2×2 (4)
Inventory size
Secondary
Hand slot
Semi
Firemodes
600 m
Range
600 RPM
Fire rate
0.05%
Durability loss per shot
Sight, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 29.7 | 21.6 | 10.8 | 10.8 |
| Zombie | 110 | 60 | 30 | 30 |
| Animal | 110 | 80 | 60 | — |
Other damage
Standard caliber| Barricade | 15 |
|---|---|
| Structure | 15 |
| Vehicle | 20 |
| Resource | 25 |
| Object | 40 |
Status effects on hit
Applied per shot, regardless of where it lands- Bleeding
- Always bleeds (must bandage)
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 10 rps
- Side bias
- Kicks left
- Up kick / shot
- 6°
- Side kick / shot
- ±2.5°
- Recovery
- 40% ↑ / 40% ↔
- Crouching
- -20%
- Prone
- 0%
- Midair
- +100%
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 59033 | PS Police Guns | 68.97 % | 2 |
| 59154 | PS Police Zombo Drops | 18.26 % | 14 |
| 59034 | PS Police Proper | 5.67 % | 20 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
How vendor trading works in Unturned
NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.
Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.
Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.
Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).
Burette ×1
Burette ×1
GUID af1ffd449638448ea2a7a8a8b6cbb9a7
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Uncommon
Useable Gun
Slot Secondary
ID 59327
Can_Aim_During_Sprint True
Aim_In_Duration 0.1
Size_X 2
Size_Y 2
Size_Z 0.37
Magazine 59326
Grip 59750
Hook_Barrel
Hook_Sight
Ammo_Min 15
Ammo_Max 17
Semi
Attachment_Calibers 3
Attachment_Caliber_0 58900
Attachment_Caliber_1 58907
Attachment_Caliber_2 58901
Magazine_Calibers 1
Magazine_Caliber_0 59327
Firerate 4
Action Trigger
Player_Damage 27
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 15
Structure_Damage 15
Vehicle_Damage 20
Resource_Damage 25
Object_Damage 40
Durability 0.05
Spread_Aim 0.1
Spread_Hip 0.09
Recoil_Min_X -2.5
Recoil_Min_Y 6
Recoil_Max_X -2.5
Recoil_Max_Y 6
Recover_X 0.4
Recover_Y 0.4
Shake_Min_X 0.007
Shake_Min_Y -0.03
Shake_Min_Z -0.02
Shake_Max_X 0.007
Shake_Max_Y -0.03
Shake_Max_Z -0.02
Range 600
Ballistic_Steps 75
Ballistic_Travel 8
Ballistic_Drop 0.002
Damage_Falloff_Range 0.05
Damage_Falloff_Max_Range 0.25
Damage_Falloff_Multiplier 0.6
Muzzle 59000
Shell 59003
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 59162
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 59327
Blueprint_1_Product 59248
Blueprint_1_Products 1
Blueprint_1_Tool 59004
Blueprint_1_Build 27
BladeIDs 2
BladeID_0 0
BladeID_1 2
Use_Auto_Icon_Measurements False
Recoil_Crouch 0.8
Recoil_Prone 1
Spread_Prone 1
Spread_Crouch 1
Player_Damage_Bleeding Always
Quality_Min 60
Quality_Max 75