1×2 (2)

Inventory size

Bipod

Type

Stat modifiers when attached
Stacks multiplicatively with the gun's base stats
Vertical recoil
-60%
Horizontal recoil
-30%
Sway
-50%
Shake
-30%
Fits 8 guns
1 blueprints
Tool
+
=
Spawn tables (23)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32156 Rio Attachments Grips 21.05 % 3
32242 Rio Military Attachments 5.36 % 14
32154 Brazil Attachments Rio 5.26 % 11
32250 Rio Special Low 1.32 % 53
32134 Brazil Military High Rio 0.85 % 72
32348 Brazil Military Mid Rio 0.69 % 58
32126 Brazil Military Low Rio 0.52 % 60
32129 Rio Military Low Supplies 0.34 % 34
32067 Rio BOPE Supplies 0.33 % 21
32137 Rio Military High Supplies 0.28 % 25
32294 Rio Coalition Low Supplies 0.18 % 20
32153 Brazil Carepackage LowMil 0.17 % 26
32372 Rio Zombie Military Low 0.13 % 60
32358 Rio Zombie BOPE 0.10 % 45
32364 Rio Zombie FAB 0.09 % 60
32370 Rio Zombie Military High 0.08 % 72
32152 Brazil Carepackage HighMil 0.08 % 46
32333 Rio Boss BOPE 0.07 % 36
32253 Rio Special High 0.06 % 69
32362 Rio Zombie Coalition Low 0.05 % 38
32064 Brazil BOPE Rio 0.05 % 45
32302 Brazil FAB Rio 0.04 % 60
32290 Brazil Coalition Low Rio 0.02 % 46
How loot works in Unturned Sections that apply to this grip 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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Zangão's Weaponry
Run by Rio Merchant Zangão
You give
150 Exp
You get
Bipod ×1
Zangão's Weaponry
Run by Rio Merchant Zangão
You give
15 Exp
You get
Bipod ×1
Rio_Bipod.dat
GUID 8836bc101268470b8b485d0cc3b0f060
Type Grip
Rarity Epic
ID 33882

Size_X 1
Size_Y 2

// Bipod
Calibers 1
Caliber_0 36222

Recoil_X 0.7
Recoil_Y 0.4

Sway 0.5
Shake 0.7

Bipod

Blueprints
[
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "1a7d3ccce9e1499e877bab13638bdfcc" // Hammer
				Delete false
			}
		]
		OutputItems "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]