5×2 (10)
Inventory size
Primary
Hand slot
Semi
Firemodes
559 m
Range
59 RPM
Fire rate
0.15%
Durability loss per shot
Sight
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.
Max range
559 m
Alert radius
48 m
Bullet drop
×4
Recoil
- 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%
Spawn tables
(9)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 59216 | PS Heli Crate Guns 0 | 13.16 % | 11 |
| 59051 | PS Soviet Guns 0 | 13.16 % | 11 |
| 59087 | PS Soviet Zombo Drops 0 | 1.94 % | 61 |
| 59217 | PS Heli Crate Proper 0 | 1.21 % | 45 |
| 59176 | PS Airfield SACR | 1.20 % | 70 |
| 59054 | PS Soviet Low Tier | 1.18 % | 43 |
| 59088 | PS Soviet Zombo Drops Proper 0 | 0.97 % | 60 |
| 59260 | PS Airfield Lockers 1 | 0.59 % | 51 |
| 59330 | PS Soviet NVG Zombo Drops 0 | 0.21 % | 63 |
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_SV.dat
GUID d773595543ba465f8f960ff979a9fb2d
Type Gun
Recoil_Midair 2
Spread_Midair 2.5
Aiming_Movement_Speed_Multiplier 0.9
Rarity Rare
Useable Gun
Slot Primary
ID 59987
Size_X 5
Size_Y 2
Size_Z 0.39
Magazine 59800
Grip 59751
Hook_Sight
Ammo_Min 2
Ammo_Max 7
Semi
Attachment_Calibers 1
Attachment_Caliber_0 58905
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 0.28
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 59987
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