2×1 (2)

Inventory size

Any

Hand slot

Semi, Safety

Firemodes

125 m

Range

273 RPM

Fire rate

0.1%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 52.8 38.4 28.8 28.8
Zombie 108.9 59.4 29.7 29.7
Animal 58.3 42.4 31.8
Other damage
Standard caliber
Barricade 25
Structure 20
Vehicle 30
Resource 20
Object 25
Range & ballistics
Full damage at every distance up to 125 m. No falloff curve.
100%0%50%0 m125 m
Max range
125 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°aim
Control
Wild
Simulation
Semi, 5 taps · 4.5 rps
Side bias
Random side-to-side
Up kick / shot
22.5°
Side kick / shot
±6°
Recovery
60% / 50%
2 blueprints
Repair
0%
+
3 x
+
=
100%
Tool
+
=
2 x
Other ways to get this gun Off-map sources rolled from a loot pool
Horde beacons (3)
Unturned Horde Beacon icon 6.66 %
Unturned Makeshift Horde Beacon icon 5.80 %
Unturned Advanced Horde Beacon icon 3.07 %
Spawn tables (16)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32268 Rio Beacon Low 12.77 % 8
32002 Rio Civilian Weapons 12.10 % 11
32142 Rio Ranger Low Weapons 8.81 % 8
32106 Rio Farm Weapons 8.14 % 11
32272 Rio Regular Beacon 6.66 % 17
32271 Rio Makeshift Beacon 5.80 % 17
32001 Rio Civilian 3.53 % 42
32198 Rio Ranger High Weapons 3.45 % 13
32273 Rio Upgraded Beacon 3.07 % 17
32365 Rio Zombie Farm 2.56 % 30
32376 Rio Zombie Ranger Low 2.04 % 87
32105 Brazil Farm Rio 1.89 % 30
32141 Brazil Ranger Low Rio 1.22 % 87
32375 Rio Zombie Ranger High 0.81 % 94
32197 Brazil Ranger High Rio 0.55 % 94
32175 Brazil Prison Rio 0.03 % 89
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.
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
Ace ×1
You get
50 Exp
Zangão's Weaponry
Run by Rio Merchant Zangão
You give
Ace ×1
You get
5 Exp
Rio_Ace.dat
GUID 73ac3bb19ffa49969643f1a97ec6fed7
Type Gun
Rarity Rare
Useable Gun
Slot Any
ID 33979

Can_Use_Underwater true

Instantiated_Item_Name_Override Rio_Snubnose
InspectAudioDef Items/Weapons/Guns/Handgun/Rio_Ace/Inspect.ogg

Shared_Skin_Lookup_ID 107
Shared_Skin_Apply_Visuals False

Size_X 2
Size_Y 1

Magazine 33980

Ammo_Min 2
Ammo_Max 5

Unplace 0.4
Replace 0.45

Safety
Semi

Requires_NonZero_Attachment_Caliber true

Magazine_Calibers 1
Magazine_Caliber_0 36200

Range 125
Firerate 10
Action Trigger
Gunshot_Rolloff_Distance 300

Player_Damage 48
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 53
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 25
Structure_Damage 20
Vehicle_Damage 30
Resource_Damage 20
Object_Damage 25

Durability 0.1

Aim_In_Duration 0.25
Spread_Aim 0.05
Spread_Hip 0.1

Recoil_Min_X -6
Recoil_Min_Y 20
Recoil_Max_X 6
Recoil_Max_Y 25

Recover_X 0.5
Recover_Y 0.6

Shake_Min_X 0.015
Shake_Min_Y 0.01
Shake_Min_Z -0.1
Shake_Max_X 0.025
Shake_Max_Y -0.01
Shake_Max_Z -0.15

Muzzle 36169

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
				Amount 3
			}
			{
				ID "8eb400d5952e4c14bde472dfeccef93d" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "1a7d3ccce9e1499e877bab13638bdfcc" // Hammer
				Delete false
			}
		]
		OutputItems "0dbfa634dd0d4f78a45f0999b37edef7 x 2" // Metal Scraps
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]