4×2 (8)

Inventory size

Primary

Hand slot

Semi, Auto, Safety

Firemodes

175 m

Range

600 RPM

Fire rate

0.2%

Durability loss per shot

Sight, Tactical, Grip, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 36 24 18 18
Zombie 137.5 75 37.5 37.5
Animal 38.5 28 21
Other damage
Standard caliber
Barricade 24
Structure 15
Vehicle 35
Resource 15
Object 25
Range & ballistics
Full damage at every distance up to 175 m. No falloff curve.
100%0%50%0 m175 m
Max range
175 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Auto, 12 rounds · 10 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±1.52°
Recovery
40% / 80%
2 blueprints
Repair
Repair lvl.2
0%
+
4 x
+
=
100%
Tool
+
=
4 x
Spawn tables (15)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32349 Rio Military Mid Weapons 42.86 % 6
32251 Rio Special Low Guns 30.97 % 6
32135 Rio Military High Weapons 29.09 % 7
32153 Brazil Carepackage LowMil 13.22 % 26
32371 Rio Zombie Military Mid 11.85 % 47
32329 Rio Boss Mili Low 10.10 % 16
32327 Rio Boss FAB 9.89 % 16
32254 Rio Special High Guns 7.66 % 12
32348 Brazil Military Mid Rio 7.50 % 58
32370 Rio Zombie Military High 5.82 % 72
32134 Brazil Military High Rio 4.55 % 72
32250 Rio Special Low 3.75 % 53
32328 Rio Boss Navy 2.60 % 39
32330 Rio Boss Mili High 2.43 % 39
32253 Rio Special High 1.68 % 69
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
Taurus ×1
You get
400 Exp
Zangão's Weaponry
Run by Rio Merchant Zangão
You give
Taurus ×1
You get
40 Exp
Jeff's Unsorted Crates
Run by Rio Coalition Jeff
Locked behind progression in quest Out With a Bang!. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Out With a Bang! — milestone 3 of 5 at stage 2+
You give
80 Exp
You get
Taurus ×1
Rio_Taurus.dat
GUID a4012324716f488399b62f00664df34f
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 34008

Instantiated_Item_Name_Override Rio_Taurus
InspectAudioDef Items/Weapons/Guns/Assault_Rifle/Rio_Injector/Inspect.ogg
EquipAudioClip Items/Weapons/Guns/Sniper_Rifle/Rio_Arbalest/Equip.ogg
EquipableModelParent SpineHook

Size_X 4
Size_Y 2

Sight 34009
Magazine 34012

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 15
Ammo_Max 30

Safety
Semi
Auto

Requires_NonZero_Attachment_Caliber true

Attachment_Calibers 6
// iron sight
Attachment_Caliber_0 36244
// bayo, lights
Attachment_Caliber_1 36226
// scopes
Attachment_Caliber_2 36230
// sights
Attachment_Caliber_3 36231
// barrel
Attachment_Caliber_4 36229
// vert grip
Attachment_Caliber_5 36227

Magazine_Calibers 1
Magazine_Caliber_0 36218

Range 175
Firerate 4
Action Trigger
Unplace 0
Replace 0

Player_Damage 30
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 125
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 35
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 24
Structure_Damage 15
Vehicle_Damage 35
Resource_Damage 15
Object_Damage 25

Durability 0.2

Spread_Aim 0.015
Spread_Hip 0.3

Recoil_Min_X -1.52
Recoil_Min_Y 4.5
Recoil_Max_X 1.52
Recoil_Max_Y 5.5

Recover_X 0.8
Recover_Y 0.4

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02

Muzzle 36170
Shell 36181

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
				Amount 4
			}
			{
				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 4" // Metal Scraps
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]