4×2 (8)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
200 m
Range
39 RPM
Fire rate
1%
Durability loss per shot
Sight, Tactical
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 110 | 65 | 40 | 65 |
| Zombie | 137.5 | 75 | 37.5 | 37.5 |
| Animal | 500 | 500 | 500 | — |
Other damage
Standard caliber| Barricade | 0 |
|---|---|
| Structure | 0 |
| Vehicle | 0 |
| Resource | 0 |
| Object | 0 |
Range & ballistics
Full damage at every distance up to 200 m. No falloff curve.
Max range
200 m
Alert radius
2 m
Bullet drop
×6
Recoil
- Control
- Moderate
- Simulation
- Semi, 5 taps · 0.7 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 2.5°
- Side kick / shot
- ±1°
- Recovery
- 100% ↑ / 100% ↔
Arrow
Default
1 rounds
· ×1 dmg Sticks in target
Explosive Arrow
1 rounds
· ×1 dmg Explosive Sticks in target
Pine Arrow
1 rounds
· ×1 dmg Sticks in target
Maple Arrow
1 rounds
· ×1 dmg Sticks in target
Eucalyptus Arrow
1 rounds
· ×1 dmg Sticks in target
Poison Tipped Arrow
1 rounds
· ×1 dmg Sticks in target
Mauserka Scope
6× zoom
Spread -40%
Arbalest 17x Scope
17× zoom
Spread -40%ADS speed +15%
Halo Sight
2× zoom
Spread -10%
Crossbow Iron Sights
1× zoom
Military Nightvision Scope
6× zoom
Military NV
Spread -20%
Cross Scope
2× zoom
Spread -5%
Cyclo 7x Scope
7× zoom
Spread -30%ADS speed +10%
Dot Sight
2× zoom
Spread -3%
Sentin 5x Scope
5× zoom
Spread -30%ADS speed +5%
Makeshift Scope
6× zoom
Spread -20%
Kobra Sight
2× zoom
Spread -5%
Talon 24x Scope
24× zoom
Spread -40%ADS speed +25%
Spawn tables
(2)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 32056 | Rio Camping Weapons | 13.67 % | 7 |
| 32055 | Brazil Camping Rio | 3.07 % | 123 |
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_Crossbow.dat
GUID caefbede56b04ef2ac3c18f555b11b74
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 34044
Instantiated_Item_Name_Override Rio_Crossbow
EquipableModelParent SpineHook
Size_X 4
Size_Y 2
Shared_Skin_Lookup_ID 346
Shared_Skin_Apply_Visuals False
Alert_Radius 2
Barrel 354
Sight 34044
Magazine 34047
Hook_Sight
Hook_Tactical
Ammo_Min 1
Ammo_Max 1
Safety
Semi
Requires_NonZero_Attachment_Caliber true
Attachment_Calibers 6
// iron sight
Attachment_Caliber_0 36233
// bayo, lights
Attachment_Caliber_1 36226
// scopes
Attachment_Caliber_2 36230
// sights
Attachment_Caliber_3 36231
// bipod, vert grip
Attachment_Caliber_4 36227
// hori grip
Attachment_Caliber_5 36228
Magazine_Calibers 1
Magazine_Caliber_0 36201
Range 200
Ballistic_Travel 6
Bullet_Gravity_Multiplier 6
Firerate 75
Replace 0.6
Action String
Player_Damage 100
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.65
Player_Spine_Multiplier 0.65
Player_Skull_Multiplier 1.1
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 500
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1
Durability 1
Wear 3
Spread_Aim 0.001
Spread_Hip 0.2
Recoil_Min_X -1
Recoil_Min_Y 2
Recoil_Max_X 1
Recoil_Max_Y 3
Recover_X 1
Recover_Y 1
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 -0.005
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
Amount 6
}
{
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
}
]