3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Auto

Firemodes

600 m

Range

500 RPM

Fire rate

0.06%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 33 24 12 12
Zombie 110 60 30 30
Animal 110 80 60
Other damage
Standard caliber
Barricade 25
Structure 25
Vehicle 60
Resource 30
Object 40
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full 100% damage out to 30 m, drops to 60% by 150 m, bullet expires at 600 m. Hover the chart to read damage at any distance.
100%0%60%0 m30 m150 m600 m
Max range
600 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°40°50°aim
Control
Hard
Simulation
Auto, 12 rounds · 8.3 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±1°
Recovery
30% / 100%
Crouching
-20%
Prone
0%
Midair
+100%
2 blueprints
Repair
0%
+
2 x
=
100%
Tool
=
2 x
3 x
Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
59200 PS Deadzone US Guns 28.00 % 7
59221 PS Deadzone US Zombos Proper 9.33 % 36
59199 PS Deadzone US Proper 2.07 % 46
59478 PS Spooky Guns 1.08 % 49
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_TX45.dat
GUID 152f32adb0e04274adaf5f8a9f8dfa29
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Epic
Useable Gun
Slot Secondary
ID 59927

Size_X 3
Size_Y 2
Size_Z 0.45

Magazine 59926
Grip 59750
Barrel 59928
Sight 59383

Unplace 0.15
Replace 0.7

Ammo_Min 11
Ammo_Max 25


Auto
Semi

Hook_Sight
Hook_Tactical

Attachment_Calibers 2
Attachment_Caliber_0 58904
Attachment_Caliber_1 58902

Magazine_Calibers 1
Magazine_Caliber_0 59926

Firerate 5
Action Trigger

Player_Damage 30
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 30
Object_Damage 40

Durability 0.06

Spread_Aim 0.15
Spread_Hip 0.08

Recoil_Min_X -1
Recoil_Min_Y 2
Recoil_Max_X 1
Recoil_Max_Y 4

Recover_X 1
Recover_Y 0.3

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 600
Ballistic_Steps 120
Ballistic_Travel 5
Ballistic_Drop 0.004

Damage_Falloff_Range 0.05
Damage_Falloff_Max_Range 0.25
Damage_Falloff_Multiplier 0.6

Muzzle 59000

Shell 59003

Blueprints 2


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 59927
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 59262
Blueprint_1_Output_0_Amount 2
Blueprint_1_Output_1_ID 59028
Blueprint_1_Output_1_Amount 3
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 1

Spread_Prone 1
Spread_Crouch 1

Player_Damage_Bleeding Always

Quality_Min 60
Quality_Max 75

Gunshot_Rolloff_Distance 500