5 x 2 (10)

Inventory Size

Primary

Hand Slot

Semi

Firemodes

600m

Range

3.21 RPS

Firerate

0%

Durability Loss per Shot

-

Hooks

0%

Movement Speed

-2 to 2 (25%)

Recoil X

6 to 7.5 (25%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 6,831 79 59 59
Zombie 50,000 50,000 50,000 50,000
Animal 50,000 50,000 50,000 -
Structure Damage
High Caliber
Damage
Barricade 5,000
Structure 5,000
Vehicle 330
Resource 500
Object 50

Magazines (1)

Magazines that can be attached to this weapon

Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
44022 Sky Kotlet 100.00 % 1
44043 Sky SR 33.33 % 3
44044 Sky Primary 8.33 % 13
44047 Sky Weapons 6.25 % 16
44051 Sky Airdrop 3.33 % 23
44001 Sky Mystery High 3.33 % 28
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.
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.
Sky_Kotlet.dat
GUID d42eae3ccafd4bb3b03b3bf01d1eeb2a

Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 44027

Size_X 5
Size_Y 2
Size_Z 0.34

Magazine 44026
Sight 44028

Ammo_Min 13
Ammo_Max 13

Semi

Caliber 44006

Range 600
Firerate 13
Action Pump

Player_Damage 99
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 69

Zombie_Damage 50000
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1

Animal_Damage 50000
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1

Barricade_Damage 5000
Structure_Damage 5000
Vehicle_Damage 330
Resource_Damage 500
Object_Damage 50

Spread_Aim 0.005
Spread_Hip 0.35

Ballistic_Steps 20
Ballistic_Travel 30

Recoil_Min_X -2
Recoil_Min_Y 6
Recoil_Max_X 2
Recoil_Max_Y 7.5

Recover_X 0.25
Recover_Y 0.25

Shake_Min_X -0.0025
Shake_Min_Y 0.01
Shake_Min_Z -0.15
Shake_Max_X 0.0025
Shake_Max_Y 0.0125
Shake_Max_Z -0.2

Muzzle 44003

Invulnerable

Shell 1

Can_Use_Underwater True