5×2 (10)

Inventory size

Primary

Hand slot

Semi

Firemodes

500 m

Range

1,500 RPM

Fire rate

0%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 122.5 70 52.5 52.5
Zombie 300 135 112.5 112.5
Animal 165 120 90
Other damage
Standard caliber
Barricade 10
Structure 5
Vehicle 100
Resource 200
Object 200
Range & ballistics
Full damage at every distance up to 500 m. No falloff curve.
100%0%50%0 m500 m
Max range
500 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°aim
Control
Wild
Simulation
Semi, 5 taps · 25 rps
Side bias
No horizontal kick
Up kick / shot
Side kick / shot
±1°
Recovery
10% / 10%
4 blueprints
Tool
2 x
+
+
+
4 x
=
Tool
=
2 x
2 x
Repair
0%
+
=
100%
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.
Crown.dat
GUID cc1677f60c8a4d1a9975e68838f8af75
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 51218

Size_X 5
Size_Y 2
Size_Z 0.35
Backward
Magazine 51917

Shell 0

Ammo_Min 1
Ammo_Max 1

Hook_Barrel
Hook_Sight
Hook_Tactical

Semi

Sight

Attachment_Calibers 2
Attachment_Caliber_0 51218
Attachment_Caliber_1 0

Magazine_Calibers 1
Magazine_Caliber_0 51015

Range 500
Firerate 1
Action Trigger

Player_Damage 70
Player_Leg_Multiplier .75
Player_Arm_Multiplier .75
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.75

Zombie_Damage 150
Zombie_Leg_Multiplier 0.75
Zombie_Arm_Multiplier 0.75
Zombie_Spine_Multiplier 0.9
Zombie_Skull_Multiplier 2

Animal_Damage 150
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 5
Vehicle_Damage 100
Resource_Damage 200
Object_Damage 200

// Invulnerable

Durability 0
Quality_Min 100
Quality_Max 100

Aim_In_Duration 0.15

Recoil_Min_X 2
Recoil_Max_X 0

Recoil_Min_Y 8
Recoil_Max_Y 10

Spread_Aim 0.05
Spread_Hip 0.2

Remove 0
Replace 0

Recover_X 0.1
Recover_Y 0.1

Shake_Min_X .01
Shake_Min_Y 0
Shake_Min_Z -.03
Shake_Max_X -.01
Shake_Max_Y 0
Shake_Max_Z -.05

Muzzle 

Blueprints 3
Blueprint_0_Type Tool
Blueprint_0_Supplies 4
// Blueprint_0_Supply_0_ID 51017
// Blueprint_0_Supply_0_Amount 2
Blueprint_0_Supply_0_ID 51018
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Supply_1_ID 51033
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 51034
Blueprint_0_Supply_2_Amount 1
Blueprint_0_Supply_3_ID 51023
Blueprint_0_Supply_3_Amount 4
// Blueprint_0_Supply_4_ID 51307
// Blueprint_0_Supply_4_Amount 1
// Blueprint_0_Tool 51016
Blueprint_0_Build 27
// Shouldn't get much back.
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51218
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Outputs 2
// Metal Scrap
Blueprint_1_Output_0_ID 51017
Blueprint_1_Output_0_Amount 2
// Wood
Blueprint_1_Output_1_ID 51023
Blueprint_1_Output_1_Amount 2
Blueprint_1_Build 27

Blueprint_2_Type Repair
Blueprint_2_Searchable False
Blueprint_2_Supply_0_ID 51034
Blueprint_2_Supply_0_Amount 1
Blueprint_2_Build 27

Shoot_Quest_Rewards 1
Shoot_Quest_Reward_0_Type Rewards_List_Asset
Shoot_Quest_Reward_0_GUID ae7724167039492fb3bd8aeef222fcfa