5×2 (10)

Inventory size

Primary

Hand slot

Semi

Firemodes

700 m

Range

600 RPM

Fire rate

0.3%

Durability loss per shot

Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 43.2 28.8 14.4 14.4
Zombie 480 240 48 48
Animal 35.2 22.4 9.6
Other damage
Standard caliber
Barricade 35
Structure 35
Vehicle 35
Resource 35
Object 35
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full damage at every distance up to 700 m. No falloff curve.
100%0%50%0 m700 m
Max range
700 m
Alert radius
16 m
Bullet drop
×5.5
Recoil
0.5°1.5°2.5°aim
Control
Pinpoint
Simulation
Semi, 5 taps · 10 rps
Side bias
No horizontal kick
Up kick / shot
0.37°
Side kick / shot
±0.83°
Recovery
-250% / 50%
Aiming down sights
-30%
Sprinting
+30%
Crouching
-10%
Prone
+100%
Midair
+400%
Weighted Bolt
Weighted Bolt
Damage -25%Vertical recoil -50%Horizontal recoil -55%Spread -40%Sway -20%Bullet drop -20%
Platinum Recoil Spring
Platinum Recoil Spring
Damage +2%Vertical recoil -50%Horizontal recoil -20%Spread +45%Sway -20%ADS speed +20%
Widowmaker Rangefinder
Widowmaker Rangefinder
Rangefinder
Gilded Bolt Carrier
Gilded Bolt Carrier
Damage +10%Vertical recoil +10%Spread -40%Sway -20%ADS speed +10%Bullet drop -30%Firerate -1
Quickdraw Sling
Quickdraw Sling
Spread -5%Sway -20%ADS speed -30%
Horizontal Fixer
Horizontal Fixer
Vertical recoil +30%Horizontal recoil -35%Spread +30%Sway -20%
Vertical Stabilizer
Vertical Stabilizer
Vertical recoil -55%Horizontal recoil +5%Spread +20%Sway -20%ADS speed -5%
Tactical Light
Tactical Light
Flashlight
Adaptive Accelerator
Adaptive Accelerator
Damage -23%Vertical recoil -15%Horizontal recoil +15%Spread +35%Sway -20%ADS speed +5%Firerate +1
Carbon Frame
Carbon Frame
Vertical recoil +5%Horizontal recoil +5%Spread +10%Sway -20%ADS speed -30%Bullet drop +5%
Adamantine Buffer Tube
Adamantine Buffer Tube
Damage +2%Vertical recoil -15%Horizontal recoil -15%Spread -20%Sway -20%Bullet drop -10%
Military Laser
Military Laser
Aim laser Spread -25%Sway -20%ADS speed -25%
Tactical Laser
Tactical Laser
Aim laser Spread -20%Sway -20%ADS speed -20%
Sleek Gas Block
Sleek Gas Block
Vertical recoil -20%Spread +30%Sway -20%ADS speed -20%Bullet drop -20%
Lightning Sear
Lightning Sear
Damage -20%Vertical recoil -35%Horizontal recoil +10%Spread +20%Sway -20%ADS speed -10%Firerate +1
Mortar Rangefinder
Mortar Rangefinder
Rangefinder
Gas Regulator
Gas Regulator
Damage +2%Horizontal recoil -200%Spread -20%Sway -20%Bullet drop -10%
Stable Adapter
Stable Adapter
Damage +8%Vertical recoil -40%Horizontal recoil -10%Spread -20%Sway -20%ADS speed +15%Firerate -1
Skeletonised Receiver
Skeletonised Receiver
Damage -4%Vertical recoil +25%Spread +45%Sway -20%ADS speed -10%Bullet drop +7%
4 blueprints
-
3 x
=
-
-
-
+
=
Retro Eagle SD Where to find this Item
100%
Limestone map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
R Eagle Rack Loot 00 100.0 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
R Eagle Rack #1 ~1×
No resources yield this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
21973 SB R Eagle Rack Loot 00 100.00 % 1
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.
SB_Retro_Eagle_S_0.dat
GUID aaf3c8beb2a9437086b349634e195793
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 22323

ReloadAudioClip I/Guns/ARs/E/SB_Eagle_0/Reload.ogg
ShootAudioClip I/Guns/ARs/E/SB_Eaglefire_S_0/Shoot.ogg

