5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
350 m
Range
500 RPM
Fire rate
0.1%
Durability loss per shot
Sight, Tactical, Grip, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 53.8 | 34.4 | 25.8 | 25.8 |
| Zombie | 108.9 | 59.4 | 29.7 | 29.7 |
| Animal | 64.9 | 47.2 | 35.4 | — |
Other damage
Standard caliber| Barricade | 20 |
|---|---|
| Structure | 15 |
| Vehicle | 35 |
| Resource | 15 |
| Object | 25 |
Range & ballistics
Full damage at every distance up to 350 m. No falloff curve.
Max range
350 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Hard
- Simulation
- Semi, 5 taps · 8.3 rps
- Side bias
- Kicks right
- Up kick / shot
- 3.83°
- Side kick / shot
- ±2.25°
- Recovery
- -110% ↑ / 53% ↔
- Prone
- -34%
Makeshift Scope
6× zoom
Spread -20%
Kobra Sight
1× zoom
Holographic
Monarchist Iron Sights
1× zoom
Suncrack Iron Sights
1× zoom
Duststorm Iron Sights
1× zoom
12x Scope
12× zoom
Spread -40%
8x Scope
8× zoom
Spread -30%
4x Scope
4× zoom
Swissgewher Iron Sights
1× zoom
6x Scope
6× zoom
Spread -30%
Halo Sight
1× zoom
Holographic
Chevron Scope
4× zoom
Spread -20%
Colonizer Iron Sights
1× zoom
Dot Sight
1× zoom
Holographic
Ekho Scope
9× zoom
Spread -30%
Cross Scope
6× zoom
Spread -20%
7x Scope
7× zoom
Spread -30%
Compound Iron Sights
1× zoom
Military Nightvision Scope
6× zoom
Military NV
Spread -20%
Makeshift Muffler
Silenced Damage -20%Bullet drop +20%Sound volume -20%Sound range -50%
Military Barrel
Spread -40%Bullet drop -10%
Military Muzzle
Muzzle brake Vertical recoil -20%Horizontal recoil -20%Bullet drop -20%
Military Suppressor
Silenced Bullet drop +10%Sound volume -70%Sound range -50%
Rattlesnake Suppressor
Silenced Bullet drop +40%Sound volume -10%Sound range -50%
Accelerator Suppressor
Silenced Bullet drop +20%Sound volume -10%Sound range -50%
Arbiter Suppressor
Silenced Bullet drop +50%Sound volume -5%Sound range -50%
3 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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.
Kuwait_Suncrack_Vader.dat
GUID 074a90ef9afa47fa8af8728df9a23adb
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 5043
Size_X 5
Size_Y 2
Size_Z 0.35
Sight 5004
Magazine 5001
Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel
Ammo_Min 6
Ammo_Max 24
Safety
Semi
Caliber 1
Range 350
Firerate 5
Action Trigger
Player_Damage 43
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.25
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 59
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 0.1
Spread_Aim 0.05
Spread_Hip 0.1
Recoil_Min_X 1.5
Recoil_Min_Y 3.33
Recoil_Max_X 3
Recoil_Max_Y 4.33
Recoil_Crouch 0.85
Recoil_Prone .66
Spread_Prone 0.5
Spread_Crouch 0.6
Recover_X 0.525
Recover_Y -1.1
Shake_Min_X -0.0055
Shake_Min_Y 0.0075
Shake_Min_Z -0.02
Shake_Max_X 0.015
Shake_Max_Y -0.025
Shake_Max_Z -0.09
Muzzle 3
Gunshot_Rolloff_Distance 1500
Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Level 2
Blueprint_0_Skill Repair
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 5043
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27
Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 67
Blueprint_2_Supply_0_Amount 3
Blueprint_2_Tool 5112
Blueprint_2_Tool_Critical
Blueprint_2_Level 2
Blueprint_2_Skill Repair
Blueprint_2_Build 27
Actions 2
Action_0_Type Blueprint
Action_0_Source 5043
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 5043
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.