4×2 (8)
Inventory size
Primary
Hand slot
Semi, Auto, Safety
Firemodes
500 m
Range
429 RPM
Fire rate
0.01%
Durability loss per shot
Sight, Tactical, Grip, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 33 | 24 | 12 | 12 |
| Zombie | 108.9 | 59.4 | 29.7 | 29.7 |
| Animal | 258.5 | 188 | 141 | — |
Other damage
Standard caliber| Barricade | 15 |
|---|---|
| Structure | 15 |
| Vehicle | 35 |
| Resource | 15 |
| Object | 25 |
Range & ballistics
Full 100% damage out to 50 m,
drops to 50% by 250 m,
bullet expires at 500 m.
Hover the chart to read damage at any distance.
Max range
500 m
Alert radius
144 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Auto, 12 rounds · 7.1 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 4.5°
- Side kick / shot
- ±3.25°
- Recovery
- 50% ↑ / 50% ↔
7x Scope
7× zoom
Spread -30%
8x Scope
8× zoom
Spread -30%
Chevron Scope
4× zoom
Spread -20%
Cross Scope
6× zoom
Spread -20%
Zoomomatic
6× zoom
Spread -20%
Eaglefire Iron Sights
1× zoom
Grizzly Iron Sights
1× zoom
Nightraider Iron Sights
1× zoom
Timberwolf Iron Sights
1× zoom
Typewriter Iron Sights
1× zoom
Holo Sight (Dot)
1× zoom
Holographic
Holo Sight (Halo)
1× zoom
Holographic
Holo Sight (Tri-Dot)
1× zoom
Holographic
Makeshift Sights
1× zoom
Reflex Sight (Dot)
1× zoom
Holographic
Reflex Sight (Halo)
1× zoom
Holographic
Reflex Sight (Tri-Dot)
1× zoom
Holographic
Bayonet
Bayonet
Bayonet (Bowie Knife)
Bayonet
Bayonet (Carving Knife)
Bayonet
Bayonet (Combat Knife)
Bayonet
Bayonet (Fork)
Bayonet
Bayonet (Kitchen Knife)
Bayonet
Tactical Flashlight
Flashlight
Tactical Laser (Black)
Aim laser Spread -20%
Tactical Laser (Blue)
Aim laser Spread -20%
Tactical Laser (Green)
Aim laser Spread -20%
Tactical Laser (Orange)
Aim laser Spread -20%
Tactical Laser (Pink)
Aim laser Spread -20%
Tactical Laser (Purple)
Aim laser Spread -20%
Tactical Laser (Red)
Aim laser Spread -20%
Tactical Laser (White)
Aim laser Spread -20%
Tactical Laser (Yellow)
Aim laser Spread -20%
Tactical Rangefinder
Rangefinder
Barrel Extension
Spread -40%
Loudener
Bullet drop +10%Sound range +80%
Muzzle
Muzzle brake Vertical recoil -40%Horizontal recoil -20%Bullet drop -10%
Silencer
Silenced Damage -20%Bullet drop +10%Sound volume -50%Sound range -50%
Makeshift Silencer (Grape Soda)
Silenced Damage -40%Bullet drop +20%Sound volume -20%Sound range -50%
Makeshift Silencer (Edd Cola)
Silenced Damage -40%Bullet drop +20%Sound volume -20%Sound range -50%
Makeshift Silencer (Orange Soda)
Silenced Damage -40%Bullet drop +20%Sound volume -20%Sound range -50%
Makeshift Silencer (Root Beer)
Silenced Damage -40%Bullet drop +20%Sound volume -20%Sound range -50%
Makeshift Silencer (Tom Soda)
Silenced Damage -40%Bullet drop +20%Sound volume -20%Sound range -50%
23 blueprints
No blueprints found matching your search.
Spawn tables
(6)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 25479 | Buak AD Guns | 2.78 % | 36 |
| 25346 | Buak Horde Beacon | 2.02 % | 49 |
| 25402 | Buak Armory | 0.82 % | 40 |
| 25401 | Buak Vault | 0.59 % | 45 |
| 25437 | WS S 7 Armory | 0.57 % | 48 |
| 25316 | Buak Airdrop | 0.53 % | 83 |
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.
