2 x 2 (4)

Inventory Size

Secondary

Hand Slot

Semi, Safety

Firemodes

75m

Range

13.89 RPS

Firerate

0.25%

Durability Loss per Shot

Sight, Tactical, Barrel

Hooks

0%

Movement Speed

1 to 2 (25%)

Recoil X

4 to 8 (25%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 31 20 14 15
Zombie 106 48 19 24
Animal 44 32 24 -
Structure Damage
Low Caliber
Damage
Barricade 20
Structure 15
Vehicle 35
Resource 15
Object 25

Magazines (2)

Magazines that can be attached to this weapon

Barrels (7)

Barrels that can be attached to this weapon

3 blueprints
Repair
0%
+
3 x
=
100%
Tool
=
2 x
Repair
0%
+
2 x
=
100%
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 Tables
Spawn Id Spawn Name Drop Chance Pool Size
7003 Military Kuwait Guns 62.50 % 3
7148 Kuwait Horde Weapons 11.76 % 10
7000 Military Kuwait 5.00 % 26
7277 7277 Kuwait Grant All 1.67 % 52
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.).

Coalition Armory
Run by KuwaitNPCLiberatorLieutenantGaston
You give
Catalyst ×1
You get
40 Exp
Concord Armory
Run by KuwaitNPCPosCynthia
You give
Catalyst ×1
You get
40 Exp
Kuwait_Catalyst_Desert.dat
GUID e6b945996f164936848ba3b532729f10
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 5009

Size_X 2
Size_Y 2
Size_Z 0.35

Magazine 5010

Hook_Tactical
Hook_Barrel
Hook_Sight

Ammo_Min 5
Ammo_Max 18

Safety
Semi
Bursts 2

Attachment_Calibers 1
Attachment_Caliber_0 1 

Magazine_Calibers 1
Magazine_Caliber_0 5000 

Range 75
Firerate 3
Action Trigger

Player_Damage 29
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.55
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.1

Zombie_Damage 97
Zombie_Leg_Multiplier 0.2
Zombie_Arm_Multiplier 0.25
Zombie_Spine_Multiplier 0.5
Zombie_Skull_Multiplier 1.1

Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 20
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 15
Object_Damage 25

Durability 0.25

Spread_Aim 0.0375
Spread_Hip 0.15

Recoil_Min_X -1
Recoil_Min_Y 4
Recoil_Max_X -2
Recoil_Max_Y 8

Recover_X 0.25
Recover_Y 0.25

Shake_Min_X 0.02
Shake_Min_Y -0.01
Shake_Min_Z -0.05
Shake_Max_X 0.03
Shake_Max_Y -0.025
Shake_Max_Z -0.1

Muzzle 3

Gunshot_Rolloff_Distance 350

Can_Aim_During_Sprint True

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Tool 76
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_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 5009
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 5009
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 5009
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.

Asset_Bundle_Version 2