4×2 (8)
Inventory size
Primary
Hand slot
Semi, Auto, Safety
Firemodes
120 m
Range
750 RPM
Fire rate
0.3%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 49 | 28 | 21 | 24.5 |
| Zombie | 135 | 54 | 27 | 36 |
| Animal | 38.5 | 24.5 | 21 | — |
Other damage
Standard caliber| Barricade | 10 |
|---|---|
| Structure | 10 |
| Vehicle | 25 |
| Resource | 20 |
| Object | 20 |
Range & ballistics
Full 100% damage out to 4800 m,
drops to 5% by 6000 m,
bullet expires at 120 m.
Hover the chart to read damage at any distance.
Max range
120 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Hard
- Simulation
- Auto, 12 rounds · 12.5 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 4.5°
- Side kick / shot
- ±3.5°
- Recovery
- 70% ↑ / 70% ↔
- Crouching
- -10%
- Prone
- -20%
3 blueprints
No blueprints found matching your search.
PPSh-41
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
SC Military Guns 1Tier 0
…
4.6 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(1)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 41445 | SC Military Guns 1Tier 0 | 4.65 % | 38 |
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.
SC_PPSh_0.dat
GUID 3d83badc4b814fd6addfd8623fcd7ea4
Type Gun
Rarity Uncommon
Useable Gun
Slot Primary
ID 41688
BladeIDs 2
BladeID_0 0
BladeID_1 3
Requires_NonZero_Attachment_Caliber true
Size_X 4
Size_Y 2
Size_Z 0.37
Quality_Min 50
Quality_Max 70
Magazine 41689
Ammo_Min 15
Ammo_Max 35
Auto
Semi
Safety
Muzzle 41355
Shell 41359
Durability 0.3
Magazine_Calibers 1
Magazine_Caliber_0 43004
Range 120
Firerate 3
Unplace 0.2
Replace 0.7
Action Trigger
ThirdPerson_Zoom 1.5
Aim_In_Duration 0.3
Use_Auto_Icon_Measurements False
Use_Auto_Stat_Descriptions false
InventoryAudio Sounds/Inventory/RifleRustle/Rifle_Rustle.asset
Can_Use_Underwater false
Player_Damage 35
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.4
Zombie_Damage 90
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.4
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5
Animal_Damage 35
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.1
Recoil_Crouch 0.9
Recoil_Prone 0.8
Spread_Prone 0.8
Spread_Crouch 0.9
Ballistic_Steps 12
Ballistic_Travel 10
Ballistic_Drop 0.004
Damage_Falloff_Range 40
Damage_Falloff_Max_Range 50
Damage_Falloff_Multiplier 0.05
Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 25
Resource_Damage 20
Object_Damage 20
Spread_Aim 0.3
Spread_Hip 1.5
Spread_Angle_Degrees 8.5
Recoil_Min_X -4
Recoil_Min_Y 5
Recoil_Max_X 3
Recoil_Max_Y 4
Recover_X 0.7
Recover_Y 0.7
Shake_Min_X -0.001
Shake_Min_Y 0.001
Shake_Min_Z -0.006
Shake_Max_X 0.001
Shake_Max_Y -0.001
Shake_Max_Z -0.01
Actions 3
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Text Repair
Action_0_Tooltip Repair wit improvised supply items.
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Text Gun Repair Kit
Action_1_Tooltip Repair with <color=#rare>Gun Repair Kit</color>.
Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 0
Action_2_Text Salvage
Action_2_Tooltip Salvage into component materials.
Add_Default_Actions false
Blueprints
[
{
CategoryTag "ab044f6146b6472ea69cac4d3a82e9a6" // Tools
InputItems
[
{
ID this
}
{
ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
Delete false
}
]
OutputItems
[
"4f9fb8c83c494e2486329e494674813c x 4" // Metal Parts
"c4f3449e46f944ae8f8ca9ae54623a1b x 3" // Gun Parts
"e162f0162f154033935a7a1e3d58e57e x 2" // Plank
]
Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
}
{
Name Repair
CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
Amount 3
}
{
ID "1986846586774600b7b8779394e49fb6" // Glue
Amount 1
}
{
ID "c4f3449e46f944ae8f8ca9ae54623a1b" // Gun Parts
Amount 2
}
{
ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
Delete false
}
]
Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
}
{
Name Repair
CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "4f9fb8c83c494e2486329e494674813c" // Gun Parts
Amount 3
}
{
ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
Amount 1
}
]
RequiresNearbyCraftingTags
[
// Gun Repair Kit
80356db46b6a42bdb79daf902a769c7b
]
Effect "3ced354ecb814ad2a9b9d3fad0c79a58" // SC_Gun_Repairkit_0
}
]