5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

600 m

Range

59 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical

Attachment hooks

-10%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 68.8 44 33 33
Zombie 525 210 105 105
Animal 330 240 180
Other damage
Standard caliber
Barricade 56
Structure 51
Vehicle 25
Resource 100
Object 200
Range & ballistics
Full damage at every distance up to 600 m. No falloff curve.
100%0%50%0 m600 m
Max range
600 m
Alert radius
48 m
Bullet drop
×1.25
Recoil
10°15°20°25°aim
Control
Hard
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±1.5°
Recovery
50% / -25%
3 blueprints
Tool
+
+
+
=
Salvage
=
5 x
3 x
Repair
Repair lvl.0
0%
+
4 x
+
6 x
+
=
100%
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.
CA_Shadowstalker.dat
GUID 6eb7020ac22d4d0e870d629f7e2ffbf1
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 4173

Instantiated_Item_Name_Override CA_Shadowstalker
EquipableModelParent SpineHook

RechamberAfterMagazineAttached Always
RechamberAfterShooting true
RechamberAfterShotCount 5
RechamberAfterShotDelay 0.15

Equipable_Movement_Speed_Multiplier 0.9

Should_Delete_At_Zero_Quality true
Deleted_At_Zero_Quality_Effect 43b5eac3f37d4435a3e9e5449e3f390c

Size_X 5
Size_Y 2

Magazine 4175

Hook_Sight
Hook_Tactical

Ammo_Min 5
Ammo_Max 9

Semi
Safety

Aim_In_Duration 0.45

Attachment_Calibers 4
// Mercenary Barrel
Attachment_Caliber_0 4006
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010

Magazine_Calibers 1
Magazine_Caliber_0 4175

Range 600
Bullet_Gravity_Multiplier 1.25

Firerate 50
Action Trigger
Unplace 0.35
Replace 0.4

Player_Damage 55
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.25

Zombie_Damage 350
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5

Animal_Damage 300
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 56
Structure_Damage 51
Vehicle_Damage 25
Resource_Damage 100
Object_Damage 200

Durability 1

Spread_Angle_Degrees 12.407
Spread_Aim 0.003

Recoil_Min_X -1
Recoil_Min_Y 3
Recoil_Max_X 2
Recoil_Max_Y 5

Recover_X -0.25
Recover_Y 0.5

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.001
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.01

Muzzle 4102
Shell 0

Blueprints
[
// Crafting
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tool
		InputItems
		[
			{
				ID "6de8d90bcb724cea90d42d583502e11d" // Shadowstalker Parts #1
				Amount 1
			}
			{
				ID "6de8d90bcb724cea90d42d583502e110" // Sentry Parts #1
				Amount 1
			}
			{
				ID "f01e409f37664ccca9112f5e570bd83a" // Advanced Circuit Board
				Amount 1
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		OutputItems this
		RequiresNearbyCraftingTags
		[
			"466e8ce7473a466d99fb0ad18de4e001" // Weapon Workstation
		]
		Effect "79369744544141c7962a5fdb1494e000" // Weapon Workstation
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
			"212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 4
			}
			{
				ID "212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
				Amount 6
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Skill Repair
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]