1×1 (1)

Inventory size

Primary

Hand slot

Semi

Firemodes

220 m

Range

59 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 330 240 180 180
Zombie 550 300 150 150
Animal 330 240 180
Other damage
High caliber
Barricade 75
Structure 75
Vehicle 700
Resource 275
Object 125
Status effects on hit
Applied per shot, regardless of where it lands
Headshots
Instant kill (skips head armor)
Range & ballistics
Full damage at every distance up to 220 m. No falloff curve.
100%0%50%0 m220 m
Max range
220 m
Alert radius
48 m
Bullet drop
×4
Recoil
aim
Control
Easy
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
0.6°
Side kick / shot
±0.35°
Recovery
60% / 60%
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.
T_C2_Gun_Support.dat
GUID 0af22924fc1e47f9b8ef635eea94d8ae

Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 38503

Sight 1301

Semi

Caliber 38503

Range 220
Firerate 50
Action Trigger

Player_Damage 300
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Instakill_Headshots True

Zombie_Damage 500
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 300
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 75
Structure_Damage 75
Vehicle_Damage 700
Resource_Damage 275
Object_Damage 125

Invulnerable

Spread_Angle_Degrees 1

Aim_In_Duration 0.25
Spread_Aim 0.2
Spread_Hip 0.025

Recoil_Min_X -0.2
Recoil_Min_Y 0.2
Recoil_Max_X 0.5
Recoil_Max_Y 1

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.02
Shake_Min_Y 0.02
Shake_Min_Z -0.2
Shake_Max_X 0.02
Shake_Max_Y -0.02
Shake_Max_Z -0.2

Muzzle 42

Reload_Time 1.2
Turret