2×2 (4)

Inventory size

Any

Hand slot

Semi, Safety

Firemodes

100 m

Range

1,500 RPM

Fire rate

0%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 8800 6400 4800 4800
Zombie 8800 4800 2400 2400
Animal 8800 6400 4800
Other damage
Standard caliber
Barricade 1000
Structure 1000
Vehicle 1000
Resource 1000
Object 1000
Range & ballistics
Full damage at every distance up to 100 m. No falloff curve.
100%0%50%0 m100 m
Max range
100 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°aim
Control
Wild
Simulation
Semi, 5 taps · 25 rps
Side bias
Kicks left
Up kick / shot
22.5°
Side kick / shot
±6°
Recovery
50% / 50%
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.
Kira_Gun.dat
GUID eb5f2dd4ba3f4e7b8bc93f1fe63904ae
Type Gun
Rarity Uncommon
Useable Gun
Slot Any
ID 26992

Size_X 2
Size_Y 2
Size_Z 0.34

Instantiated_Item_Name_Override BuakPython

Magazine 25516
Shell 25507

Replace 0.64
Unplace 0.15

Hook_Barrel
Hook_Tactical
Hook_Sight

Ammo_Min 6
Ammo_Max 6

Safety
Semi

Caliber 25301
Requires_NonZero_Attachment_Caliber True

Range 100
Firerate 1
Action Break

Player_Damage 8000
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 8000
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 8000
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 1000
Structure_Damage 1000
Vehicle_Damage 1000
Resource_Damage 1000
Object_Damage 1000

Durability 0
Wear 0

Spread_Aim 0.05
Spread_Hip 0.1

Recoil_Min_X -4
Recoil_Min_Y 15
Recoil_Max_X -8
Recoil_Max_Y 30

Recover_X 0.5
Recover_Y 0.5

Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.1
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.15

Muzzle 3