5×2 (10)
Inventory size
Primary
Hand slot
Semi
Firemodes
11 m
Range
59 RPM
Fire rate
0%
Durability loss per shot
-10%
Move speed while equipped
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 0 | 0 | 0 | 0 |
| Zombie | 0 | 0 | 0 | 0 |
| Animal | 0 | 0 | 0 | — |
Other damage
Standard caliber| Barricade | 666 |
|---|---|
| Structure | 666 |
| Vehicle | 2000 |
| Resource | 2000 |
| Object | 51000 |
Range & ballistics
Full damage at every distance up to 11 m. No falloff curve.
Max range
11 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 1 rps
- Side bias
- Kicks right
- Up kick / shot
- 11.5°
- Side kick / shot
- ±8°
- Recovery
- 100% ↑ / 100% ↔
- Crouching
- -20%
- Prone
- -20%
- Midair
- +100%
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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_RPG.dat
GUID 86a0809ecd414dcf819efc4962d1308f
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Legendary
Useable Gun
Slot Primary
ID 59358
Size_X 5
Size_Y 2
Size_Z 0.38
Equipable_Movement_Speed_Multiplier 0.9
Aiming_Movement_Speed_Multiplier 0.6
Ammo_Min 0
Ammo_Max 0
Semi
Sight 59359
Grip 59881
Caliber 59357
Firerate 50
Replace 0.5
Action Rocket
Player_Damage 150
Zombie_Damage 555
Animal_Damage 555
Barricade_Damage 666
Structure_Damage 666
Vehicle_Damage 2000
Resource_Damage 2000
Object_Damage 51000
Projectile_Explosion_Launch_Speed 40
Range 11
Explosion 59020
Spread_Aim 0.1
Spread_Hip 0.06
Ballistic_Force 5000
Recoil_Min_X 7
Recoil_Min_Y 10
Recoil_Max_X 9
Recoil_Max_Y 13
Recover_X 1
Recover_Y 1
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02
Muzzle 59019
Blueprints 2
Blueprint_0_Type Tool
Blueprint_0_Supplies 5
Blueprint_0_Supply_0_ID 59385
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 59386
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 59387
Blueprint_0_Supply_2_Amount 1
Blueprint_0_Supply_3_ID 59359
Blueprint_0_Supply_3_Amount 1
Blueprint_0_Supply_4_ID 59342
Blueprint_0_Supply_4_Amount 1
Blueprint_0_Tool 59376
Blueprint_0_Build 32
Blueprint_0_Rewards 1
Blueprint_0_Reward_0_Type Achievement
Blueprint_0_Reward_0_ID Arid_RPG
Blueprint_1_Type Repair
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 59659
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Build 27
Gunshot_Rolloff_Distance 800
Use_Auto_Icon_Measurements False
Recoil_Crouch 0.8
Recoil_Prone .8
Spread_Prone 1
Spread_Crouch 0.75