5×2 (10)

Inventory size

Primary

Hand slot

Semi

Firemodes

600 m

Range

300 RPM

Fire rate

0.3%

Durability loss per shot

Sight, Tactical

Attachment hooks

-5%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 67.7 45.8 27.4 27.4
Zombie 215.8 149.4 49.8 49.8
Animal 170.5 124 93
Other damage
Standard caliber
Barricade 50
Structure 50
Vehicle 110
Resource 150
Object 100
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 600 m. No falloff curve.
100%0%50%0 m600 m
Max range
600 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°aim
Control
Wild
Simulation
Semi, 5 taps · 5 rps
Side bias
No horizontal kick
Up kick / shot
9.5°
Side kick / shot
±2°
Recovery
20% / 20%
Crouching
-20%
Prone
0%
Midair
+100%
3 blueprints
Repair
0%
+
2 x
=
100%
Tool
=
2 x
Tool
+
2 x
=
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_Ebr_1.dat
GUID e9e8db1f41e048d186795db5ef37cd49
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Legendary
Useable Gun
Slot Primary
ID 59857

Equipable_Movement_Speed_Multiplier 0.95

Aim_In_Duration 0.3

Size_X 5
Size_Y 2
Size_Z 0.4

Unplace 0.13
Replace 0.6

Magazine 59836
Grip 59751

Attachment_Calibers 2
Attachment_Caliber_0 58904
Attachment_Caliber_1 58902

Magazine_Calibers 1
Magazine_Caliber_0 59836

Hook_Sight
Hook_Tactical

Ammo_Min 2
Ammo_Max 20

Semi

Caliber 59836

Range 600
Ballistic_Steps 40
Ballistic_Travel 15
Ballistic_Drop 0.0013

Firerate 9
Action Trigger

Player_Damage 61
Player_Leg_Multiplier 0.45
Player_Arm_Multiplier 0.45
Player_Spine_Multiplier 0.75
Player_Skull_Multiplier 1.11

Zombie_Damage 166
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.9
Zombie_Skull_Multiplier 1.3

Animal_Damage 155
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 110
Resource_Damage 150
Object_Damage 100

Durability 0.3

Spread_Aim 0.001
Spread_Hip 0.14

Recoil_Min_X 2
Recoil_Max_X -2

Recoil_Min_Y 8
Recoil_Max_Y 11

Recover_X 0.2
Recover_Y 0.2

Shake_Min_X -0.0007
Shake_Min_Y -0.007
Shake_Min_Z -0.01
Shake_Max_X 0.0007
Shake_Max_Y -0.007
Shake_Max_Z -0.01

Muzzle 59066

Shell 59018

Gunshot_Rolloff_Distance 1000

Blueprints 3

Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 59659
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 59857
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 59262
Blueprint_1_Output_0_Amount 2
Blueprint_1_Output_1_ID 59009
Blueprint_1_Output_1_Amount 1
Blueprint_1_Tool 59004
Blueprint_1_Build 27

Blueprint_2_Type Tool
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 59833
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_ID 59845
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Supply_0_Critical
Blueprint_2_State_Transfer
Blueprint_2_Build 59081

BladeIDs 2
BladeID_0 0
BladeID_1 2

Use_Auto_Icon_Measurements False

Recoil_Crouch 0.8
Recoil_Prone 1

Spread_Prone 0.5
Spread_Crouch 0.8

Player_Damage_Bleeding Always