4×2 (8)

Inventory size

Primary

Hand slot

Auto

Firemodes

120 m

Range

750 RPM

Fire rate

0.3%

Durability loss per shot

Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 60.8 57 34.2 49.4
Zombie 144 96 76.8 86.4
Animal 44 28 24
Other damage
Standard caliber
Barricade 10
Structure 10
Vehicle 25
Resource 20
Object 20
Range & ballistics
Full 100% damage out to 6000 m, drops to 0% by 7200 m, bullet expires at 120 m. Hover the chart to read damage at any distance.
100%0%50%0 m6000 m120 m
Max range
120 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°40°50°aim
Control
Hard
Simulation
Auto, 12 rounds · 12.5 rps
Side bias
Random side-to-side
Up kick / shot
3.5°
Side kick / shot
±2.5°
Recovery
80% / 80%
Crouching
0%
Prone
-10%
5 blueprints
-
+
=
4 x
3 x
-
-
3 x
+
2 x
+
2 x
+
=
-
2 x
+
=
-
PP-91 Where to find this Item
100%
Seversk map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
SC Military Guns 2Tier 0 2.7 %
No spawns on map.
No zombie drops.
No vendors trade this.
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
41451 SC Military Guns 2Tier 0 2.66 % 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_PP91_0.dat
GUID 8a2c23b5a4aa4c8fae5ff8b138a0e4cb
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 41695

BladeIDs 2
BladeID_0 0
BladeID_1 3
Requires_NonZero_Attachment_Caliber true
Size_X 4
Size_Y 2
Size2_Z 0.3
Magazine 41696
Quality_Min 40
Quality_Max 70
Ammo_Min 15
Ammo_Max 20
StateTransfer false
StateTransfer_DeleteAttachments false
Auto
Muzzle 41355
Hook_Tactical
Shell 41359
Durability 0.3
Magazine_Calibers 1
Magazine_Caliber_0 43006
Range 120
Firerate 3
Hook_Barrel
Unplace 0.2
Replace 0.7
Action Trigger
ThirdPerson_Zoom 1.5
Aim_In_Duration 0.3
Use_Auto_Icon_Measurements True
Use_Auto_Stat_Descriptions false
InventoryAudio Sounds/Inventory/RifleRustle/Rifle_Rustle.asset
Aiming_Movement_Speed_Multiplier 0.9
Attachment_Calibers 2
Attachment_Caliber_0 43001
Attachment_Caliber_1 43050
Can_Use_Underwater false
Player_Damage 38
Player_Leg_Multiplier 0.9
Player_Arm_Multiplier 1.3
Player_Spine_Multiplier 1.5
Player_Skull_Multiplier 1.6

Zombie_Damage 96
Zombie_Leg_Multiplier 0.8
Zombie_Arm_Multiplier 0.9
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.5

Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.1

Recoil_Crouch 1
Recoil_Prone 0.9

Spread_Prone 0.9
Spread_Crouch 0.8

Ballistic_Steps 12
Ballistic_Travel 10
Ballistic_Drop 0.002
Damage_Falloff_Range 50
Damage_Falloff_Max_Range 60
Damage_Falloff_Multiplier 0.004

Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 25
Resource_Damage 20
Object_Damage 20

Spread_Aim 0.1
Spread_Hip 3
Spread_Angle_Degrees 15

Recoil_Min_X -2
Recoil_Min_Y 3
Recoil_Max_X 3
Recoil_Max_Y 4

Recover_X 0.8
Recover_Y 0.8

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

Blueprints
[
	{
		CategoryTag "ab044f6146b6472ea69cac4d3a82e9a6" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"4f9fb8c83c494e2486329e494674813c x 4" // Metal Parts
			"c4f3449e46f944ae8f8ca9ae54623a1b x 3" // Gun Parts
		]
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
	{
		CategoryTag "bf65eab569b143a8bcd25654bee0c25d" // Fold
		InputItems this
		OutputItems "71f4b81697874bcc935d741c5b4a4f1d" // PP91 Folded
		StateTransfer true
		Effect "3d60fa2702d246cdbf879d1d9687bae8" // SC_Folded_0
	}
	{
		Name Repair
		CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
				Amount 3
			}
			{
				ID "1986846586774600b7b8779394e49fb6" // Glue
				Amount 2
			}
			{
				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 2
			}
			{
				ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
				Amount 1
			}
		]
		RequiresNearbyCraftingTags
		[
			// Gun Repair Kit
			80356db46b6a42bdb79daf902a769c7b
		]
		Effect "3ced354ecb814ad2a9b9d3fad0c79a58" // SC_Gun_Repairkit_0
	}
]

Actions 4
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 1
Action_0_Text Fold
Action_0_Tooltip Collapses the stock alongside the weapon.

Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Text Repair
Action_1_Tooltip Repair wit improvised supply items.

Action_2_Type Blueprint
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 3
Action_2_Text Gun Repair Kit
Action_2_Tooltip Repair with <color=#rare>Gun Repair Kit</color>.

Action_3_Type Blueprint
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 0
Action_3_Text Salvage
Action_3_Tooltip Salvage into component materials.
Add_Default_Actions false