4×2 (8)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

200 m

Range

500 RPM

Fire rate

0.01%

Durability loss per shot

Sight, Tactical, Grip, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 29.7 21.6 16.2 16.2
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
100°200°300°aim
Control
Wild
Simulation
Auto, 12 rounds · 8.3 rps
Side bias
Kicks right
Up kick / shot
23°
Side kick / shot
±5°
Recovery
20% / 20%
2 blueprints
Repair
0%
+
2 x
=
100%
Tool
=
3 x
Eaglefire 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.
Metro Seattle 48.1 %
No spawns on map.
No zombie drops.
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 (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
57146 Metro Seattle 48.11 % 4
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.
Metro_Eaglefire.dat
GUID a5ab187dbb10446c81e49144c41f3039

Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 57498

Size_X 4
Size_Y 2
Size_Z 0.35

Hook_Sight
Hook_Grip
Hook_Barrel
Hook_Tactical

Ammo_Min 0
Ammo_Max 0

Safety
Semi
Bursts 3
Auto

Caliber 57001

Range 200
Firerate 5
Action Trigger

Player_Damage 27
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 0.01

Spread_Aim 0.05
Spread_Hip 0.21

Recoil_Min_X 2.5
Recoil_Min_Y 20
Recoil_Max_X 7.5
Recoil_Max_Y 26

Recover_X 0.2
Recover_Y 0.2

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02

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 57498
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27