2×1 (2)

Inventory size

Stat tuning

Function

Stat modifiers when attached
Stacks multiplicatively with the gun's base stats
Vertical recoil
-75%
Horizontal recoil
-75%
Spread
-45%
Fits 33 guns
1 blueprints
Tool
=
2 x
Reign Stock 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 Stocks 50.0 %
Stocks Low 25.0 %
Airdrop Attachments 6.3 %
Dorms 01 Attachments 3.9 %
Deadzone Attachments 2.6 %
Military Low Attachments 1.8 %
Military Low Gun Related 1.4 %
Attachments Low 1.0 %
Gun Store 0.9 %
Dorms 05 Random 0.6 %
Military 0.4 %
Deadzone 0.2 %
Dorms Key 03 0.2 %
No spawns on map.
No zombie drops.
Trader #2
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
57083 Metro Military Low Stocks 50.00 % 2
57048 Metro Stocks Low 25.00 % 4
57134 Metro Airdrop Attachments 6.25 % 20
57153 Metro Dorms 01 Attachments 3.93 % 32
57122 Metro Deadzone Attachments 2.63 % 17
57091 Metro Military Low Attachments 1.75 % 17
57082 Metro Military Low Gun Related 1.44 % 22
57046 Metro Attachments Low 0.96 % 27
57052 Metro Gun Store 0.93 % 38
57160 Metro Dorms 05 Random 0.61 % 184
57080 Metro Military 0.38 % 45
57103 Metro Deadzone 0.24 % 36
57163 Metro Dorms Key 03 0.23 % 46
How loot works in Unturned Sections that apply to this tactical 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.).

Stocks, Grips & Sights
Run by Metro Trader #2
You give
200 Exp
You get
Reign Stock ×1
You give
Reign Stock ×1
You get
200 Exp
Metro_Stock_Recoil_0.dat
GUID 4ac4aac1fde94875a2b9169adefec8e8

Type Tactical
Rarity Epic
ID 57075

Size_X 2
Size_Y 1
Size_Z 0.175

Calibers 5
Caliber_0 57000
Caliber_1 57001
Caliber_2 57003
Caliber_3 57004
Caliber_4 57005

Spread 0.55
Recoil_X 0.25
Recoil_Y 0.25

Blueprints 1
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 57075
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 67
Blueprint_0_Output_0_Amount 2
Blueprint_0_Build 27