4×3 (12)

Inventory size

Primary

Hand slot

Semi, Auto

Firemodes

600 m

Range

429 RPM

Fire rate

0.02%

Durability loss per shot

Sight

Attachment hooks

-5%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 42.9 31.2 15.6 15.6
Zombie 110 60 30 30
Animal 110 80 60
Other damage
Standard caliber
Barricade 25
Structure 25
Vehicle 60
Resource 99
Object 90
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full 100% damage out to 120 m, drops to 60% by 396 m, bullet expires at 600 m. Hover the chart to read damage at any distance.
100%0%60%0 m120 m396 m600 m
Max range
600 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°aim
Control
Wild
Simulation
Auto, 12 rounds · 7.1 rps
Side bias
Random side-to-side
Up kick / shot
4.28°
Side kick / shot
±1.5°
Recovery
10% / 100%
Crouching
-20%
Prone
-20%
Midair
+100%
3 blueprints
Repair
0%
+
3 x
=
100%
Tool
=
3 x
Tool
+
+
2 x
=
Spawn tables (5)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
59248 PS Airdrop D Guns 0 12.50 % 7
59478 PS Spooky Guns 1.08 % 49
59247 PS Airdrop D Proper 0 0.46 % 17
59476 PS Drops Spooky Box 0.28 % 87
59334 PS Gunshop Rare Guns 0.27 % 62
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_PKM_0.dat
GUID d00074c15ba1416e88305b0b18974b0c
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Epic
Useable Gun
Slot Primary
ID 59423

Size_X 4
Size_Y 3
Size_Z 0.68

Equipable_Movement_Speed_Multiplier 0.95

Aiming_Movement_Speed_Multiplier 0.6

Aim_In_Duration 0.4

Magazine 59424
Grip 59750

Attachment_Calibers 1
Attachment_Caliber_0 58905

Magazine_Calibers 1
Magazine_Caliber_0 59422

Hook_Sight

Ammo_Min 12
Ammo_Max 33


Auto
Semi

Unplace 0.1
Replace 0.47

Firerate 6
Action Trigger

Player_Damage 39
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 25
Structure_Damage 25
Vehicle_Damage 60
Resource_Damage 99
Object_Damage 90

Durability 0.02

Spread_Aim 0.05
Spread_Hip 0.13

Recoil_Min_X -1.5
Recoil_Min_Y 3.15
Recoil_Max_X 1.5
Recoil_Max_Y 5.4

Recover_X 1
Recover_Y 0.1

Range 600
Ballistic_Steps 75
Ballistic_Travel 8
Ballistic_Drop 0.001

Damage_Falloff_Range 0.2
Damage_Falloff_Max_Range 0.66
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

Blueprints 2


Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 59659
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 59423
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 59202
Blueprint_1_Output_0_Amount 1
Blueprint_1_Output_1_ID 59262
Blueprint_1_Output_1_Amount 3
Blueprint_1_Tool 59004
Blueprint_1_Build 27

Gunshot_Rolloff_Distance 1100

BladeIDs 2
BladeID_0 0
BladeID_1 2

Use_Auto_Icon_Measurements False

Recoil_Crouch 0.8
Recoil_Prone 0.8

Spread_Prone 0.7
Spread_Crouch 0.8

Player_Damage_Bleeding Always

Quality_Min 5
Quality_Max 15