Nightraider.dat
GUID 0fafaaee56ca429886c8b892d15f1d16
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 25464
Size_X 4
Size_Y 2
Size_Z 0.38
Instantiated_Item_Name_Override BuakNightraider
Sight 25479
Shell 25508
Replace 0.56
Unplace 0.32
Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel
Magazine 25522
Ammo_Min 1
Ammo_Max 20
Quality_Min 50
Safety
Semi
Auto
Caliber 25303
Requires_NonZero_Attachment_Caliber True
Alert_Radius 144
Range 500
Damage_Falloff_Range 0.1
Damage_Falloff_Max_Range 0.5
Damage_Falloff_Multiplier 0.5
Firerate 6
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 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1
Animal_Damage 235
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 15
Object_Damage 25
Durability .01
Wear 1
Can_Ever_Jam
Jam_Quality_Threshold .19
Jam_Max_Chance 0.5
Unjam_Chamber_Anim UnjamChamber
Spread_Aim 0.0375
Spread_Hip 0.15
Recoil_Min_X -2.5
Recoil_Min_Y 3
Recoil_Max_X 4
Recoil_Max_Y 6
Recover_X 0.5
Recover_Y 0.5
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02
Muzzle 3
Actions 10
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Key Salvage
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 4
Action_1_Text Paint Black
Action_1_Tooltip Add color with paint.
Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 5
Action_2_Text Paint Blue
Action_2_Tooltip Add color with paint.
Action_3_Type Blueprint
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 6
Action_3_Text Paint Green
Action_3_Tooltip Add color with paint.
Action_4_Type Blueprint
Action_4_Blueprints 1
Action_4_Blueprint_0_Index 7
Action_4_Text Paint Orange
Action_4_Tooltip Add color with paint.
Action_5_Type Blueprint
Action_5_Blueprints 1
Action_5_Blueprint_0_Index 8
Action_5_Text Paint Pink
Action_5_Tooltip Add color with paint.
Action_6_Type Blueprint
Action_6_Blueprints 1
Action_6_Blueprint_0_Index 9
Action_6_Text Paint Purple
Action_6_Tooltip Add color with paint.
Action_7_Type Blueprint
Action_7_Blueprints 1
Action_7_Blueprint_0_Index 10
Action_7_Text Paint Red
Action_7_Tooltip Add color with paint.
Action_8_Type Blueprint
Action_8_Blueprints 1
Action_8_Blueprint_0_Index 11
Action_8_Text Paint White
Action_8_Tooltip Add color with paint.
Action_9_Type Blueprint
Action_9_Blueprints 1
Action_9_Blueprint_0_Index 12
Action_9_Text Paint Yellow
Action_9_Tooltip Add color with paint.
Blueprints 13
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 25377
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Tool 25376
Blueprint_0_Skill Repair
Blueprint_0_Level 3
Blueprint_0_Build 25527
Blueprint_1_Type Gear
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 25464
Blueprint_1_Tool 25393
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 25310
Blueprint_1_Output_0_Amount 10
Blueprint_1_Output_1_ID 25312
Blueprint_1_Output_1_Amount 14
Blueprint_1_Build 25520
//BP_TRUE
Blueprint_2_Type Tool
Blueprint_2_Supplies 4
Blueprint_2_Supply_0_ID 25316
Blueprint_2_Supply_0_Amount 4
Blueprint_2_Supply_1_ID 25342
Blueprint_2_Supply_1_Amount 16
Blueprint_2_Supply_2_ID 25446
Blueprint_2_Supply_2_Amount 6
Blueprint_2_Supply_3_ID 25326
Blueprint_2_Supply_3_Amount 6
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 27425
Blueprint_2_Output_0_Amount 1
Blueprint_2_Tool 25376
Blueprint_2_Skill Craft
Blueprint_2_Level 3
Blueprint_2_Build 25527
Blueprint_2_Conditions 1
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 24938
Blueprint_2_Condition_0_Value True
Blueprint_2_Condition_0_Logic Equal
Blueprint_2_Rewards 1
