3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Auto

Firemodes

300 m

Range

750 RPM

Fire rate

0%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 18.8 15 11.2 11.2
Zombie 118.8 59.4 34.6 34.6
Animal 55 40 30
Other damage
Standard caliber
Barricade 10
Structure 5
Vehicle 30
Resource 20
Object 25
Range & ballistics
Full 100% damage out to 9.9 m, drops to 50% by 50.1 m, bullet expires at 300 m. Hover the chart to read damage at any distance.
100%0%50%0 m50.1 m300 m
Max range
300 m
Alert radius
0 m
Bullet drop
×4
Recoil
10°20°30°aim
Control
Moderate
Simulation
Auto, 12 rounds · 12.5 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±1°
Recovery
10% / 10%
3 blueprints
Tool
Repair
0%
+
2 x
=
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.
PP-19-S.dat
GUID e19f21ae12694d968d1deca276068272
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 51231
Instantiated_Item_Name_Override 51228

Size_X 3
Size_Y 2
Size_Z 0.35

Alert_Radius 0

Magazine 51912

Hook_Barrel
Hook_Sight
Hook_Tactical

Shell 51051
Ballistic_Travel 7
Bullet_Gravity_Multiplier 4

Ammo_Min 50
Ammo_Max 50

Auto
Semi

Caliber 51008

Firerate 3
Action Trigger

Range 300
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.033
Damage_Falloff_Max_Range 0.167
Player_Damage 15
Player_Leg_Multiplier .75
Player_Arm_Multiplier .75
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.25

Zombie_Damage 99
Zombie_Leg_Multiplier 0.35
Zombie_Arm_Multiplier 0.35
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.2

Animal_Damage 50
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 5
Vehicle_Damage 30
Resource_Damage 20
Object_Damage 25

Durability 0
Quality_Min 100
Quality_Max 100

Aim_In_Duration 0.15

Recoil_Min_X -1
Recoil_Max_X 1

Recoil_Min_Y 2
Recoil_Max_Y 2

Spread_Aim 0.2
Spread_Hip 0.12

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 2
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 51231
Blueprint_0_Outputs 2
Blueprint_0_Output_0_ID 51228
Blueprint_0_Output_0_Amount 1
Blueprint_0_Output_1_ID 51918
Blueprint_0_Output_1_Amount 1
Blueprint_0_State_Transfer
Blueprint_0_Build 27
Blueprint_1_Type Repair
Blueprint_1_Searchable False
Blueprint_1_Supply_0_ID 51036
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Build 27

Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Unsuppress »
Action_0_Tooltip Remove the baffle kit from this weapon.

Shoot_Quest_Rewards 1
Shoot_Quest_Reward_0_Type Rewards_List_Asset
Shoot_Quest_Reward_0_GUID ae7724167039492fb3bd8aeef222fcfa

Gunshot_Rolloff_Distance 256