6×2 (12)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

750 m

Range

429 RPM

Fire rate

0.21%

Durability loss per shot

Sight, Barrel

Attachment hooks

-10%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 174.2 129 51.6 58
Zombie 375 250 200 225
Animal 174.2 116.1 103.2
Other damage
Standard caliber
Barricade 20
Structure 15
Vehicle 35
Resource 19
Object 67
Status effects on hit
Applied per shot, regardless of where it lands
Headshots
Instant kill (skips head armor)
Range & ballistics
Full 100% damage out to 0 m, drops to 69% by 750 m, bullet expires at 750 m. Hover the chart to read damage at any distance.
100%0%50%69%0 m
Max range
750 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 7.1 rps
Side bias
Random side-to-side
Up kick / shot
13.48°
Side kick / shot
±3.6°
Recovery
75% / 75%
3 blueprints
Repair
0%
+
3 x
+
2 x
=
100%
Tool
+
8 x
+
+
=
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.
M1903A1_Air_Service.dat
GUID fae978fb4dec4863adad1e43706c903f


Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 36989

Size_X 6
Size_Y 2
Size_Z 0.37
Size2_Z 0.45

Magazine 36987

Equipable_Movement_Speed_Multiplier 0.9
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.4
Aiming_Movement_Speed_Multiplier 0.5

Hook_Sight
Hook_Barrel


Ammo_Min 2
Ammo_Max 20

Safety
Semi

Backward

Attachment_Calibers 5
Attachment_Caliber_0 35281
Attachment_Caliber_1 35005
Attachment_Caliber_2 35006
Attachment_Caliber_3 35267
Attachment_Caliber_4 35287

Magazine_Calibers 1
Magazine_Caliber_0 35287

Requires_NonZero_Attachment_Caliber true

Range 750
Ballistic_Drop 0.00055
//Ballistic_Steps 32
Ballistic_Travel 15.1
Damage_Falloff_Range 0
Damage_Falloff_Multiplier 0.69
Instakill_Headshots True

Firerate 6
Action Bolt

Player_Damage 129
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.45
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.35

Zombie_Damage 250
Zombie_Leg_Multiplier 0.8
Zombie_Arm_Multiplier 0.9
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.5

Animal_Damage 129
Animal_Leg_Multiplier 0.8
Animal_Spine_Multiplier 0.9
Animal_Skull_Multiplier 1.35

Barricade_Damage 20
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 19
Object_Damage 67

Durability 0.21

Spread_Aim 0.0001
Spread_Hip 0.35

Recoil_Min_X -0.85
Recoil_Max_X 6.35
Recoil_Min_Y 9.95
Recoil_Max_Y 17
Recoil_Aim 2.1

Recover_X 0.75
Recover_Y 0.75

Shake_Min_X -0.00153
Shake_Max_X 0.00153
Shake_Min_Y -0.0065
Shake_Max_Y -0.0080
Shake_Min_Z -0.045
Shake_Max_Z -0.06

Muzzle 35004
Shell 35014

Blueprints 3
Blueprint_0_Type Repair
//REPAIR修理
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 36179
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Supply_1_ID 38084
Blueprint_0_Supply_1_Amount 2
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 4
Blueprint_1_Supply_0_ID 36988
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 8
//组件↑
Blueprint_1_Supply_2_ID 38088
Blueprint_1_Supply_2_Amount 1
//底盘↑
Blueprint_1_Supply_3_ID 38086
Blueprint_1_Supply_3_Amount 1
//枪托↑
//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 36989
//本武器ID
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 36988
Blueprint_2_Output_0_Amount 1
//原武器ID
Blueprint_2_Output_1_ID 38085
Blueprint_2_Output_1_Amount 1
Blueprint_2_Tool 35057
Blueprint_2_State_Transfer
Blueprint_2_Build 27