5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

350 m

Range

375 RPM

Fire rate

0.025%

Durability loss per shot

Sight, Tactical, Grip, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 69.3 50.4 37.8 37.8
Zombie 330 240 180 180
Animal 176 128 96
Other damage
High caliber
Barricade 7
Structure 7
Vehicle 290
Resource 200
Object 200
Range & ballistics
Full damage at every distance up to 350 m. No falloff curve.
100%0%50%0 m350 m
Max range
350 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 6.3 rps
Side bias
Kicks left
Up kick / shot
42.5°
Side kick / shot
±25°
Recovery
75% / 40%
2 blueprints
Repair
0%
+
3 x
=
100%
Tool
=
4 x
Tusk 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.
Deadzone Guns 25.0 %
Military Mega 9.5 %
Guns Low 9.1 %
Deadzone 9.0 %
Dorms 03 Guns 8.6 %
Deadzone Blue 8.0 %
Military Low Guns 3.2 %
Airdrop 2.0 %
Military Low Gun Related 0.6 %
Dorms 05 Random 0.3 %
Gun Store 0.3 %
Military 0.2 %
Dorms Key 03 0.1 %
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 (13)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
57123 Metro Deadzone Guns 25.00 % 4
57128 Metro Military Mega 9.49 % 16
57053 Metro Guns Low 9.09 % 11
57103 Metro Deadzone 9.01 % 36
57157 Metro Dorms 03 Guns 8.64 % 12
57099 Metro Deadzone Blue 7.99 % 14
57092 Metro Military Low Guns 3.22 % 5
57133 Metro Airdrop 2.01 % 60
57082 Metro Military Low Gun Related 0.59 % 22
57160 Metro Dorms 05 Random 0.28 % 184
57052 Metro Gun Store 0.27 % 38
57080 Metro Military 0.15 % 45
57163 Metro Dorms Key 03 0.09 % 46
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
Tusk ×1
You get
800 Exp
Metro_DMR_Mili.dat
GUID 3cfdcaffa9464cfdbae729dff1420246

Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 57138

Quality_Min 60
Quality_Max 100

Size_X 5
Size_Y 2
Size_Z 0.35

Sight 57139
Magazine 57031
Tactical 57140

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 8
Ammo_Max 10

Safety
Semi

Caliber 57000

Range 350
Firerate 7
Action Trigger

Gunshot_Rolloff_Distance 1000

Player_Damage 63
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 300
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 160
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 7
Structure_Damage 7
Vehicle_Damage 290
Resource_Damage 200
Object_Damage 200

Invulnerable

Durability 0.025

Spread_Aim 0.005
Spread_Hip 0.8

Recoil_Min_X -15
Recoil_Min_Y 35
Recoil_Max_X -35
Recoil_Max_Y 50

Recover_X 0.4
Recover_Y 0.75

Shake_Min_X -0.007
Shake_Min_Y 0.007
Shake_Min_Z -0.1
Shake_Max_X 0.007
Shake_Max_Y -0.007
Shake_Max_Z -0.15

Ballistic_Drop 0.0005

Muzzle 4

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 57138
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 4
Blueprint_1_Build 27