4×2 (8)

Inventory size

Primary

Hand slot

Semi

Firemodes

600 m

Range

59 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical, Grip

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 137.5 100 75 75
Zombie 165 90 45 45
Animal 165 120 90
Other damage
High caliber
Barricade 50
Structure 50
Vehicle 250
Resource 250
Object 75
Status effects on hit
Applied per shot, regardless of where it lands
Headshots
Instant kill (skips head armor)
Bleeding
Always bleeds (must bandage)
Broken legs
Always breaks legs (no sprint)
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
Recoil
50°100°150°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Kicks left
Up kick / shot
22.5°
Side kick / shot
±22.5°
Recovery
50% / 50%
2 blueprints
Repair
Repair lvl.3
0%
+
4 x
+
+
=
100%
Salvage
=
5 x
3 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.
CA_Shadowstalker.dat
GUID 6eb7020ac22d4d0e870d629f7e2ffbf1
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 4173

Muzzle 4045
Shell 4046

Size_X 4
Size_Y 2
Size_Z .375

Sight 4174
Magazine 4175

Hook_Sight
Hook_Tactical
Hook_Grip

Ammo_Min 1
Ammo_Max 1


Semi

Caliber 4175

Range 600
Bullet_Gravity_Multiplier 1

Firerate 50
Action Trigger

Player_Damage_Bones Always
Player_Damage_Bleeding Always
Instakill_Headshots true

Player_Damage 125
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 150
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 150
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 250
Resource_Damage 250
Object_Damage 75

Invulnerable

Durability 1
Wear 4

Spread_Angle_Degrees 21.8
Spread_Aim 0.0005

Recoil_Aim 0.25
Recoil_Min_X -25
Recoil_Min_Y 20
Recoil_Max_X -20
Recoil_Max_Y 25

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

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 4
			}
			{
				ID "212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Skill Repair
		Skill_Level 3
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
			"212a7ebc25fb410f8429892b8681c7d1" // Steel Ingot
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]