2×1 (2)
Inventory size
Any
Hand slot
Semi, Auto, Safety
Firemodes
50 m
Range
600 RPM
Fire rate
0.3%
Durability loss per shot
Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 48.6 | 37.8 | 10.8 | 18.9 |
| Zombie | 104 | 88 | 40 | 48 |
| Animal | 55 | 40 | 30 | — |
Other damage
Standard caliber| Barricade | 15 |
|---|---|
| Structure | 15 |
| Vehicle | 25 |
| Resource | 15 |
| Object | 15 |
Range & ballistics
Full 100% damage out to 250 m,
drops to 7% by 500 m,
bullet expires at 50 m.
Hover the chart to read damage at any distance.
Max range
50 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Auto, 12 rounds · 10 rps
- Side bias
- Kicks left
- Up kick / shot
- 4.5°
- Side kick / shot
- ±2.25°
- Recovery
- 40% ↑ / 40% ↔
- Crouching
- 0%
- Prone
- -10%
APS
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Military Guns 1Tier 0
…
3.7 %
Military Guns 2Tier 0
…
3.0 %
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
(2)
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 | 3.72 % | 38 |
| 41451 | SC Military Guns 2Tier 0 | 2.96 % | 55 |
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_APS_0.dat
GUID 2f730812f4744ea0812985062e67136c
Type Gun
Useable Gun
Rarity Uncommon
Slot Any
ID 41691
BladeIDs 2
BladeID_0 0
BladeID_1 3
Requires_NonZero_Attachment_Caliber true
Size_X 2
Size_Y 1
Size2_Z 0.2
Quality_Min 40
Quality_Max 60
Magazine 41692
Unplace 0.2
Replace 0.7
Ammo_Min 7
Ammo_Max 20
Durability 0.3
Semi
Auto
Safety
Muzzle 41355
Shell 41357
InventoryAudio Sounds/Inventory/HandgunRustle/Handgun_Rustle.asset
Use_Auto_Icon_Measurements True
Use_Auto_Stat_Descriptions false
Can_Aim_During_Sprint False
Aiming_Movement_Speed_Multiplier 0.9
Attachment_Calibers 1
Attachment_Caliber_0 43001
Hook_Barrel
Range 50
Firerate 4
Aim_In_Duration 0.3
Action Trigger
Magazine_Calibers 1
Magazine_Caliber_0 43005
Can_Use_Underwater false
ThirdPerson_Zoom 1.5
Player_Damage 27
Player_Leg_Multiplier 0.4
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 1.4
Player_Skull_Multiplier 1.8
Zombie_Damage 80
Zombie_Leg_Multiplier 0.5
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 1.1
Zombie_Skull_Multiplier 1.3
Recoil_Crouch 1
Recoil_Prone 0.9
Spread_Prone 0.8
Spread_Crouch 0.9
Ballistic_Steps 5
Ballistic_Travel 10
Ballistic_Drop 0.005
Damage_Falloff_Range 5
Damage_Falloff_Max_Range 10
Damage_Falloff_Multiplier 0.07
Animal_Damage 50
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15
Spread_Aim 0.25
Spread_Hip 0.1
Spread_Angle_Degrees 8.5
Recoil_Min_X -1.5
Recoil_Min_Y 3
Recoil_Max_X -3
Recoil_Max_Y 6
Recover_X 0.4
Recover_Y 0.4
Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.05
Shake_Max_X 0.01
Shake_Max_Y -0.03
Shake_Max_Z -0.07
Blueprints
[
{
CategoryTag "ab044f6146b6472ea69cac4d3a82e9a6" // Tools
InputItems
[
{
ID this
}
{
ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
Delete false
}
]
OutputItems
[
"4f9fb8c83c494e2486329e494674813c x 2" // Metal Parts
"c4f3449e46f944ae8f8ca9ae54623a1b x 2" // Gun Parts
"e162f0162f154033935a7a1e3d58e57e" // Wooden Plank
]
Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
}
{
Name Repair
CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
Amount 2
}
{
ID "c4f3449e46f944ae8f8ca9ae54623a1b" // Gun Parts
Amount 1
}
]
Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
}
{
Name Repair
CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "4f9fb8c83c494e2486329e494674813c" // Gun Parts
Amount 2
}
]
RequiresNearbyCraftingTags
[
// Gun Repair Kit
80356db46b6a42bdb79daf902a769c7b
]
Effect "3ced354ecb814ad2a9b9d3fad0c79a58" // SC_Gun_Repairkit_0
}
]
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>.
Add_Default_Actions false
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.