2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

110 m

Range

1,000 RPM

Fire rate

0.08%

Durability loss per shot

Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 34.1 26.4 18.6 18.6
Zombie 108.9 59.4 29.7 29.7
Animal 34.1 26.4 18.6
Other damage
Standard caliber
Barricade 12
Structure 12
Vehicle 25
Resource 15
Object 20
Range & ballistics
Full damage at every distance up to 110 m. No falloff curve.
100%0%50%0 m110 m
Max range
110 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°15°20°25°aim
Control
Hard
Simulation
Semi, 5 taps · 16.7 rps
Side bias
Kicks right
Up kick / shot
Side kick / shot
±0.45°
Recovery
20% / 20%
2 blueprints
Repair
0%
+
3 x
=
100%
Tool
=
2 x
Spawn tables (8)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
1038 Greece Police Guns Low 97.56 % 2
1003 Greece Military Guns Low 43.48 % 4
1037 Greece Police Low 38.15 % 4
1018 Greece Police High 31.63 % 12
1000 Greece Military Low 5.61 % 16
1008 Greece Military Guns High 1.10 % 5
1001 Greece Military High 0.16 % 33
1010 Greece Military Special 0.14 % 44
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.
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.).

Omega Armory
Run by Greek Omega Armory Owen
You give
800 Exp
You get
Kopis ×1
Hellenic Armory
Run by Greek Military Armory Hektor
You give
800 Exp
You get
Kopis ×1
Kopis.dat
GUID df7c235610bf4ac7a52af690cda12783
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 3515

Size_X 2
Size_Y 2
Size_Z 0.3
Size2_Z 0.35

Magazine 3516

Hook_Tactical
Hook_Barrel

Ammo_Min 2
Ammo_Max 8

Safety
Semi

Caliber 300

Range 110
Firerate 2
Action Trigger

Player_Damage 31
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.85
Player_Skull_Multiplier 1.1

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 31
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.85
Animal_Skull_Multiplier 1.1

Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 20

Durability 0.08

Spread_Aim 0.05
Spread_Hip 0.125

Recoil_Min_X 0.4
Recoil_Min_Y 3
Recoil_Max_X 0.5
Recoil_Max_Y 5

Recover_X 0.2
Recover_Y 0.2

Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.05
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.075

Muzzle 3

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Tool 76
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 3515
Blueprint_1_Product 67
Blueprint_1_Products 2
Blueprint_1_Build 27