5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

8 m

Range

59 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical, Grip

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 1250
Structure 1250
Vehicle 1000
Resource 2000
Object 1250
Range & ballistics
Full damage at every distance up to 8 m. No falloff curve.
100%0%50%0 m8 m
Max range
8 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°100°125°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
20°
Side kick / shot
±15°
Recovery
125% / 125%
2 blueprints
Repair
Repair lvl.3
0%
+
8 x
=
100%
Tool
=
6 x
Spawn tables (2)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
1016 Greece Military Guns Special 22.22 % 4
1010 Greece Military Special 0.65 % 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.
Lancer.dat
GUID dd1226931c7a417fbe609eef1593c337
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 3517

Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.7

Sight 3519
Magazine 3518

Hook_Sight
Hook_Tactical
Hook_Grip

Ammo_Min 1
Ammo_Max 1

Safety
Semi

Caliber 301

Firerate 50
Replace 0.5
Action Rocket

Player_Damage 200
Zombie_Damage 200
Animal_Damage 200
Barricade_Damage 1250
Structure_Damage 1250
Vehicle_Damage 1000
Resource_Damage 2000
Object_Damage 1250

Range 8
Explosion 45

Durability 1
Wear 4

Spread_Aim 0.6
Spread_Hip 0.125

Ballistic_Force 4000

Recoil_Min_X -15
Recoil_Min_Y 15
Recoil_Max_X 15
Recoil_Max_Y 25

Recover_X 1.25
Recover_Y 1.25

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 8
Blueprint_0_Tool 76
Blueprint_0_Level 3
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 3517
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 6
Blueprint_1_Build 27