4×2 (8)

Inventory size

Primary

Hand slot

Semi

Firemodes

559 m

Range

59 RPM

Fire rate

0.15%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 69.3 44.1 18.9 18.9
Zombie 136.5 94.5 31.5 31.5
Animal 115.5 84 63
Other damage
Standard caliber
Barricade 30
Structure 30
Vehicle 80
Resource 85
Object 110
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full damage at every distance up to 559 m. No falloff curve.
100%0%50%0 m559 m
Max range
559 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Kicks right
Up kick / shot
13.5°
Side kick / shot
±3.5°
Recovery
60% / 60%
Crouching
-20%
Midair
+100%
2 blueprints
Repair
0%
+
=
100%
Tool
Other ways to get this gun Off-map sources rolled from a loot pool
Horde beacons (1)
Unturned Distress Beacon icon 0.63 %
Spawn tables (16)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
59333 PS Civilian M68s 30.00 % 2
59334 PS Gunshop Rare Guns 8.22 % 62
59317 PS Distress Beacon Guns 6.00 % 13
59117 PS Gunshop Guns 0 3.85 % 9
59021 PS Weapons Cache Guns 3.85 % 14
59092 PS Civilian Guns 1.18 % 10
59120 PS Gunshop Proper 0.64 % 35
59314 PS Distress Beacon Proper 0.63 % 36
59447 PS Weapons Cache LOCKED 0.51 % 31
59116 PS Radio Towers Proper 0.40 % 78
59022 PS Weapons Cache Proper 0.40 % 78
59139 PS Civilian Outside Guns 0.30 % 33
59007 PS Civilian 0.18 % 50
59096 PS Civilian Outside 0.15 % 27
59326 PS Warehouse 0 0.12 % 95
59129 PS Car Shid 0.12 % 38
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_M68.dat
GUID 20f5282f6c8a4e1ba07bb96185e513f7
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Rare
Useable Gun
Slot Primary
ID 59801

Size_X 4
Size_Y 2
Size_Z 0.421

Magazine 59800
Grip 59751

Hook_Sight
Hook_Tactical

Ammo_Min 2
Ammo_Max 7

Semi

Attachment_Calibers 3
Attachment_Caliber_0 58903
Attachment_Caliber_1 58902
Attachment_Caliber_2 58911

Magazine_Calibers 1
Magazine_Caliber_0 59800

Firerate 50
Action Bolt

Player_Damage 63
Player_Leg_Multiplier 0.3
Player_Arm_Multiplier 0.3
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.1

Zombie_Damage 105
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.9
Zombie_Skull_Multiplier 1.3

Animal_Damage 105
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 30
Structure_Damage 30
Vehicle_Damage 80
Resource_Damage 85
Object_Damage 110

Durability 0.15

Spread_Aim 0.005
Spread_Hip 0.25

Range 559
Ballistic_Steps 43
Ballistic_Travel 13
Ballistic_Drop 0.00125

Recoil_Min_X 3
Recoil_Min_Y 12
Recoil_Max_X 4
Recoil_Max_Y 15

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X 0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.03
Shake_Max_X 0.005
Shake_Max_Y 0.005
Shake_Max_Z -0.03

Muzzle 59001

Shell 59004

Gunshot_Rolloff_Distance 800

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 59801
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 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 0.7

Spread_Prone 1
Spread_Crouch 1

Player_Damage_Bleeding Always

Quality_Min 50
Quality_Max 50