3×2 (6)
Inventory size
Secondary
Hand slot
Auto, Safety
Firemodes
125 m
Range
375 RPM
Fire rate
0.28%
Durability loss per shot
Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 31.9 | 23.2 | 17.4 | 17.4 |
| Zombie | 90 | 45 | 22.5 | 22.5 |
| Animal | 40.8 | 27.2 | 20.4 | — |
Other damage
Standard caliber| Barricade | 15 |
|---|---|
| Structure | 15 |
| Vehicle | 15 |
| Resource | 25 |
| Object | 30 |
Range & ballistics
Recoil
- Control
- Hard
- Simulation
- Auto, 12 rounds · 6.3 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 3°
- Side kick / shot
- ±1.2°
- Recovery
- 50% ↑ / 135% ↔
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 32304 | Rio FAB Guns | 33.90 % | 5 |
| 32127 | Rio Military Low Weapons | 33.90 % | 5 |
| 32364 | Rio Zombie FAB | 7.42 % | 60 |
| 32372 | Rio Zombie Military Low | 6.16 % | 60 |
| 32302 | Brazil FAB Rio | 4.74 % | 60 |
| 32126 | Brazil Military Low Rio | 2.75 % | 60 |
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.).
Lancehead ×1
Lancehead ×1
Lancehead ×1
Locked behind progression in quest Out With a Bang!. Show exact unlock rules (1 path)
Lancehead ×1
GUID edc9d8355fcb4c9b94d57f386e2d9b09
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 33988
Can_Use_Underwater true
Instantiated_Item_Name_Override Rio_Lancehead
EquipAudioClip Items/Weapons/Guns/SMG/Rio_Constrictor_0/Equip.ogg
Fire_Delay_Seconds 0.1
Size_X 3
Size_Y 2
Magazine 33991
Hook_Barrel
Ammo_Min 1
Ammo_Max 25
Safety
Auto
Requires_NonZero_Attachment_Caliber true
Attachment_Calibers 1
// barrel
Attachment_Caliber_0 33870
Magazine_Calibers 1
Magazine_Caliber_0 36214
Range 125
Firerate 7
Action Trigger
Unplace 0
Replace 0
Player_Damage 29
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 75
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.2
Animal_Damage 34
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 15
Resource_Damage 25
Object_Damage 30
Durability 0.28
Aim_In_Duration 0.15
Aiming_Movement_Speed_Multiplier 1
Spread_Aim 0.1
Spread_Hip 0.14
Recoil_Min_X -1.2
Recoil_Min_Y 2.5
Recoil_Max_X 1.2
Recoil_Max_Y 3.5
Recover_X 1.35
Recover_Y 0.5
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.03
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.038
Muzzle 36169
Shell 36180
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
Amount 3
}
{
ID "8eb400d5952e4c14bde472dfeccef93d" // Blowtorch
Delete false
}
]
Skill Repair
Skill_Level 2
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
InputItems
[
{
ID this
}
{
ID "1a7d3ccce9e1499e877bab13638bdfcc" // Hammer
Delete false
}
]
OutputItems "0dbfa634dd0d4f78a45f0999b37edef7 x 3" // Metal Scraps
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]