullet drop
×0.6
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
12.6°
Side kick / shot
±2.8°
Recovery
95% / 95%
Sprinting
0%
Crouching
0%
Prone
+100%
Midair
+100%
2 blueprints
-
2 x
=
-
+
=
Huntsman 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.
PS Group Guns Rare 2.0 %
No spawns on map.
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 (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
0 PS Group Guns Rare 2.00 % 16
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_Huntsman.dat
GUID be9c837b040a4f55bfe372c1b253d45e
Type Gun
Rarity Rare
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Primary
ID 19849

Instantiated_Item_Name_Override 25637

InventoryAudio Effects/Inventory_Sounds/DMR_Sniper_Shotgun_Pickup/DMR_Sniper_Shotgun_Pickup.asset
EquipAudioClip aridreborn.masterbundle:Assets/Guns_Equip/Equip_Sniper.wav

Equipable_Movement_Speed_Multiplier 0.9

Size_X 4
Size_Y 2
Size2_Z 0.361

Unplace 0.15
Replace 0.9

Magazine 10694

Hook_Sight
Hook_Tactical

Ammo_Min 2
Ammo_Max 10

Safety
Semi

Magazine_Calibers 1
Magazine_Caliber_0 18819

Attachment_Calibers 3
// Halo Sights
Attachment_Caliber_0 25200
// Scopes 2x-4x
Attachment_Caliber_1 25201
// Scopes 8x-16x
Attachment_Caliber_2 25202

Muzzle 19001

Shell 19004

BladeIDs 2
BladeID_0 0
BladeID_1 2



Player_Damage_Bleeding Always

Quality_Min 50
Quality_Max 50

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 1" // 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 600
Bullet_Gravity_Multiplier 0.6
Ballistic_Steps 60
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 1
Gunshot_Rolloff_Distance 1200

Aim_In_Duration 0.6

Firerate 50
Action Bolt

Player_Damage 69
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.8

Zombie_Damage 138
Zombie_Leg_Multiplier 0.5
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.8

Animal_Damage 138
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.8

Barricade_Damage 69
Structure_Damage 69
Vehicle_Damage 69
Resource_Damage 138
Object_Damage 138

Durability 0.5

Recover_X 0.95
Recover_Y 0.95

Recoil_Min_X -2.8
Recoil_Min_Y 11.2
Recoil_Max_X 2.8
Recoil_Max_Y 14

Shake_Min_X -0.0056
Shake_Min_Y -0.0224
Shake_Max_X 0.0056
Shake_Max_Y -0.028
Shake_Min_Z -0.01
Shake_Max_Z -0.02

Recoil_Crouch 1
Recoil_Prone 2
Recoil_Midair 2
Recoil_Sprint 1

Spread_Aim 0.01
Spread_Hip 0.4
Spread_Prone 1
Spread_Crouch 1
Spread_Midair 2
Spread_Sprint 1