3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Auto, Safety

Firemodes

200 m

Range

750 RPM

Fire rate

0.05%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 15.4 11.2 8.4 8.4
Zombie 77 56 42 42
Animal 55 40 30
Other damage
Standard caliber
Barricade 7
Structure 7
Vehicle 25
Resource 20
Object 30
Range & ballistics
Full damage at every distance up to 200 m. No falloff curve.
100%0%50%0 m200 m
Max range
200 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Auto, 12 rounds · 12.5 rps
Side bias
Random side-to-side
Up kick / shot
4.75°
Side kick / shot
±3°
Recovery
20% / 10%
2 blueprints
Repair
0%
+
2 x
=
100%
Tool
=
3 x
Puck Where to find this Item
100%
Elver map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Military Low Guns 32.2 %
Deadzone Guns 25.0 %
Guns Low 9.1 %
Deadzone 9.0 %
Dorms 03 Guns 8.6 %
Military Low Gun Related 5.9 %
Military 1.5 %
Dorms Key 03 0.9 %
Dorms 05 Random 0.3 %
Gun Store 0.3 %
No spawns on map.
No zombie drops.
Trader #5
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (10)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
57092 Metro Military Low Guns 32.23 % 5
57123 Metro Deadzone Guns 25.00 % 4
57053 Metro Guns Low 9.09 % 11
57103 Metro Deadzone 9.01 % 36
57157 Metro Dorms 03 Guns 8.64 % 12
57082 Metro Military Low Gun Related 5.86 % 22
57080 Metro Military 1.54 % 45
57163 Metro Dorms Key 03 0.92 % 46
57160 Metro Dorms 05 Random 0.28 % 184
57052 Metro Gun Store 0.27 % 38
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.
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.).

Guns
Run by Metro Trader #5
You give
300 Exp
You get
Puck ×1
Metro_SMG.dat
GUID 834315f71e324d29b83746edfe9f3bc7

Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 57128

Quality_Min 80
Quality_Max 100

Size_X 3
Size_Y 2
Size_Z 0.45

Magazine 57131
Sight 57129
Tactical 57130

Hook_Sight
Hook_Tactical
Hook_Barrel

Ammo_Min 30
Ammo_Max 40

Safety
Semi
Auto

Attachment_Calibers 1
Attachment_Caliber_0 57003

Magazine_Calibers 2
Magazine_Caliber_0 57003
Magazine_Caliber_1 58000

Range 200
Firerate 3
Action Trigger

Player_Damage 14
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 70
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 50
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 7
Structure_Damage 7
Vehicle_Damage 25
Resource_Damage 20
Object_Damage 30

Durability 0.05

Spread_Aim 0.075
Spread_Hip 0.4

Recoil_Min_X -3
Recoil_Min_Y 4
Recoil_Max_X 3
Recoil_Max_Y 5.5

Recover_X 0.1
Recover_Y 0.2

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 -0.075

Muzzle 3

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 57128
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27