2×1 (2)
Inventory size
Any
Hand slot
Semi, Safety
Firemodes
110 m
Range
500 RPM
Fire rate
0.2%
Durability loss per shot
Tactical
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 34.1 | 21.7 | 18.6 | 18.6 |
| Zombie | 108.9 | 79.2 | 59.4 | 59.4 |
| Animal | 36.3 | 26.4 | 19.8 | — |
Other damage
Standard caliber| Barricade | 10 |
|---|---|
| Structure | 12 |
| Vehicle | 25 |
| Resource | 15 |
| Object | 15 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 8.3 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 7°
- Side kick / shot
- ±3°
- Recovery
- 70% ↑ / 25% ↔
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 32059 | Rio Police Weapons | 43.10 % | 4 |
| 32374 | Rio Zombie Police | 12.93 % | 18 |
| 32058 | Brazil Police Rio | 6.67 % | 18 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
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.).
Insignia ×1
Insignia ×1
Locked behind progression in quest Out With a Bang!. Show exact unlock rules (1 path)
Insignia ×1
GUID 9e9b87d203714dc797a7f1cfcb74ca77
Type Gun
Rarity Rare
Useable Gun
Slot Any
ID 33981
Can_Use_Underwater true
Instantiated_Item_Name_Override Rio_Leo
EquipAudioClip Items/Weapons/Guns/Handgun/Rio_Leo/Equip.ogg
InspectAudioDef Items/Weapons/Guns/Handgun/Rio_Leo/Inspect.ogg
Shared_Skin_Lookup_ID 99
Shared_Skin_Apply_Visuals False
Unplace 0.23
Replace 0.3
Size_X 2
Size_Y 1
Magazine 33997
Hook_Tactical
Ammo_Min 5
Ammo_Max 12
Safety
Semi
Requires_NonZero_Attachment_Caliber true
Attachment_Calibers 2
// bayo, lights
Attachment_Caliber_0 36226
// barrel
Attachment_Caliber_1 36229
Magazine_Calibers 1
Magazine_Caliber_0 33997
Range 110
Firerate 5
Action Trigger
Player_Damage 31
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.1
Zombie_Damage 99
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1
Animal_Damage 33
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 10
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15
Durability 0.2
Aiming_Movement_Speed_Multiplier 1
Spread_Aim 0.2
Spread_Hip 0.1
Recoil_Min_X -3
Recoil_Min_Y 7
Recoil_Max_X 3
Recoil_Max_Y 7
Recover_X 0.25
Recover_Y 0.7
Shake_Min_X -0.006
Shake_Min_Y 0.007
Shake_Min_Z -0.07
Shake_Max_X 0.004
Shake_Max_Y -0.006
Shake_Max_Z -0.075
Muzzle 36169
Shell 36180
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
}
]