5×2 (10)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

250 m

Range

273 RPM

Fire rate

0.15%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 60.5 44 33 33
Zombie 108.9 59.4 29.7 29.7
Animal 60.5 44 33
Other damage
Standard caliber
Barricade 8
Structure 8
Vehicle 15
Resource 15
Object 10
Range & ballistics
Full damage at every distance up to 250 m. No falloff curve.
100%0%50%0 m250 m
Max range
250 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°40°50°aim
Control
Hard
Simulation
Auto, 12 rounds · 4.5 rps
Side bias
Random side-to-side
Up kick / shot
3.5°
Side kick / shot
±1.25°
Recovery
50% / 70%
3 blueprints
Repair
Repair lvl.1
0%
+
6 x
=
100%
Tool
=
3 x
Tool
Craft lvl.2
2 x
+
+
+
4 x
+
+
+
=
Spawn tables (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
38026 S I Gun Militia 12.50 % 12
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_Chauchat.dat
GUID 804b386c936f40e9899e4da9c2ec4442

Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 38325

Size_X 5
Size_Y 2
Size_Z 0.375
Size2_Z 0.6

Magazine 38326
Grip 38307

Hook_Sight
Hook_Tactical
Hook_Barrel

Ammo_Min 10
Ammo_Max 20

Safety
Semi
Auto

Caliber 38325

Range 250
Firerate 10
Action Trigger

Player_Damage 55
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 55
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 8
Structure_Damage 8
Vehicle_Damage 15
Resource_Damage 15
Object_Damage 10

Durability 0.15

Spread_Aim 0.0375
Spread_Hip 0.3

Recoil_Min_X -0.5
Recoil_Min_Y 2
Recoil_Max_X 2
Recoil_Max_Y 5

Recover_X 0.7
Recover_Y 0.5

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02

Muzzle 3

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 6
Blueprint_0_Tool 76
Blueprint_0_Level 1
Blueprint_0_Skill Repair
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 38325
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 3
Blueprint_1_Output_1_ID 71
Blueprint_1_Output_1_Amount 1
Blueprint_1_Build 27

Blueprint_2_Type Tool
Blueprint_2_Supplies 7
Blueprint_2_Supply_0_ID 68
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Supply_1_ID 38223
Blueprint_2_Supply_1_Amount 1
Blueprint_2_Supply_2_ID 38212
Blueprint_2_Supply_2_Amount 1
Blueprint_2_Supply_3_ID 285
Blueprint_2_Supply_3_Amount 4
Blueprint_2_Supply_4_ID 38283
Blueprint_2_Supply_4_Amount 1
Blueprint_2_Supply_5_ID 38202
Blueprint_2_Supply_5_Amount 1
Blueprint_2_Supply_6_ID 38326
Blueprint_2_Supply_6_Amount 1
Blueprint_2_Tool 38259
Blueprint_2_Level 2
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