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.
100%0%50%0 m120 m
Max range
120 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
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%
1 blueprints
Repair
0%
+
5 x
+
=
100%
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
	}
]