5×2 (10)

Inventory size

Primary

Hand slot

Auto

Firemodes

600 m

Range

375 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 37.4 27.2 13.6 13.6
Zombie 110 60 30 30
Animal 110 80 60
Other damage
Standard caliber
Barricade 35
Structure 35
Vehicle 90
Resource 100
Object 100
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full 100% damage out to 96 m, drops to 60% by 300 m, bullet expires at 600 m. Hover the chart to read damage at any distance.
100%0%60%0 m96 m300 m600 m
Max range
600 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°40°50°aim
Control
Hard
Simulation
Auto, 12 rounds · 6.3 rps
Side bias
Random side-to-side
Up kick / shot
3.5°
Side kick / shot
±1.1°
Recovery
10% / 100%
Midair
+100%
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_Plane_Zolash.dat
GUID 2c3ab6ebb8284354815f65b2f6879b69
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Legendary
Useable Gun
Slot Primary
ID 59167

Size_X 5
Size_Y 2
Size_Z 0.373

Sight 59116
Magazine 59315
Grip 59750

Ammo_Min 10
Ammo_Max 22

Auto

Attachment_Calibers 3
Attachment_Caliber_0 58902
Attachment_Caliber_1 58905
Attachment_Caliber_2 58906

Magazine_Calibers 2
Magazine_Caliber_0 59315
Magazine_Caliber_1 59316

Firerate 7
Action Trigger

Player_Damage 34
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.4
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 100
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 100
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 35
Structure_Damage 35
Vehicle_Damage 90
Resource_Damage 100
Object_Damage 100

Durability 0

Aim_In_Duration 0.1
Spread_Aim 0.5
Spread_Angle_Degrees 3

Recoil_Min_X -1.1
Recoil_Min_Y 3
Recoil_Max_X 1.1
Recoil_Max_Y 4

Recover_X 1
Recover_Y 0.1

Range 600
Ballistic_Steps 75
Ballistic_Travel 8
Ballistic_Drop 0.001

Damage_Falloff_Range 0.16
Damage_Falloff_Max_Range 0.5
Damage_Falloff_Multiplier 0.6

Shake_Min_X 0.004
Shake_Min_Y -0.003
Shake_Min_Z -0.01
Shake_Max_X -0.004
Shake_Max_Y -0.003
Shake_Max_Z -0.01

Muzzle 59001

Shell 59004

Quality_Min 100
Quality_Max 100

Reload_Time 3.2
Turret

Gunshot_Rolloff_Distance 800

BladeIDs 2
BladeID_0 0
BladeID_1 2

Player_Damage_Bleeding Always