5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

250 m

Range

143 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical, Grip

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 97.8 76.5 68 68
Zombie 165 135 60 75
Animal 165 120 90
Other damage
Standard caliber
Barricade 55
Structure 45
Vehicle 130
Resource 120
Object 70
Range & ballistics
Full damage at every distance up to 250 m. No falloff curve.
100%0%50%0 m250 m
Max range
250 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 2.4 rps
Side bias
Random side-to-side
Up kick / shot
37.5°
Side kick / shot
±20°
Recovery
60% / 60%
2 blueprints
Repair
Repair lvl.2
0%
+
8 x
=
100%
Tool
=
5 x
Spawn tables (5)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
10061 Cliffs Military High Guns 12.50 % 7
10074 Cliffs Special Low Guns 6.25 % 8
10092 Cliffs Airdrop Weapons Military 3.28 % 23
10006 Cliffs Military High Cliffs 1.92 % 45
10035 Cliffs Special Low Cliffs 0.89 % 43
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.).

Gunny's Gunnery
Run by IDF Gunner Gunny
Locked behind progression in quest Supply Run. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Supply Run
You give
6,000 Exp
You get
Dagger ×1
IR_Dagger.dat
GUID e744182465bd4c7d825f18c436e1750f
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 15044

Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.8

Sight 15045
Magazine 15046

Hook_Sight
Hook_Tactical
Hook_Grip

Ammo_Min 1
Ammo_Max 7

Safety
Semi

Caliber 227

Range 250
Firerate 20
Action Bolt

Player_Damage 85
Player_Leg_Multiplier 0.8
Player_Arm_Multiplier 0.8
Player_Spine_Multiplier 0.9
Player_Skull_Multiplier 1.15

Attachment_Calibers 1
Attachment_Caliber_0 1

Magazine_Calibers 1
Magazine_Caliber_0 227

Zombie_Damage 150
Zombie_Leg_Multiplier 0.4
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 0.9
Zombie_Skull_Multiplier 1.1

Animal_Damage 150
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 55
Structure_Damage 45
Vehicle_Damage 130
Resource_Damage 120
Object_Damage 70

Durability 1
Wear 3

Spread_Aim 0.0036
Spread_Hip 0.3

Recoil_Aim 0.25
Recoil_Min_X -20
Recoil_Min_Y 35
Recoil_Max_X 20
Recoil_Max_Y 40

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.06
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.07

Muzzle 4

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 2
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 15044
Blueprint_1_Product 67
Blueprint_1_Products 5
Blueprint_1_Build 27