Size_X 5
Size_Y 2
Size_Z 0.41

Magazine 21723

Unplace 0.085
Replace 0.54

Muzzle 21549
Shell 21518

Hook_Tactical
Hook_Barrel

Ammo_Min 0
Ammo_Max 0

Attachment_Calibers 2
Attachment_Caliber_0 21506
Attachment_Caliber_1 21507

Magazine_Calibers 1
Magazine_Caliber_0 21509

Firerate 4

Semi
Bursts 3
Damage_Falloff_Multiplier 0.85
Damage_Falloff_Range 0.0571
Damage_Falloff_Max_Range 0

Action Trigger

Player_Damage 36
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.4
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 480
Zombie_Leg_Multiplier 0.1
Zombie_Arm_Multiplier 0.1
Zombie_Spine_Multiplier 0.5
Zombie_Skull_Multiplier 1
Zombie_Ragdoll_Force_Multiplier 0.3

Animal_Damage 32
Animal_Leg_Multiplier 0.3
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.1

Barricade_Damage 35
Structure_Damage 35
Vehicle_Damage 35
Resource_Damage 35
Object_Damage 35

Spread_Aim 0.0012
Spread_Angle_Degrees 5.2

Recoil_Min_X 1.295
Recoil_Max_X -0.37

Recoil_Min_Y 0.296
Recoil_Max_Y 0.444

Recover_X 0.5
Recover_Y -2.5

// Constants
Use_Auto_Stat_Descriptions False
Can_Use_Underwater False
BladeIDs 2
BladeID_0 0
BladeID_1 248
Recoil_Midair 5
Spread_Midair 10
Aiming_Movement_Speed_Multiplier 0.9
Aiming_Recoil_Multiplier 0.7
Spread_Sprint 1.15
Recoil_Sprint 1.3
Can_Aim_During_Sprint True
Shake_Min_X -0.0035
Shake_Max_X 0.0035
Shake_Min_Y -0.002
Shake_Max_Y -0.002
Shake_Min_Z -0.00025
Shake_Max_Z -0.00025
Recoil_Crouch 0.9
Spread_Crouch 0.17
Recoil_Prone 2
Spread_Prone 0.85
Ammo_Per_Shot 1
Player_Damage_Bleeding Always
Use_Auto_Icon_Measurements False
Quality_Min 43
Quality_Max 62
Requires_NonZero_Attachment_Caliber True
// Constants End
Alert_Radius 16
Gunshot_Rolloff_Distance 300

EquipAudioClip Sounds/Equips/EquipGeneric.ogg

// Ultraheavy 1
// Heavy Guns 0.3
// Standard 0.2
// Lightweight 0.1
Durability 0.3

Range 700
Ballistic_Steps 50
Ballistic_Travel 14
Bullet_Gravity_Multiplier 5.5

// Heavy Guns 0.4
// Standard 0.3
// Lightweight 0.2
Aim_In_Duration 0.35

Blueprints
[
	{
		CategoryTag "ef63c770874145dfb89b61586eda98ea" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "67b56684eebe4ab696dc8f966379a04f" // Gun Parts
				Amount 3
			}
		]
		Searchable false
		Effect "a3091b0239304ee3a114d3677a6994e2" // SB_Gun_Repair_0
		Map Limestone
	}
	{
		CategoryTag "ef63c770874145dfb89b61586eda98ea" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "9cff92ff1a0e4dc9963cfb36fd91e0f0" // Repair Kit
				Critical true
			}
		]
		Searchable false
		Effect "a3091b0239304ee3a114d3677a6994e2" // SB_Gun_Repair_0
		Map Limestone
	}
	{
		CategoryTag "245ff36978c045b99b462571b14123a8" // Guns
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems
		[
			"080d9abf178d49ceb5290248c8e5f009" // Retro Eagle
			"7f82144a67734ab08acaa491b99c10d3" // Full-Spectrum Silencer Kit
		]
		StateTransfer true
		Searchable false
		Effect "916942541b9c48419a5c43b7aad8ce1e" // SB_Gun_Silence_0
		Map Limestone
	}
]

// Scrap
Actions 1

Action_0_Type Blueprint
Action_0_Blueprint_0_Index 2
Action_0_Text Unsupress
Action_0_Tooltip Retrieve <color=#964bfa>Silencer Kit</color>.