2×2 (4)

Inventory size

Any

Hand slot

Semi, Auto

Firemodes

400 m

Range

750 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 260 120 60 60
Animal 220 160 120
Other damage
Standard caliber
Barricade 1000
Structure 1000
Vehicle 1000
Resource 100
Object 100
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Heals bleeding on target
Range & ballistics
Full damage at every distance up to 400 m. No falloff curve.
100%0%50%0 m400 m
Max range
400 m
Alert radius
48 m
Ammo per shot
0
Bullet drop
×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_Remover.dat
GUID 239adc00f8b545a5a80fda9b4be48717
Type Gun
Rarity Mythical
Useable Gun
Zombie_Ragdoll_Force_Multiplier 0.1
Slot Any
ID 19946

EquipAudioClip aridreborn.masterbundle:Assets/Guns_Equip/Equip_Colt.wav
InventoryAudio Effects/Inventory_Sounds/Handgun_Pickup/Handgun_Pickup.asset

Size_X 2
Size_Y 2
Size2_Z 0.321

Magazine 19289

Sight 19786

Ammo_Min 8
Ammo_Max 8

Ammo_Per_Shot 0

Semi
Auto

Magazine_Calibers 1
Magazine_Caliber_0 18808

Firerate 3
Action Trigger

Player_Damage 0
Player_Leg_Multiplier 0
Player_Arm_Multiplier 0
Player_Spine_Multiplier 0
Player_Skull_Multiplier 0

Zombie_Damage 200
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.3

Animal_Damage 200
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 1000
Structure_Damage 1000
Vehicle_Damage 1000
Resource_Damage 100
Object_Damage 100

Durability 0

Spread_Aim 0
Spread_Hip 0

Recoil_Min_X 0
Recoil_Min_Y 0
Recoil_Max_X 0
Recoil_Max_Y 0

Recover_X 0
Recover_Y 0

Shake_Min_X 0
Shake_Min_Y 0
Shake_Min_Z 0
Shake_Max_X 0
Shake_Max_Y 0
Shake_Max_Z 0

Range 400
Ballistic_Steps 1
Ballistic_Drop 0

Muzzle 61

Shell 33

Gunshot_Rolloff_Distance 10

BladeIDs 2
BladeID_0 0
BladeID_1 2



Recoil_Crouch 1
Recoil_Prone 1

Spread_Prone 1
Spread_Crouch 1

Player_Damage_Bleeding Heal

Quality_Min 100
Quality_Max 100

Master_Bundle_Override aridreborn.masterbundle
Bundle_Override_Path /Items/Guns/Handguns/PS_Colt

Should_Drop_On_Death False