4×2 (8)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

500 m

Range

600 RPM

Fire rate

0.01%

Durability loss per shot

Sight, Tactical, Grip, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 44 32 24 24
Zombie 108.9 59.4 29.7 29.7
Animal 137.5 100 75
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.
100%0%50%0 m50 m250 m500 m
Max range
500 m
Alert radius
125 m
Bullet drop
×4
Recoil
10°20°30°40°aim
Control
Wild
Simulation
Semi, 5 taps · 10 rps
Side bias
Kicks right
Up kick / shot
6.5°
Side kick / shot
±4°
Recovery
40% / 40%
5 blueprints
Repair
Repair lvl.3
0%
+
3 x
=
100%
Gear
=
8 x
12 x
Utilities
+
=
Tool
+
=
Utilities
+
=
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.
Eaglefire_Green.dat
GUID fc27cd1839204d5d80a5541c5526ad12
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 27200

Size_X 4
Size_Y 2
Size_Z 0.4

Instantiated_Item_Name_Override BuakEaglefire

Sight 25478
Shell 25508

Replace 0.56
Unplace 0.32

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 0
Ammo_Max 0
Quality_Min 50

Safety
Semi
Bursts 3

Caliber 25304
Requires_NonZero_Attachment_Caliber True
Alert_Radius 125

Range 500
Damage_Falloff_Range 0.1
Damage_Falloff_Max_Range 0.5
Damage_Falloff_Multiplier 0.5
Firerate 4
Action Trigger

Player_Damage 40
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
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 125
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

Spread_Aim 0.05
Spread_Hip 0.1

Recoil_Min_X 3.5
Recoil_Min_Y 6
Recoil_Max_X 4.5
Recoil_Max_Y 7

Recover_X 0.4
Recover_Y 0.4

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 2

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 2
Action_1_Text Remove Paint
Action_1_Tooltip Remove color with paint thinner.

Blueprints 3

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 27200
Blueprint_1_Tool 25393
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 25310
Blueprint_1_Output_0_Amount 8
Blueprint_1_Output_1_ID 25312
Blueprint_1_Output_1_Amount 12
Blueprint_1_Build 25520

//Painting

//Clear
Blueprint_2_Type Utilities
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 27200
Blueprint_2_Supply_0_Critical
Blueprint_2_Supply_1_ID 25353
Blueprint_2_Supply_1_Critical
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 25463
Blueprint_2_Output_0_Amount 1
Blueprint_2_State_Transfer
Blueprint_2_Build 25527

Should_Delete_At_Zero_Quality True
EquipAudioClip Sounds/Items/Equip_Gun.wav