5×2 (10)
Inventory size
Primary
Hand slot
Semi, Auto, Safety
Firemodes
120 m
Range
429 RPM
Fire rate
1%
Durability loss per shot
Tactical, Grip, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 44 | 32 | 24 | 24 |
| Zombie | 300 | 120 | 90 | 90 |
| Animal | 90 | 48 | 36 | — |
Other damage
Standard caliber| Barricade | 30 |
|---|---|
| Structure | 40 |
| Vehicle | 40 |
| Resource | 50 |
| Object | 40 |
Range & ballistics
Full damage at every distance up to 120 m. No falloff curve.
Max range
120 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Auto, 12 rounds · 7.1 rps
- Side bias
- Kicks right
- Up kick / shot
- 4.5°
- Side kick / shot
- ±1.63°
- Recovery
- 50% ↑ / 125% ↔
Guarani Barrel
Silenced Sound range -50%
BB Barrel
Silenced Sound volume -70%Sound range -50%
Viper Barrel
Silenced Sound volume -50%Sound range -50%
Makeshift Muffler
Silenced Muzzle brake Damage -20%Bullet drop +20%Sound volume -20%Sound range -50%
Medium Suppressor
Silenced Muzzle brake Bullet drop +10%Sound volume -70%Sound range -50%
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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_Chainbreaker.dat
GUID 6dc5e089aa4848ce9992f26f7593a64e
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 34051
Instantiated_Item_Name_Override Rio_Fishlips
EquipAudioClip Items/Weapons/Guns/Sniper_Rifle/Rio_Arbalest/Equip.ogg
InspectAudioDef Items/Weapons/Guns/Special/Rio_Chainbreaker/Inspect.ogg
EquipableModelParent SpineHook
Size_X 5
Size_Y 2
Magazine 33996
Hook_Barrel
Hook_Tactical
Hook_Grip
Ammo_Min 75
Ammo_Max 75
Safety
Semi
Auto
Requires_NonZero_Attachment_Caliber true
Attachment_Calibers 5
// barrels
Attachment_Caliber_0 36229
// bayo, lights
Attachment_Caliber_1 36226
// scopes
Attachment_Caliber_2 36230
// sights
Attachment_Caliber_3 36231
// vert grip
Attachment_Caliber_4 36227
Magazine_Calibers 1
Magazine_Caliber_0 36203
Range 120
Firerate 6
Action Trigger
Unplace 0
Replace 0
Player_Damage 40
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 150
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 2
Animal_Damage 60
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.5
Barricade_Damage 30
Structure_Damage 40
Vehicle_Damage 40
Resource_Damage 50
Object_Damage 40
Durability 1
Wear 1
Aim_In_Duration 0.15
Spread_Aim 0.02
Spread_Hip 0.3
Recoil_Min_X 0.25
Recoil_Min_Y 3.5
Recoil_Max_X 3
Recoil_Max_Y 5.5
Recover_X 1.25
Recover_Y 0.5
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 36184
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
Amount 5
}
{
ID "8eb400d5952e4c14bde472dfeccef93d" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]