Blueprint_2_Reward_0_Type Item
Blueprint_2_Reward_0_ID 25464
Blueprint_2_Reward_0_Amount 1
Blueprint_2_Reward_0_Ammo 0
//BP_FALSE
Blueprint_3_Type Tool
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 25648
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_1_ID 25464
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Products 1
Blueprint_3_Conditions 1
Blueprint_3_Condition_0_Type Flag_Bool
Blueprint_3_Condition_0_ID 24938
Blueprint_3_Condition_0_Value False
Blueprint_3_Condition_0_Logic Equal
Blueprint_3_Condition_0_Allow_Unset
Blueprint_3_Build 32
//Painting
//Black
Blueprint_4_Type Utilities
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 25464
Blueprint_4_Supply_0_Critical
Blueprint_4_Supply_1_ID 25451
Blueprint_4_Supply_1_Critical
Blueprint_4_Outputs 1
Blueprint_4_Output_0_ID 27171
Blueprint_4_Output_0_Amount 1
Blueprint_4_State_Transfer
Blueprint_4_Build 25527
//Blue
Blueprint_5_Type Utilities
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 25464
Blueprint_5_Supply_0_Critical
Blueprint_5_Supply_1_ID 25451
Blueprint_5_Supply_1_Critical
Blueprint_5_Outputs 1
Blueprint_5_Output_0_ID 27186
Blueprint_5_Output_0_Amount 1
Blueprint_5_State_Transfer
Blueprint_5_Build 25527
//Green
Blueprint_6_Type Utilities
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 25464
Blueprint_6_Supply_0_Critical
Blueprint_6_Supply_1_ID 25451
Blueprint_6_Supply_1_Critical
Blueprint_6_Outputs 1
Blueprint_6_Output_0_ID 27201
Blueprint_6_Output_0_Amount 1
Blueprint_6_State_Transfer
Blueprint_6_Build 25527
//Orange
Blueprint_7_Type Utilities
Blueprint_7_Supplies 2
Blueprint_7_Supply_0_ID 25464
Blueprint_7_Supply_0_Critical
Blueprint_7_Supply_1_ID 25451
Blueprint_7_Supply_1_Critical
Blueprint_7_Outputs 1
Blueprint_7_Output_0_ID 27216
Blueprint_7_Output_0_Amount 1
Blueprint_7_State_Transfer
Blueprint_7_Build 25527
//Pink
Blueprint_8_Type Utilities
Blueprint_8_Supplies 2
Blueprint_8_Supply_0_ID 25464
Blueprint_8_Supply_0_Critical
Blueprint_8_Supply_1_ID 25451
Blueprint_8_Supply_1_Critical
Blueprint_8_Outputs 1
Blueprint_8_Output_0_ID 27231
Blueprint_8_Output_0_Amount 1
Blueprint_8_State_Transfer
Blueprint_8_Build 25527
//Purple
Blueprint_9_Type Utilities
Blueprint_9_Supplies 2
Blueprint_9_Supply_0_ID 25464
Blueprint_9_Supply_0_Critical
Blueprint_9_Supply_1_ID 25451
Blueprint_9_Supply_1_Critical
Blueprint_9_Outputs 1
Blueprint_9_Output_0_ID 27246
Blueprint_9_Output_0_Amount 1
Blueprint_9_State_Transfer
Blueprint_9_Build 25527
//Red
Blueprint_10_Type Utilities
Blueprint_10_Supplies 2
Blueprint_10_Supply_0_ID 25464
Blueprint_10_Supply_0_Critical
Blueprint_10_Supply_1_ID 25451
Blueprint_10_Supply_1_Critical
Blueprint_10_Outputs 1
Blueprint_10_Output_0_ID 27261
Blueprint_10_Output_0_Amount 1
Blueprint_10_State_Transfer
Blueprint_10_Build 25527
//White
Blueprint_11_Type Utilities
Blueprint_11_Supplies 2
Blueprint_11_Supply_0_ID 25464
Blueprint_11_Supply_0_Critical
Blueprint_11_Supply_1_ID 25451
Blueprint_11_Supply_1_Critical
Blueprint_11_Outputs 1
Blueprint_11_Output_0_ID 27276
Blueprint_11_Output_0_Amount 1
Blueprint_11_State_Transfer
Blueprint_11_Build 25527
//Yellow
Blueprint_12_Type Utilities
Blueprint_12_Supplies 2
Blueprint_12_Supply_0_ID 25464
Blueprint_12_Supply_0_Critical
Blueprint_12_Supply_1_ID 25451
Blueprint_12_Supply_1_Critical
Blueprint_12_Outputs 1
Blueprint_12_Output_0_ID 27291
Blueprint_12_Output_0_Amount 1
Blueprint_12_State_Transfer
Blueprint_12_Build 25527
Should_Delete_At_Zero_Quality True
EquipAudioClip Sounds/Items/Equip_Gun.wav