5×2 (10)

Inventory size

Primary

Hand slot

Semi

Firemodes

598 m

Range

750 RPM

Fire rate

0.2%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 44 30 16 16
Zombie 115.5 63 31.5 31.5
Animal 115.5 84 63
Other damage
Standard caliber
Barricade 15
Structure 15
Vehicle 40
Resource 80
Object 90
Range & ballistics
Full damage at every distance up to 598 m. No falloff curve.
100%0%50%0 m598 m
Max range
598 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°40°aim
Control
Wild
Simulation
Semi, 5 taps · 12.5 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±2.2°
Recovery
10% / 70%
Crouching
-20%
Prone
0%
Midair
+100%
3 blueprints
Repair
0%
+
=
100%
Tool
=
2 x
Tool
+
4 x
+
=
Spawn tables (8)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
59448 PS Deadzone Bunker Guns Razveds 60.00 % 2
59295 PS SACR Guns 20.00 % 6
59478 PS Spooky Guns 8.60 % 49
59271 PS Deadzone Bunker Guns 7.50 % 6
59334 PS Gunshop Rare Guns 2.74 % 62
59476 PS Drops Spooky Box 2.21 % 87
59273 PS Deadzone Bunker Zombos 1.50 % 38
59272 PS Deadzone Bunker Proper 0.61 % 49
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.
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.).

Firearms
Run by PS Trader #1 [Gunsmith]
You give
1,300 Exp
You get
Razved ×1
PS_Razved.dat
GUID 71115a7237c444b087d77acd54ecfc34
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Rare
Useable Gun
Slot Primary
ID 59494

Size_X 5
Size_Y 2
Size_Z 0.38

Grip 59751

Hook_Sight
Hook_Tactical

Ammo_Min 0
Ammo_Max 0

Aim_In_Duration 0.35

Semi

Attachment_Calibers 2
Attachment_Caliber_0 58905
Attachment_Caliber_1 58902

Magazine_Calibers 1
Magazine_Caliber_0 59315

Unplace 0.1
Replace 0.47

Firerate 3
Action Trigger

Player_Damage 40
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.4
Player_Spine_Multiplier 0.75
Player_Skull_Multiplier 1.1

Zombie_Damage 105
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 105
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 40
Resource_Damage 80
Object_Damage 90

Durability 0.2

Spread_Aim 0.002
Spread_Hip 0.22

Recoil_Min_X -2.2
Recoil_Min_Y 4
Recoil_Max_X 2.2
Recoil_Max_Y 8

Recover_X 0.7
Recover_Y 0.1

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

Range 598
Ballistic_Steps 46
Ballistic_Travel 13
Ballistic_Drop 0.0013

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 1
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 59494
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 59262
Blueprint_1_Output_0_Amount 1
Blueprint_1_Output_1_ID 59202
Blueprint_1_Output_1_Amount 2
Blueprint_1_Tool 59004
Blueprint_1_Build 27

Gunshot_Rolloff_Distance 700

BladeIDs 2
BladeID_0 0
BladeID_1 2

Use_Auto_Icon_Measurements False

Recoil_Crouch 0.8
Recoil_Prone 1

Spread_Prone 0.8
Spread_Crouch 0.8

Quality_Min 50
Quality_Max 50