3×2 (6)
Inventory size
Secondary
Hand slot
Auto, Safety
Firemodes
250 m
Range
125 RPM
Fire rate
0.01%
Durability loss per shot
Sight, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 51.7 | 37.6 | 28.2 | 28.2 |
| 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 250 m. No falloff curve.
Max range
250 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Auto, 12 rounds · 2.1 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 18°
- Side kick / shot
- ±4°
- Recovery
- 80% ↑ / 80% ↔
Heartbreaker Iron Sights
1× zoom
4x Scope
4× zoom
4x Scope
4× zoom
Mosca Sight
1× zoom
Golden 6x Scope
6× zoom
Holographic Sight
1× zoom
Holographic
Makeshift Sight
1× zoom
7x Scope
7× zoom
Kot Sight
1× zoom
Paug Sight
1× zoom
Hellcat Sight
1× zoom
Holographic Sight
1× zoom
Holographic
Eaglefire Iron Sights
1× zoom
Golden 4x Scope
4× zoom
Skilark Sight
1× zoom
Pallas Sight
1× zoom
Holographic Sight
1× zoom
Holographic
6x Scope
6× zoom
4x Scope
4× zoom
Heatwave Sight
1× zoom
Renegade Sight
1× zoom
Holographic
Puck Sight
1× zoom
Tusk Sight
1× zoom
Makeshift Scope
3.75× zoom
Reflection Sight
1× zoom
Deflection Sight
1× zoom
Flash Hider
Muzzle brake Vertical recoil -10%Horizontal recoil -10%Bullet drop -10%
Heavy Barrel
Muzzle brake Damage +10%Vertical recoil +25%Horizontal recoil +25%Spread -35%Bullet drop -10%Sound range +20%
Mosca Suppressor
Silenced Sound volume -20%Sound range -40%
Valentine Suppressor
Silenced Spread -25%Sound volume -20%Sound range -40%
Muzzle Brake
Vertical recoil -15%Horizontal recoil -15%
Crusader Barrel
Silenced Sound volume -40%Sound range +100%
Muzzle Booster
Vertical recoil +25%Horizontal recoil +25%Firerate +1
Suppressor
Silenced Spread -25%Sound volume -20%Sound range -40%
Suppressor
Silenced Bullet drop +25%Sound volume -10%Sound range -10%
4 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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_AR_Civ_Bayonet_Brown.dat
GUID 04e416b9c99e416ab10c99b9f9ebbfc7
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 57524
Quality_Min 85
Quality_Max 100
Size_X 3
Size_Y 2
Size_Z 0.435
Magazine 57031
Tactical 1438
Sight 57521
Hook_Sight
Hook_Barrel
Ammo_Min 10
Ammo_Max 10
Safety
Auto
Caliber 57000
Range 250
Firerate 23
Action Trigger
Gunshot_Rolloff_Distance 1000
Player_Damage 47
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 0.01
Spread_Aim 0.001
Spread_Hip 0.3
Recoil_Min_X -4
Recoil_Min_Y 17
Recoil_Max_X 4
Recoil_Max_Y 19
Recover_X 0.8
Recover_Y 0.8
Shake_Min_X -0.001
Shake_Min_Y 0.00075
Shake_Min_Z -0.05
Shake_Max_X 0.001
Shake_Max_Y 0.0005
Shake_Max_Z -0.075
Ballistic_Drop 0.0005
Muzzle 4
Blueprints 3
Blueprint_0_Type Repair
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 57524
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 4
Blueprint_1_Build 27
Blueprint_2_Type Tool
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 57520
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_Critical
Blueprint_2_Supply_1_ID 57070
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Build 27
Blueprint_2_State_Transfer
Blueprint_2_Map Elver