4 x 2 (8)

Inventory Size

Primary

Hand Slot

Semi, Safety

Firemodes

250m

Range

4.17 RPS

Firerate

0.3%

Durability Loss per Shot

Sight, Grip, Barrel

Hooks

0%

Movement Speed

0.8 to 1 (266%)

Recoil X

2 to 4 (-233%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 38 21 17 17
Zombie 108 59 29 29
Animal 44 32 24 -
Structure Damage
Low Caliber
Damage
Barricade 30
Structure 25
Vehicle 45
Resource 30
Object 35

Magazines (2)

Magazines that can be attached to this weapon

Barrels (7)

Barrels that can be attached to this weapon

3 blueprints
Repair
Repair lvl.1
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 25.00 % 3
7148 Kuwait Horde Weapons 11.76 % 10
7033 Kuwait Airdrop High 8.70 % 12
7000 Military Kuwait 2.00 % 26
7277 7277 Kuwait Grant All 0.67 % 52
Kuwait_Swissgewher.dat
GUID 64ac1a15639447428b909ca8b8c1b5c2
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 5122

Size_X 4
Size_Y 2
Size_Z 0.4

Sight 5123
Magazine 5001

Hook_Sight
Hook_Grip
Hook_Barrel

Ammo_Min 6
Ammo_Max 24

Safety
Semi

Caliber 1

Range 250
Firerate 10
Action Trigger

Player_Damage 35
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.6
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 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 30
Structure_Damage 25
Vehicle_Damage 45
Resource_Damage 30
Object_Damage 35

Durability 0.3

Spread_Aim 0.15
Spread_Hip 0.35

Recoil_Min_X -.8
Recoil_Min_Y 2
Recoil_Max_X -1
Recoil_Max_Y 4

Recoil_Crouch 0.85
Recoil_Prone .66

Spread_Prone 0.66
Spread_Crouch 0.6

Recover_X 2.66
Recover_Y -2.33

Shake_Min_X 0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.033
Shake_Max_X -0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.066

Muzzle 3

Gunshot_Rolloff_Distance 1250

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Tool 76
Blueprint_0_Level 1
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 5122
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 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 5122
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 5122
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.