3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

400 m

Range

750 RPM

Fire rate

0.35%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 121 110 55 55
Zombie 143 110 33 33
Animal 121 110 66
Other damage
Standard caliber
Barricade 50
Structure 50
Vehicle 40
Resource 100
Object 60
Range & ballistics
Full 100% damage out to 0 m, drops to 30% by 400 m, bullet expires at 400 m. Hover the chart to read damage at any distance.
100%0%50%30%0 m
Max range
400 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 12.5 rps
Side bias
Random side-to-side
Up kick / shot
40.5°
Side kick / shot
±28.5°
Recovery
55% / 55%
3 blueprints
Repair
0%
+
+
=
100%
Tool
5 x
+
3 x
=
Tool
=
2 x
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.
RGM-40_Kastet.dat
GUID 9ded5f8418dc4cf2a290b05684f6269c

Type Gun
Rarity Legendary
Useable Gun
Slot Secondary
ID 36593

Size_X 3
Size_Y 2
Size_Z 0.35
Size2_Z 0.45

Equipable_Movement_Speed_Multiplier 1
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.32
Aiming_Movement_Speed_Multiplier 0.65

Requires_NonZero_Attachment_Caliber true

Magazine 35407

Ammo_Min 1
Ammo_Max 1

Safety
Semi

Range 400
Ballistic_Travel 6
Ballistic_Drop 0.003

Damage_Falloff_Range 0
Damage_Falloff_Multiplier 0.3



Attachment_Calibers 5
Attachment_Caliber_0 35001
Attachment_Caliber_1 35005
Attachment_Caliber_2 35006
Attachment_Caliber_3 35008
Attachment_Caliber_4 35016

Magazine_Calibers 2
Magazine_Caliber_0 35016
Magazine_Caliber_1 600

Firerate 3
Replace 0.5
Action Trigger

Player_Damage 110
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.1

Zombie_Damage 110
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.3

Animal_Damage 110
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.1

Barricade_Damage 50
Structure_Damage 50
Vehicle_Damage 40
Resource_Damage 100
Object_Damage 60

Should_Delete_Empty_Magazines False

Durability 0.35

Spread_Aim 0.1
Spread_Hip 0.1

Recoil_Min_X -32
Recoil_Min_Y 55
Recoil_Max_X 25
Recoil_Max_Y 26

Recover_X 0.55
Recover_Y 0.55

Shell 36593

Blueprints 3
Blueprint_0_Type Repair
//REPAIR修理
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 36181
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
//CRAFT原型枪制造
Blueprint_1_Supplies 2
Blueprint_1_Supply_0_ID 36181
Blueprint_1_Supply_0_Amount 5
Blueprint_1_Supply_1_ID 38085
Blueprint_1_Supply_1_Amount 3
//BLUEPRINT蓝图
Blueprint_1_Tool 38071
Blueprint_1_Tool_Critical
Blueprint_1_Build 27


Blueprint_2_Type Tool
//SALVAGE原型枪拆解
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 36593
//原型枪ID↑
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 36181
Blueprint_2_Output_0_Amount 2
Blueprint_2_Output_1_ID 38085
Blueprint_2_Output_1_Amount 1
Blueprint_2_Tool 35057
Blueprint_2_Build 27