5×2 (10)

Inventory size

Primary

Hand slot

Auto, Safety

Firemodes

250 m

Range

188 RPM

Fire rate

0.01%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 36.3 26.4 19.8 19.8
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 250 m. No falloff curve.
100%0%50%0 m250 m
Max range
250 m
Alert radius
48 m
Bullet drop
×4
Recoil
100°200°300°aim
Control
Wild
Simulation
Auto, 12 rounds · 3.1 rps
Side bias
Random side-to-side
Up kick / shot
22°
Side kick / shot
±4°
Recovery
93% / 93%
4 blueprints
Repair
0%
+
2 x
=
100%
Tool
=
4 x
Tool
+
=
Tool
+
=
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_Yellow.dat
GUID d188b481c493492e852fbc0011567919

Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 57561    

Quality_Min 85
Quality_Max 100

Size_X 5
Size_Y 2
Size_Z 0.4

Magazine 57055
Tactical 57104
Sight 57105

Hook_Sight
Hook_Tactical
Hook_Barrel

Ammo_Min 11
Ammo_Max 30

Safety
Auto

Caliber 57001

Range 250
Firerate 15
Action Trigger

Player_Damage 33
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 0.002
Spread_Hip 0.1

Recoil_Min_X -4
Recoil_Min_Y 20
Recoil_Max_X 4
Recoil_Max_Y 24

Recover_X 0.925
Recover_Y 0.925

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

Muzzle 3

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 57561  
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 57554    
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Supply_1_Critical
Blueprint_2_Supply_1_ID 57073       
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Build 27
Blueprint_2_State_Transfer
Blueprint_2_Map Elver