2×1 (2)

Inventory size

Any

Hand slot

Semi, Safety

Firemodes

50 m

Range

750 RPM

Fire rate

0.045%

Durability loss per shot

Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 66 60 24 30
Zombie 66 60 24 30
Animal 66 60 30
Other damage
Standard caliber
Barricade 20
Structure 20
Vehicle 20
Resource 20
Object 20
Range & ballistics
Full 100% damage out to 5 m, drops to 20% by 50 m, bullet expires at 50 m. Hover the chart to read damage at any distance.
100%0%50%20%0 m5 m
Max range
50 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°15°20°aim
Control
Hard
Simulation
Semi, 5 taps · 12.5 rps
Side bias
Random side-to-side
Up kick / shot
3.1°
Side kick / shot
±0.65°
Recovery
57% / 57%
BT MP5 QD Flashhider
BT MP5 QD Flashhider
Muzzle brake Vertical recoil -35%Horizontal recoil -35%Spread -10%Shake -30%
Kriss Vector Flashhider
Kriss Vector Flashhider
Muzzle brake Vertical recoil -14%Horizontal recoil -45%Spread -2%Shake -18%
SIG MPX A2 Flashhider
SIG MPX A2 Flashhider
Muzzle brake Vertical recoil -43%Horizontal recoil -29%Spread -2%Shake -22%
Noveske MP5 3-Lug Muzzle Brake
Noveske MP5 3-Lug Muzzle Brake
Vertical recoil -60%Horizontal recoil -55%Spread -32%Shake -40%
PP-19-01 Muzzle Brake
PP-19-01 Muzzle Brake
Vertical recoil -40%Horizontal recoil -40%Spread -20%Shake -25%
Saiga-9 Muzzle Brake
Saiga-9 Muzzle Brake
Vertical recoil -41%Horizontal recoil -39%Spread -20%Shake -25%
STM-9 Muzzle Brake
STM-9 Muzzle Brake
Vertical recoil -65%Horizontal recoil -65%Spread -45%Shake -50%
STM-9 Muzzle Brake White
STM-9 Muzzle Brake White
Vertical recoil -65%Horizontal recoil -65%Spread -45%Shake -50%
AAC Illusion 9 Silencer
AAC Illusion 9 Silencer
Silenced Muzzle brake Damage -10%Vertical recoil -30%Horizontal recoil -30%Spread -10%Shake -10%ADS speed -10%Bullet drop +10%Sound volume -5%Sound range -50%
Alpha Dog Alpha-9 Silencer
Alpha Dog Alpha-9 Silencer
Silenced Muzzle brake Damage -10%Vertical recoil -25%Horizontal recoil -35%Spread -25%Shake -13%ADS speed -10%Bullet drop +10%Sound volume -20%Sound range -50%
EVO 3 Silencer [Unobtainable]
Silenced Muzzle brake Vertical recoil -40%Horizontal recoil -40%Spread -15%Shake -35%Sound volume -55%Sound range -50%
MP5SD Silencer
Silenced Muzzle brake Vertical recoil -50%Horizontal recoil -50%Spread -15%Shake -35%Sound volume -85%Sound range -50%
MPX Silenced Silencer
Silenced Muzzle brake Vertical recoil -50%Horizontal recoil -50%Spread -10%Shake -35%Sound volume -75%Sound range -50%
Osprey 9x19mm Silencer
Osprey 9x19mm Silencer
Silenced Muzzle brake Damage -10%Vertical recoil -45%Horizontal recoil -45%Spread -18%Shake -25%ADS speed -10%Bullet drop +10%Sound volume -45%Sound range -50%
PL-15 Std Silencer
PL-15 Std Silencer
Silenced Muzzle brake Damage -10%Vertical recoil -35%Horizontal recoil -35%Spread -18%Shake -25%ADS speed -10%Bullet drop +10%Sound volume -30%Sound range -50%
Vityaz Std Silencer
Vityaz Std Silencer
Silenced Muzzle brake Damage -10%Vertical recoil -30%Horizontal recoil -30%Spread -33%Shake -20%ADS speed -10%Bullet drop +10%Sound volume -35%Sound range -50%
3 blueprints
Repair
0%
+
+
=
100%
Tool
+
=
Tool
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.
M17_MHS_Tomb_of_the_Unknown.dat
GUID 797e41890b5c43898c7bd68f003ba01b


Type Gun
Rarity Uncommon
Useable Gun
Slot Any
ID 36430

Can_Aim_During_Sprint True

Size_X 2
Size_Y 1
Size_Z 0.37
Size2_Z 0.45

Equipable_Movement_Speed_Multiplier 1
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.2
Aiming_Movement_Speed_Multiplier 1

Magazine 36460

Hook_Barrel
Hook_Tactical

Ammo_Min 5
Ammo_Max 21

Safety
Semi

Attachment_Calibers 5
Attachment_Caliber_0 35000
Attachment_Caliber_1 35005
Attachment_Caliber_2 35006
Attachment_Caliber_3 35050
Attachment_Caliber_4 35191

Magazine_Calibers 1
Magazine_Caliber_0 35191

Requires_NonZero_Attachment_Caliber true

Range 50
Ballistic_Drop 0.0025
//Ballistic_Steps 50
Ballistic_Travel 8
Damage_Falloff_Range 0.1
Damage_Falloff_Multiplier 0.2

Firerate 3
Action Trigger

Player_Damage 60
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.1

Zombie_Damage 60
Zombie_Leg_Multiplier 0.4
Zombie_Arm_Multiplier 0.5
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.1

Animal_Damage 60
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.1

Barricade_Damage 20
Structure_Damage 20
Vehicle_Damage 20
Resource_Damage 20
Object_Damage 20

Durability 0.045

Spread_Aim 0.08
Spread_Hip 0.14

Recoil_Min_X -0.05
Recoil_Max_X 1.25
Recoil_Min_Y 3.1
Recoil_Max_Y 3.1

Recover_X 0.57
Recover_Y 0.57

Shake_Min_X -0.00112
Shake_Max_X 0.00112
Shake_Min_Y -0.0066
Shake_Max_Y -0.0075
Shake_Min_Z -0.0145
Shake_Max_Z -0.0175

Muzzle 35000
Shell 35006

Blueprints 3
Blueprint_0_Type Repair
//REPAIR修理
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 36175
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 38084
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Tool 38090
//REPAIR TOOL修理工具
Blueprint_0_Build 27

Blueprint_1_Type Tool
//UPGRADE武器升级
Blueprint_1_Supplies 2
Blueprint_1_Supply_0_ID 36429
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Supply_0_Critical
//STANDARD原武器↑
Blueprint_1_Supply_1_ID 38083
Blueprint_1_Supply_1_Amount 1
//喷漆↑
//工具
Blueprint_1_Tool 35057
Blueprint_1_Tool_Critical
Blueprint_1_State_Transfer
Blueprint_1_Build 27

Blueprint_2_Type Tool
//DEGRADE变种降级
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 36430
//本武器ID↑
Blueprint_2_Outputs 1
Blueprint_2_Output_0_ID 36429
Blueprint_2_Output_0_Amount 1
//原武器ID↑
Blueprint_2_Tool 35057
Blueprint_2_State_Transfer
Blueprint_2_Build 27