5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

600 m

Range

103 RPM

Fire rate

1%

Durability loss per shot

Sight, Grip

Attachment hooks

-15%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 104.5 66.5 38 38
Zombie 225 112.5 90 90
Animal 225 105 75
Other damage
High caliber
Barricade 20
Structure 40
Vehicle 100
Resource 250
Object 200
Status effects on hit
Applied per shot, regardless of where it lands
Bleeding
Always bleeds (must bandage)
Range & ballistics
Full damage at every distance up to 600 m. No falloff curve.
100%0%50%0 m600 m
Max range
600 m
Alert radius
48 m
Bullet drop
×3.5
Recoil
25°50°aim
Control
Wild
Simulation
Semi, 5 taps · 1.7 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±3.5°
Recovery
50% / -50%
Prone
-75%
2 blueprints
Repair
Repair lvl.2
0%
+
10 x
+
=
100%
Tool
+
=
5 x
Spawn tables (9)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32254 Rio Special High Guns 7.89 % 12
32152 Brazil Carepackage HighMil 7.08 % 46
32328 Rio Boss Navy 2.68 % 39
32330 Rio Boss Mili High 2.51 % 39
32253 Rio Special High 1.73 % 69
32297 Rio Coalition High Weapons 1.59 % 6
32326 Rio Boss Coalition 0.77 % 16
32361 Rio Zombie Coalition High 0.32 % 39
32296 Brazil Coalition High Rio 0.10 % 50
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
Grizzly ×1
You get
600 Exp
Zangão's Weaponry
Run by Rio Merchant Zangão
You give
Grizzly ×1
You get
60 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
180 Exp
You get
Grizzly ×1
Rio_Grizzly.dat
GUID e2704d0aa6984c948f6f0442d6e818b0
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 34022

Instantiated_Item_Name_Override Rio_Grizzly

Size_X 5
Size_Y 2

Sight 34918
Magazine 34024

Hook_Sight
Hook_Grip

Ammo_Min 1
Ammo_Max 5

Shared_Skin_Lookup_ID 297
Shared_Skin_Apply_Visuals False

Safety
Semi

Unplace 0.37
Replace 0.45

Requires_NonZero_Attachment_Caliber true

Attachment_Calibers 5
// iron sight
Attachment_Caliber_0 36236
// bayo, lights
Attachment_Caliber_1 36226
// scopes
Attachment_Caliber_2 36230
// sights
Attachment_Caliber_3 36231
// bipod
Attachment_Caliber_4 36222

Magazine_Calibers 1
Magazine_Caliber_0 36207

Range 600
Bullet_Gravity_Multiplier 3.5
Ballistic_Travel 17

Firerate 28
Action Trigger

Equipable_Movement_Speed_Multiplier 0.85
Aim_In_Duration 0.55

Player_Damage_Bleeding Always

Player_Damage 95
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.4
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.1

Zombie_Damage 150
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.5

Animal_Damage 150
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5

Barricade_Damage 20
Structure_Damage 40
Vehicle_Damage 100
Resource_Damage 250
Object_Damage 200

Invulnerable

Durability 1
Wear 4

Spread_Angle_Degrees 21.8
Spread_Aim 0.001

Recoil_Min_X -3.5
Recoil_Min_Y 8
Recoil_Max_X 3.5
Recoil_Max_Y 10

Recoil_Prone 0.25

Recover_X -0.5
Recover_Y 0.5

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.01
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.05

Muzzle 36171
Shell 36178

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
				Amount 10
			}
			{
				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 5" // Metal Scraps
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]