4×2 (8)

Inventory size

Primary

Hand slot

Auto, Safety

Firemodes

11 m

Range

250 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 90
Structure 90
Vehicle 100
Resource 600
Object 300
Range & ballistics
Full damage at every distance up to 11 m. No falloff curve.
100%0%50%0 m11 m
Max range
11 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°aim
Control
Wild
Simulation
Auto, 12 rounds · 4.2 rps
Side bias
Random side-to-side
Up kick / shot
11°
Side kick / shot
±5.5°
Recovery
70% / 70%
2 blueprints
Repair
Repair lvl.3
0%
+
2 x
=
100%
Tool
=
3 x
Spawn tables (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
38023 S I Gun Military High 33.33 % 3
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_C3_G_Armscor.dat
GUID e0a8117393554ea68abb10e34b9d0939

Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 38636

Size_X 4
Size_Y 2
Size_Z 0.45
Size2_Z 0.7

Magazine 38637

Hook_Tactical
Hook_Sight

Ammo_Min 1
Ammo_Max 6

Safety
Auto

Caliber 38636

Firerate 11
Replace 0.5
Action Rocket

Player_Damage 150
Zombie_Damage 150
Animal_Damage 150
Barricade_Damage 90
Structure_Damage 90
Vehicle_Damage 100
Resource_Damage 600
Object_Damage 300

Range 11
Explosion 38636

Durability 1
Wear 3.75

Aim_In_Duration 0.25
Spread_Aim 0.1
Spread_Hip 0.1

Ballistic_Force 2100

Recoil_Min_X -3
Recoil_Min_Y 7
Recoil_Max_X 8
Recoil_Max_Y 15

Recover_X 0.7
Recover_Y 0.7

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 42

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 72
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Tool 38259
Blueprint_0_Level 3
Blueprint_0_Skill Repair
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 38636
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 3
Blueprint_1_Output_1_ID 72
Blueprint_1_Output_1_Amount 1
Blueprint_1_Build 27