6×2 (12)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

12 m

Range

59 RPM

Fire rate

1%

Durability loss per shot

-20%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 500
Structure 600
Vehicle 2000
Resource 2000
Object 51000
Range & ballistics
Full damage at every distance up to 12 m. No falloff curve.
100%0%50%0 m12 m
Max range
12 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Kicks right
Up kick / shot
11.5°
Side kick / shot
±8°
Recovery
100% / 100%
2 blueprints
Repair
Repair lvl.3
0%
+
6 x
+
=
100%
Tool
+
=
7 x
3 x
Other ways to get this gun Off-map sources rolled from a loot pool
Horde beacons (3)
Unturned Advanced Horde Beacon icon 14.26 %
Unturned Horde Beacon icon 3.68 %
Unturned Makeshift Horde Beacon icon 1.93 %
Spawn tables (7)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
32269 Rio Beacon High 21.19 % 6
32273 Rio Upgraded Beacon 14.26 % 17
32272 Rio Regular Beacon 3.68 % 17
32271 Rio Makeshift Beacon 1.93 % 17
32198 Rio Ranger High Weapons 1.40 % 13
32375 Rio Zombie Ranger High 0.33 % 94
32197 Brazil Ranger High Rio 0.22 % 94
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
Raketnik ×1
You get
1,250 Exp
Zangão's Weaponry
Run by Rio Merchant Zangão
You give
Raketnik ×1
You get
125 Exp
Rio_RPG.dat
GUID 37573d1d373543f6ac459405934ffa97
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 34593

Instantiated_Item_Name_Override Rio_RPG
Unplace 0
Replace 0

Shared_Skin_Lookup_ID 519
Shared_Skin_Apply_Visuals False

Size_X 6
Size_Y 2
Size_Z 0.35

Magazine 34594

Ammo_Min 0
Ammo_Max 1

Safety
Semi

Requires_NonZero_Attachment_Caliber true

Attachment_Calibers 1
// bayo, lights
Attachment_Caliber_1 36226

Magazine_Calibers 1
Magazine_Caliber_0 36217

Firerate 50
Action Rocket
Must_Aim_To_Shoot true

Player_Damage 200
Zombie_Damage 500
Animal_Damage 500
Barricade_Damage 500
Structure_Damage 600
Vehicle_Damage 2000
Resource_Damage 2000
Object_Damage 51000

Ballistic_Force 5000

Range 12
Explosion 36109

Durability 1
Wear 5

Aim_In_Duration 0.8
Aiming_Movement_Speed_Multiplier 0.7
Equipable_Movement_Speed_Multiplier 0.8

Spread_Aim 0.1
Spread_Hip 0.06

Recoil_Min_X 7
Recoil_Min_Y 10
Recoil_Max_X 9
Recoil_Max_Y 13

Recover_X 1
Recover_Y 1

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

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "0dbfa634dd0d4f78a45f0999b37edef7" // Metal Scraps
				Amount 6
			}
			{
				ID "8eb400d5952e4c14bde472dfeccef93d" // Blowtorch
				Delete false
			}
		]
		Skill Repair
		Skill_Level 3
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "1a7d3ccce9e1499e877bab13638bdfcc" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"0dbfa634dd0d4f78a45f0999b37edef7 x 7" // Metal Scraps
			"bc967d116c3046e3885a38552f653340 x 3" // Pine Plank
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]