5×2 (10)
Inventory size
Primary
Hand slot
Semi, Auto, Safety
Firemodes
525 m
Range
375 RPM
Fire rate
0.18%
Durability loss per shot
Sight, Tactical, Grip, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 48 | 32 | 24 | 24 |
| Zombie | 128.7 | 59.4 | 29.7 | 29.7 |
| Animal | 44 | 32 | 24 | — |
Other damage
Standard caliber| Barricade | 30 |
|---|---|
| Structure | 25 |
| Vehicle | 35 |
| Resource | 35 |
| Object | 50 |
Range & ballistics
Full damage at every distance up to 525 m. No falloff curve.
Max range
525 m
Alert radius
48 m
Bullet drop
×2.48
Recoil
- Control
- Hard
- Simulation
- Auto, 12 rounds · 6.3 rps
- Side bias
- Kicks left
- Up kick / shot
- 3.25°
- Side kick / shot
- ±1.25°
- Recovery
- 50% ↑ / 50% ↔
Cross Sight
3× zoom
Ares 5.5x Scope
5.5× zoom
Spread -30%
20x Scope
20× zoom
Spread -32%
16x Scope
16× zoom
Spread -32%
Eclan Sight
3× zoom
Carolus Scope
3× zoom
Spread -20%
Gamma Holo Sight
1.25× zoom
Victus Holo Sight
1.25× zoom
ADS speed +8%
Ares 4x Scope
4× zoom
Spread -30%
Holo Magnifier Sight
4× zoom
Corpo Holo Sight
2× zoom
ADS speed +5%
August Holo Sight
1.5× zoom
ADS speed +5%
Covenant Holo Sight
1.25× zoom
ADS speed +5%
8x Scope
8× zoom
Spread -32%
Javelin Scope
8× zoom
Venus Reflex Sight
1.25× zoom
ADS speed +5%
Assault Scope
4× zoom
Spread -25%
13x Scope
13× zoom
Spread -32%
Yellow Tactical Laser
Aim laser Spread -20%ADS speed +5%
Makeshift Laser
Aim laser Spread -10%Sway +10%Shake +10%ADS speed -10%
Green Tactical Laser
Aim laser Spread -20%ADS speed +5%
Tactical Light
Flashlight
White Tactical Laser
Aim laser Spread -20%ADS speed +5%
Purple Tactical Laser
Aim laser Spread -20%ADS speed +5%
Red Tactical Laser
Aim laser Spread -20%ADS speed +5%
Orange Tactical Laser
Aim laser Spread -20%ADS speed +5%
Blue Tactical Laser
Aim laser Spread -20%ADS speed +5%
Skeleton Horizontal Grip
Horizontal recoil -30%Spread -20%Sway -25%Shake -30%ADS speed +6%
3D Printed Vertical Grip
Vertical recoil -8%Spread -10%Sway -10%Shake -20%
3D Printed Horizontal Grip
Horizontal recoil -15%Spread -20%Sway -25%Shake -30%
3D Printed Forward Grip
Vertical recoil -4%Horizontal recoil -8%Spread -15%Sway -10%Shake -30%
Skeleton Vertical Grip
Vertical recoil -15%Spread -20%Sway -25%Shake -30%ADS speed +13%
Vertical Grip
Vertical recoil -10%Spread -10%Sway -10%Shake -20%ADS speed +25%
Skeleton Forward Grip
Vertical recoil -8%Horizontal recoil -15%Spread -30%Sway -20%Shake -30%ADS speed +10%
Forward Grip
Vertical recoil -5%Horizontal recoil -10%Spread -15%Sway -10%Shake -30%ADS speed +20%
Horizontal Grip
Horizontal recoil -20%Spread -20%Sway -25%Shake -30%ADS speed +13%
2 blueprints
No blueprints found matching your search.
Golden Palmov
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Drops from objects
CA Quest Cruz Palmov #1
…
100%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
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_Palmov_G.dat
GUID ce5a7249f01a42c0908c9adf81083ba3
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 7098
Instantiated_Item_Name_Override CA_Palmov
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Lionfish/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Rifles/CA_Akula/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Grumotevitsa/Hammer.ogg
Unplace 0
Replace 0
Size_X 5
Size_Y 2
Magazine 4734
Barrel 6934
Hook_Sight
Hook_Barrel
Hook_Tactical
Hook_Grip
Ammo_Min 5
Ammo_Max 30
Semi
Auto
Safety
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 4076
Damage_Falloff_Multiplier 0.7
Damage_Falloff_Range 0.0571
Damage_Falloff_Max_Range 0
Range 525
Bullet_Gravity_Multiplier 2.475104
Firerate 7
Action Trigger
Player_Damage 40
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.3
Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 30
Structure_Damage 25
Vehicle_Damage 35
Resource_Damage 35
Object_Damage 50
Durability 0.18
Spread_Angle_Degrees 16.699
Spread_Aim 0.02
Recoil_Min_X -0.5
Recoil_Min_Y 2.5
Recoil_Max_X -2
Recoil_Max_Y 4
Recover_X 0.5
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 -0.003
Muzzle 4050
Shell 4151
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 4
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 2
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 3" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]