2 x 2 (4)
Inventory Size
Secondary
Hand Slot
Semi, Safety
Firemodes
150m
Range
20.84 RPS
Firerate
0.15%
Durability Loss per Shot
Tactical, Barrel
Hooks
0%
Movement Speed
0.4 to 0.5 (40%)
Recoil X
6 to 18 (100%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 36 | 26 | 19 | 19 |
| Zombie | 108 | 59 | 29 | 29 |
| Animal | 35 | 25 | 19 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 12 |
| Structure | 12 |
| Vehicle | 25 |
| Resource | 15 |
| Object | 20 |
How item spawns work
Each dot is a fixed loot point. The map is split into a grid of regions,
and every region has its own respawn timer (Items.Respawn_Time,
configured by the server). When the timer fires, the region tops up its
loot up to a fraction of its points (Items.Spawn_Chance,
usually 10–50%), so most points stay empty between refreshes.
Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.
Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.
| Spawn Id | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 7254 | Kuwait Police Weapons | 16.67 % | 5 |
| 7276 | 7276 Kuwait Police Schatzi | 5.56 % | 13 |
| 7253 | Kuwait Police | 5.36 % | 13 |
| NPC | Vendor | Amount | Price | Conditions |
|---|---|---|---|---|
| KuwaitNPCLiberatorLieutenantGaston | Coalition Armory | 1 | 40 | - |
| KuwaitNPCPosCynthia | Concord Armory | 1 | 40 | - |
GUID df840e0998bf423e8270aa270dc2921c
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 5008
Size_X 2
Size_Y 2
Size_Z 0.3
Magazine 5120
Hook_Tactical
Hook_Barrel
Ammo_Min 3
Ammo_Max 15
Safety
Semi
Caliber 23
Range 150
Firerate 2
Action Trigger
Player_Damage 33
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
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 32
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 20
Durability 0.15
Spread_Aim 0.05
Spread_Hip 0.15
Recoil_Min_X 0.4
Recoil_Min_Y 6
Recoil_Max_X 0.5
Recoil_Max_Y 18
Recover_X 0.4
Recover_Y 1
Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.075
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.125
Muzzle 3
Gunshot_Rolloff_Distance 400
Can_Aim_During_Sprint True
Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 27
Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Item
Blueprint_0_Condition_0_ID 5112
Blueprint_0_Condition_0_Amount 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5008
Blueprint_1_Product 67
Blueprint_1_Products 2
Blueprint_1_Build 27
Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 67
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Tool 5112
Blueprint_2_Tool_Critical
Blueprint_2_Build 27
Actions 2
Action_0_Type Blueprint
Action_0_Source 5008
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Torch Repair
Action_0_Tooltip Repair to 100% using a Blowtorch.
Action_1_Type Blueprint
Action_1_Source 5008
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Text Arc Repair
Action_1_Tooltip Repair to 100% using an Arc Welder.