5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

40 m

Range

188 RPM

Fire rate

0.25%

Durability loss per shot

Sight, Tactical, Grip

Attachment hooks

Damage
Shotgun · 6 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
31.2 × 6
187.2
20.8 × 6
124.8
18.2 × 6
109.2
18.2 × 6
109.2
Zombie
38.5 × 6
231
28 × 6
168
24.5 × 6
147
24.5 × 6
147
Animal
48 × 6
288
32 × 6
192
28 × 6
168
Other damage
Standard caliber
Barricade 10 × 6 = 60
Structure 7 × 6 = 42
Vehicle 10 × 6 = 60
Resource 10 × 6 = 60
Object 12 × 6 = 72
Range & ballistics
Full 100% damage out to 12 m, drops to 50% by 40 m, bullet expires at 40 m. Hover the chart to read damage at any distance.
100%0%50%0 m12 m
Max range
40 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 3.1 rps
Side bias
Random side-to-side
Up kick / shot
37.5°
Side kick / shot
±10°
Recovery
23% / 20%
2 blueprints
Repair
0%
+
4 x
+
=
100%
Tool
+
=
4 x
Spawn tables (10)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32262 Rio Navy Weapons 25.53 % 6
32254 Rio Special High Guns 21.05 % 12
32135 Rio Military High Weapons 13.64 % 7
32328 Rio Boss Navy 7.14 % 39
32330 Rio Boss Mili High 6.68 % 39
32373 Rio Zombie Navy 6.65 % 37
32253 Rio Special High 4.61 % 69
32259 Brazil Navy Rio 4.04 % 37
32370 Rio Zombie Military High 2.73 % 72
32134 Brazil Military High Rio 2.13 % 72
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
Colpo ×1
You get
360 Exp
Zangão's Weaponry
Run by Rio Merchant Zangão
You give
Colpo ×1
You get
36 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
75 Exp
You get
Colpo ×1
Rio_Colpo.dat
GUID 55da830f324c4f7990de4f5b1df29f16
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 34016 

Instantiated_Item_Name_Override Rio_Colpo
InspectAudioDef Items/Weapons/Guns/Shotgun/Rio_Colpo/Inspect.ogg
EquipAudioClip Items/Weapons/Guns/Sniper_Rifle/Rio_Arbalest/Equip.ogg

EquipableModelParent SpineHook
Size_X 5
Size_Y 2

Sight 34017
Magazine 34020

Hook_Sight
Hook_Tactical
Hook_Grip

Ammo_Min 2
Ammo_Max 6

Safety
Semi

Requires_NonZero_Attachment_Caliber true

Attachment_Calibers 5
// bayo, lights
Attachment_Caliber_0 36226
// scopes
Attachment_Caliber_1 36230
// sights
Attachment_Caliber_2 36231
// bipod, vert grip
Attachment_Caliber_3 36227
// hori grip
Attachment_Caliber_4 36228

Magazine_Calibers 1
Magazine_Caliber_0 36249

Range 40
Firerate 15
Action Trigger

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.3

Unplace 0
Replace 0

Player_Damage 26
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 35
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 40
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 12

Durability 0.25

Aim_In_Duration 0.175
Aiming_Movement_Speed_Multiplier 0.8
Spread_Angle_Degrees 5.71
Spread_Aim 0.7

Ballistic_Steps 1

Recoil_Min_X -10
Recoil_Min_Y 35
Recoil_Max_X 10
Recoil_Max_Y 40

Recover_X 0.2
Recover_Y 0.23

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Shell 36165
Muzzle 36171

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
				Amount 4
			}
			{
				ID "8eb400d5952e4c14bde472dfeccef93d" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "1a7d3ccce9e1499e877bab13638bdfcc" // Hammer
				Delete false
			}
		]
		OutputItems "0dbfa634dd0d4f78a45f0999b37edef7 x 4" // Metal Scraps
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]