5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
400 m
Range
3,000 RPM
Fire rate
0.25%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 82.5 | 55 | 44 | 44 |
| Zombie | 375 | 300 | 250 | 250 |
| Animal | 300 | 200 | 160 | — |
Other damage
Standard caliber| Barricade | 90 |
|---|---|
| Structure | 75 |
| Vehicle | 70 |
| Resource | 150 |
| Object | 250 |
Status effects on hit
Applied per shot, regardless of where it lands- Broken legs
- Always breaks legs (no sprint)
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 50 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 27.5°
- Side kick / shot
- ±10°
- Recovery
- 90% ↑ / 90% ↔
Koshmar
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4463 | CA Cache PMC Guns | 9.43 % | 11 |
| 4462 | CA Cache PMC Low | 0.43 % | 47 |
| 4461 | CA Cache PMC High | 0.35 % | 52 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
How vendor trading works in Unturned
NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.
Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.
Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.
Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).
Koshmar ×1
GUID 8fad3a31b1024d1ba1e82c2dff08b25f
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 6219
Size_X 5
Size_Y 2
EjectAfterHammerDelay 0.55
RechamberAfterShotDelay 0.01
RechamberAfterShooting true
Stop_Aiming_After_Shooting true
RechamberAfterMagazineAttached Never
RechamberAfterMagazineDetached Never
Instantiated_Item_Name_Override CA_Shotgun_0
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Doorkicker/Inspect.ogg
Magazine 6220
Ammo_Min 1
Ammo_Max 4
Semi
Safety
Magazine_Calibers 1
Magazine_Caliber_0 6219
Range 400
Ballistic_Travel 6
Firerate 0
Action Bolt
Unplace 0
Replace 0
Player_Damage 55
Player_Leg_Multiplier 0.8
Player_Arm_Multiplier 0.8
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.5
Player_Damage_Bones Always
Zombie_Damage 250
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1.2
Zombie_Skull_Multiplier 1.5
Animal_Damage 200
Animal_Leg_Multiplier 0.8
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.5
Barricade_Damage 90
Structure_Damage 75
Vehicle_Damage 70
Resource_Damage 150
Object_Damage 250
Durability 0.25
Spread_Aim 0.06
Spread_Hip 0.06
Recoil_Min_X -10
Recoil_Min_Y 25
Recoil_Max_X 10
Recoil_Max_Y 30
Recover_X 0.9
Recover_Y 0.9
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
Muzzle 4056
Shell 4139
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 5
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 2
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]