5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

200 m

Range

59 RPM

Fire rate

0.5%

Durability loss per shot

Sight, Tactical, Grip, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 88 64 48 48
Zombie 108.9 59.4 29.7 29.7
Animal 108.9 79.2 59.4
Other damage
Standard caliber
Barricade 25
Structure 20
Vehicle 30
Resource 20
Object 20
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
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
22.5°
Side kick / shot
±8°
Recovery
30% / 30%
5 blueprints
Repair
0%
+
3 x
=
100%
Tool
Tool
Craft lvl.1
2 x
+
2 x
+
3 x
+
+
=
Tool
Barricade
Craft lvl.2
+
+
6 x
+
+
+
+
+
=
Spawn tables (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
38134 S IO Farm Gun France 20.00 % 5
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.
I_C1_G_Schofield.dat
GUID c9e5a852b9c14206b483e629ee33ade0
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 101
Bypass_ID_Limit

Master_Bundle_Override core.masterbundle
Bundle_Override_Path Items/Guns/Schofield

Size_X 5
Size_Y 2
Size_Z 0.4
Size2_Z 0.8

Sight 102
Magazine 103

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 1
Ammo_Max 5

Safety
Semi

Caliber 5

Range 200
Firerate 50
Action Bolt

Player_Damage 80
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
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 99
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 25
Structure_Damage 20
Vehicle_Damage 30
Resource_Damage 20
Object_Damage 20

Durability 0.5

Spread_Aim 0.01
Spread_Hip 0.2

Recoil_Min_X -8
Recoil_Min_Y 20
Recoil_Max_X 8
Recoil_Max_Y 25

Recover_X 0.3
Recover_Y 0.3

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Muzzle 4

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 101
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 1
Blueprint_1_Output_1_ID 61
Blueprint_1_Output_1_Amount 1
Blueprint_1_Build 27
//Schofield
Blueprint_2_Type Tool
Blueprint_2_Supplies 5
Blueprint_2_Supply_0_ID 38768
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Supply_1_ID 38207
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Supply_2_ID 67
Blueprint_2_Supply_2_Amount 3
Blueprint_2_Supply_3_ID 103
Blueprint_2_Supply_3_Amount 1
Blueprint_2_Supply_4_ID 38283
Blueprint_2_Supply_4_Amount 1
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 101
Blueprint_2_Output_0_Amount 1
Blueprint_2_Tool 38352
Blueprint_2_Level 1
Blueprint_2_Skill Craft
Blueprint_2_Build 27
Blueprint_2_Conditions 1
Blueprint_2_Condition_0_Type Flag_Bool
Blueprint_2_Condition_0_ID 36814
Blueprint_2_Condition_0_Value True
Blueprint_2_Condition_0_Logic Equal