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
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 1 rps
- Side bias
- Kicks right
- Up kick / shot
- 11.5°
- Side kick / shot
- ±8°
- Recovery
- 100% ↑ / 100% ↔
| 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 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
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.).
Raketnik ×1
Raketnik ×1
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
}
]