5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
100 m
Range
429 RPM
Fire rate
1%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 19.8 | 12.6 | 9 | 9 |
| Zombie | 52 | 24 | 12 | 12 |
| Animal | 48 | 32 | 24 | — |
Other damage
Standard caliber| Barricade | 5 |
|---|---|
| Structure | 5 |
| Vehicle | 1 |
| Resource | 5 |
| Object | 5 |
Range & ballistics
Full damage at every distance up to 100 m. No falloff curve.
Max range
100 m
Alert radius
8 m
Bullet drop
×4
Recoil
- Control
- Easy
- Simulation
- Semi, 5 taps · 7.1 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 1°
- Side kick / shot
- ±1°
- Recovery
- 75% ↑ / 75% ↔
Spawn tables
(3)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 32003 | Rio Civilian BB | 16.67 % | 7 |
| 32002 | Rio Civilian Weapons | 9.41 % | 11 |
| 32001 | Rio Civilian | 2.74 % | 42 |
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.
Rio_BB_Gun.dat
GUID 75ea3de6ec634328899df4ac81455f47
Type Gun
Useable Gun
Slot Primary
ID 34035
Instantiated_Item_Name_Override Rio_BB_Gun
EquipableModelParent SpineHook
Size_X 5
Size_Y 2
Magazine 34039
Ammo_Min 10
Ammo_Max 20
Safety
Semi
Requires_NonZero_Attachment_Caliber true
Magazine_Calibers 1
Magazine_Caliber_0 36202
Alert_Radius 8
Range 100
Firerate 6
Replace 0
Unplace 0
Action Bolt
Player_Damage 18
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.1
Zombie_Damage 40
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.3
Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 5
Structure_Damage 5
Vehicle_Damage 1
Resource_Damage 5
Object_Damage 5
Durability 1
Wear 0.1
Spread_Aim 0.005
Spread_Hip 0.075
Recoil_Aim 0.25
Recoil_Min_X -1
Recoil_Min_Y 1
Recoil_Max_X 1
Recoil_Max_Y 1
Recover_X 0.75
Recover_Y 0.75
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
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 "226956d0094b43ad89c2c6e655e0e52b x 3" // Plastic Pieces
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
Shell 0