3×2 (6)
Inventory size
Secondary
Hand slot
Semi, Auto, Safety
Firemodes
200 m
Range
750 RPM
Fire rate
0.03%
Durability loss per shot
Sight, Tactical, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 28.8 | 16 | 8 | 8 |
| Zombie | 57.6 | 32 | 16 | 16 |
| Animal | 57.6 | 32 | 16 | — |
Other damage
Standard caliber| Barricade | 16 |
|---|---|
| Structure | 16 |
| Vehicle | 16 |
| Resource | 32 |
| Object | 32 |
Status effects on hit
Applied per shot, regardless of where it lands- Bleeding
- Always bleeds (must bandage)
Range & ballistics
Full 100% damage out to 100 m,
drops to 50% by 200 m,
bullet expires at 200 m.
Hover the chart to read damage at any distance.
Max range
200 m
Alert radius
48 m
Bullet drop
×3.2
Recoil
- Control
- Moderate
- Simulation
- Auto, 12 rounds · 12.5 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 2.7°
- Side kick / shot
- ±0.6°
- Recovery
- 95% ↑ / 95% ↔
- Sprinting
- 0%
- Crouching
- 0%
- Prone
- +100%
- Midair
- +100%
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%
PRO90
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
PS Group PRO90
…
32.3 %
No spawns on map.
Zombie drops
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
(1)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 0 | PS Group PRO90 | 32.33 % | 4 |
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_PRO90_2.dat
GUID f5ced4dcb06443de9b662d4a1cce4784
Type Gun
Rarity Epic
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Secondary
ID 19895
InventoryAudio Effects/Inventory_Sounds/SMG_Pickup/SMG_Pickup.asset
EquipAudioClip aridreborn.masterbundle:Assets/Guns_Equip/Equip_P90.wav
Size_X 3
Size_Y 2
Size2_Z 0.37
Magazine 19891
Sight 19297
Unplace 0.1
Replace 0.55
Ammo_Min 11
Ammo_Max 50
Safety
Auto
Semi
Hook_Sight
Hook_Tactical
Hook_Barrel
Magazine_Calibers 1
Magazine_Caliber_0 18815
Attachment_Calibers 3
// Scope
Attachment_Caliber_0 25003
// Barrel
Attachment_Caliber_1 25011
// Tactical
Attachment_Caliber_2 25004
Muzzle 19000
Shell 19003
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
[
"2bbce40cef7f46eaa24ef918bc4b9aa8 x 3" // Low 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 200
Bullet_Gravity_Multiplier 3.2
Ballistic_Steps 20
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 1
Gunshot_Rolloff_Distance 400
Can_Ever_Jam
Jam_Quality_Threshold 0.5
Jam_Max_Chance 0.03
Unjam_Chamber_Anim Jam
Aim_In_Duration 0.3
Firerate 3
Action Trigger
Player_Damage 16
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.8
Zombie_Damage 32
Zombie_Leg_Multiplier 0.5
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.8
Animal_Damage 32
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.8
Barricade_Damage 16
Structure_Damage 16
Vehicle_Damage 16
Resource_Damage 32
Object_Damage 32
Durability 0.03
Recover_X 0.95
Recover_Y 0.95
Recoil_Min_X -0.6
Recoil_Min_Y 2.4
Recoil_Max_X 0.6
Recoil_Max_Y 3
Shake_Min_X -0.0012
Shake_Min_Y -0.0048
Shake_Max_X 0.0012
Shake_Max_Y -0.006
Shake_Min_Z -0.005
Shake_Max_Z -0.01
Recoil_Crouch 1
Recoil_Prone 2
Recoil_Midair 2
Recoil_Sprint 1
Spread_Aim 0.08
Spread_Hip 0.16
Spread_Prone 1
Spread_Crouch 1
Spread_Midair 2
Spread_Sprint 1