5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
40 m
Range
333 RPM
Fire rate
0.25%
Durability loss per shot
Sight
Attachment hooks
Damage
Shotgun · 6 pellets/shotCombat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 28.1 × 6 168.6 |
16.6 × 6 99.6 |
17.2 × 6 103.2 |
17.2 × 6 103.2 |
| Zombie | 38.5 × 6 231 |
28 × 6 168 |
24.5 × 6 147 |
24.5 × 6 147 |
| Animal | 48 × 6 288 |
32 × 6 192 |
28 × 6 168 |
— |
Other damage
Standard caliber| Barricade | 10 × 6 = 60 |
|---|---|
| Structure | 7 × 6 = 42 |
| Vehicle | 10 × 6 = 60 |
| Resource | 10 × 6 = 60 |
| Object | 12 × 6 = 72 |
Range & ballistics
Full 100% damage out to 12 m,
drops to 50% by 40 m,
bullet expires at 40 m.
Hover the chart to read damage at any distance.
Max range
40 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 5.6 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 37.5°
- Side kick / shot
- ±10°
- Recovery
- 23% ↑ / 20% ↔
Mauserka Scope
6× zoom
Spread -40%
Arbalest 17x Scope
17× zoom
Spread -40%ADS speed +15%
Halo Sight
2× zoom
Spread -10%
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
(7)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 32142 | Rio Ranger Low Weapons | 8.81 % | 8 |
| 32198 | Rio Ranger High Weapons | 3.45 % | 13 |
| 32376 | Rio Zombie Ranger Low | 2.04 % | 87 |
| 32141 | Brazil Ranger Low Rio | 1.22 % | 87 |
| 32375 | Rio Zombie Ranger High | 0.81 % | 94 |
| 32197 | Brazil Ranger High Rio | 0.55 % | 94 |
| 32175 | Brazil Prison Rio | 0.03 % | 89 |
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_Shortmag.dat
GUID d18667124ff94b718f761e69b900829f
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 35274
Instantiated_Item_Name_Override Rio_Serrano
EquipAudioClip Items/Weapons/Guns/Sniper_Rifle/Rio_Arbalest/Equip.ogg
Size_X 5
Size_Y 2
Magazine 34020
Hook_Sight
Ammo_Min 2
Ammo_Max 6
Safety
Semi
Requires_NonZero_Attachment_Caliber true
Attachment_Calibers 2
// scopes
Attachment_Caliber_0 36230
// sights
Attachment_Caliber_1 36231
Magazine_Calibers 1
Magazine_Caliber_0 36249
Range 40
Firerate 8
Action Pump
Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.3
Unplace 0
Replace 0
Player_Damage 23
Player_Leg_Multiplier 0.75
Player_Arm_Multiplier 0.75
Player_Spine_Multiplier 0.72
Player_Skull_Multiplier 1.22
Zombie_Damage 35
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1
Animal_Damage 40
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2
Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 12
Durability 0.25
Aim_In_Duration 0.175
Aiming_Movement_Speed_Multiplier 0.8
Spread_Angle_Degrees 5.71
Spread_Aim 0.7
Ballistic_Steps 1
Recoil_Min_X -10
Recoil_Min_Y 35
Recoil_Max_X 10
Recoil_Max_Y 40
Recover_X 0.2
Recover_Y 0.23
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 -0.1
Shell 36165
Muzzle 36171
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 33031
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 33112
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supply_0_ID 35274
Blueprint_1_Product 33031
Blueprint_1_Products 4
Blueprint_1_Tool 34120
Blueprint_1_Build 27