1×4 (4)

Inventory size

Any

Hand slot

Semi

Firemodes

145 m

Range

59 RPM

Fire rate

0.1%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 77 35 28 28
Zombie 77 42 21 21
Animal 176 128 96
Other damage
Standard caliber
Barricade 0
Structure 0
Vehicle 0
Resource 0
Object 0
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full 100% damage out to 14.5 m, drops to 35% by 72.5 m, bullet expires at 145 m. Hover the chart to read damage at any distance.
100%0%50%35%0 m14.5 m72.5 m145 m
Max range
145 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°40°50°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
7.5°
Side kick / shot
±5°
Recovery
50% / 50%
3 blueprints
Repair
0%
+
=
100%
Tool
4 x
+
2 x
+
=
Gear
=
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.
Bow_Bone.dat
GUID 62e000aa8fe84c32b21c11abb6f8deb5
Type Gun
Rarity Uncommon
Useable Gun
Slot Any
ID 25475

Use_Auto_Icon_Measurements False
Instantiated_Item_Name_Override BuakBow

Size_X 1
Size_Y 4
Size_Z 0.84
Player_Damage_Bleeding Always

Barrel 25483

Replace 0.44
Unplace 0.44

Ammo_Min 0
Ammo_Max 0
Quality_Min 50
Aim_In_Duration 0.6

Semi

Caliber 25321

Range 145
Damage_Falloff_Range 0.1
Damage_Falloff_Max_Range 0.5
Damage_Falloff_Multiplier 0.35
Firerate 50
Action String

Player_Damage 70
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.4
Player_Spine_Multiplier 0.5
Player_Skull_Multiplier 1.1

Zombie_Damage 70
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 160
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Durability 0.1
Wear 4

Spread_Aim 0.1
Spread_Hip 0.2

Ballistic_Drop 0.001

Recoil_Min_X -5
Recoil_Min_Y 5
Recoil_Max_X 5
Recoil_Max_Y 10

Recover_X 0.5
Recover_Y 0.5

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Backward

Blueprints 3

Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 25357
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Build 25526

Blueprint_1_Type Tool
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 25301
Blueprint_1_Supply_0_Amount 4
Blueprint_1_Supply_1_ID 25357
Blueprint_1_Supply_1_Amount 2
Blueprint_1_Supply_2_ID 25355
Blueprint_1_Supply_2_Amount 1
Blueprint_1_Build 25526

Blueprint_2_Type Gear
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 25475
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 25301
Blueprint_2_Output_0_Amount 2
Blueprint_2_Build 25521

Should_Delete_At_Zero_Quality True
EquipAudioClip Sounds/Items/Equip_Item.wav