4×2 (8)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

200 m

Range

375 RPM

Fire rate

0.3%

Durability loss per shot

Sight, Tactical, Grip

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 13.2 9.6 7.2 7.2
Zombie 104.5 57 28.5 28.5
Animal 22 16 12
Other damage
Standard caliber
Barricade 15
Structure 15
Vehicle 25
Resource 15
Object 15
Range & ballistics
Full damage at every distance up to 200 m. No falloff curve.
100%0%50%0 m200 m
Max range
200 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°aim
Control
Moderate
Simulation
Auto, 12 rounds · 6.3 rps
Side bias
No horizontal kick
Up kick / shot
Side kick / shot
±2.5°
Recovery
50% / 90%
Crouching
-10%
Prone
-15%
3 blueprints
Repair
Repair lvl.1
0%
+
3 x
=
100%
Tool
=
3 x
Repair
Repair lvl.1
0%
+
2 x
=
100%
Regensturm Where to find this Item
100%
Kuwait map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Kuwait Police Weapons 8.3 %
7276 Kuwait Police Schatzi 2.8 %
Kuwait Police 2.7 %
No spawns on map.
No zombie drops.
KuwaitNPCPosCynthia
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (3)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
7254 Kuwait Police Weapons 8.33 % 5
7276 7276 Kuwait Police Schatzi 2.78 % 13
7253 Kuwait Police 2.68 % 13
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.).

Concord Armory
Run by KuwaitNPCPosCynthia
You give
Regensturm ×1
You get
60 Exp
Kuwait_Regensturm.dat
GUID d38fd035f2d24cf68c63654f771525ed
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 5153

Size_X 4
Size_Y 2
Size_Z 0.3

Magazine 5154

Hook_Sight
Hook_Tactical
Hook_Grip

Ammo_Min 10
Ammo_Max 20

Safety
Semi
Auto

Caliber 25

Range 200
Firerate 7
Action Trigger

Player_Damage 12
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 95
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 20
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15

Durability 0.3

Spread_Aim 0.1
Spread_Hip 0.2

Recoil_Min_X 5
Recoil_Min_Y 15
Recoil_Max_X 0
Recoil_Max_Y 3

Recoil_Crouch 0.9
Recoil_Prone .85

Spread_Prone 0.85
Spread_Crouch 0.9

Recover_X 0.9
Recover_Y 0.5

Shake_Min_X -0.005
Shake_Min_Y 0.001
Shake_Min_Z -0.0125
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.05

Muzzle 3

Gunshot_Rolloff_Distance 500

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
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 5022
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 2
Blueprint_2_Tool 5112
Blueprint_2_Tool_Critical
Blueprint_2_Level 1
Blueprint_2_Skill Repair
Blueprint_2_Build 27

Actions 2
Action_0_Type Blueprint
Action_0_Source 5022
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 5022
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.