2×2 (4)

Inventory size

Any

Hand slot

Semi

Firemodes

400 m

Range

500 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 48.8 39 29.2 29.2
Zombie 175 112.5 93.8 93.8
Animal 137.5 100 75
Other damage
Standard caliber
Barricade 10
Structure 5
Vehicle 30
Resource 20
Object 100
Range & ballistics
Full damage at every distance up to 400 m. No falloff curve.
100%0%50%0 m400 m
Max range
400 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 8.3 rps
Side bias
Random side-to-side
Up kick / shot
12.4°
Side kick / shot
±4.8°
Recovery
-2% / 10%
3 blueprints
Tool
=
2 x
Tool
2 x
=
Repair
0%
+
2 x
=
100%
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.
FalconDual.dat
GUID 12ecdf25f19247acaa6f6d95147e2cb6

Type Gun
Rarity Legendary
Useable Gun
Slot Any
ID 51335
Use_Auto_Icon_Measurements false
Size_X 2
Size_Y 2
Size_Z 0.35

Magazine 51338
// Hook_Barrel

Shell 51051

Ammo_Min 8
Ammo_Max 16

Semi
Bursts 2

Caliber 51338

Range 400
Firerate 5
Action Trigger

Player_Damage 39
Player_Leg_Multiplier .75
Player_Arm_Multiplier .75
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.25

Zombie_Damage 125
Zombie_Leg_Multiplier 0.75
Zombie_Arm_Multiplier 0.75
Zombie_Spine_Multiplier 0.9
Zombie_Skull_Multiplier 1.4

Animal_Damage 125
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 100

Durability 0
Quality_Min 100
Quality_Max 100

Aim_In_Duration 0.15

Recoil_Min_X -4.8
Recoil_Max_X 4.8

Recoil_Min_Y 10.4
Recoil_Max_Y 14.4

Spread_Aim 0.0625
Spread_Hip 0.2

Remove 0
Replace 0

Recover_X 0.1
Recover_Y -.02

Shake_Min_X .01
Shake_Min_Y 0
Shake_Min_Z -.1
Shake_Max_X -.01
Shake_Max_Y 0
Shake_Max_Z -.1

EquipableModelParent SpineHook
Muzzle 0
Use

Blueprints 3
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 51335
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 51217
Blueprint_0_Output_0_Amount 2
Blueprint_0_State_Transfer
Blueprint_0_State_Transfer_Delete_Attachments True
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 51217
Blueprint_1_Supply_0_Amount 2
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 51335
Blueprint_1_Output_0_Amount 1
Blueprint_1_State_Transfer
Blueprint_1_State_Transfer_Delete_Attachments True
Blueprint_1_Build 27

Blueprint_2_Type Repair
Blueprint_2_Searchable False
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 51035
Blueprint_2_Supply_0_Amount 2

Actions 1
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Separate »
Action_0_Tooltip Split back into two.


Shoot_Quest_Rewards 1
Shoot_Quest_Reward_0_Type Rewards_List_Asset
Shoot_Quest_Reward_0_GUID ae7724167039492fb3bd8aeef222fcfa