3×2 (6)
Inventory size
Secondary
Hand slot
Semi, Auto, Safety
Firemodes
170 m
Range
500 RPM
Fire rate
0.2%
Durability loss per shot
Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 50.7 | 35.1 | 23.4 | 31.2 |
| Zombie | 132 | 52.8 | 26.4 | 35.2 |
| 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 6800 m,
drops to 0% by 10200 m,
bullet expires at 170 m.
Hover the chart to read damage at any distance.
Max range
170 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Hard
- Simulation
- Auto, 12 rounds · 8.3 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 4°
- Side kick / shot
- ±5.5°
- Recovery
- 80% ↑ / 80% ↔
- Crouching
- -10%
- Prone
- -20%
PBS-4 Suppressor
Silenced Muzzle brake Vertical recoil -30%Horizontal recoil -20%Spread -20%Sound range -50%
AK-74N Compensator
Vertical recoil -30%Horizontal recoil -22%
AKS-74UN Muzzle
Vertical recoil -20%Horizontal recoil -10%
AK-74N Muzzle
Vertical recoil -20%Horizontal recoil -10%
TGP-A Suppressor Flash Hider
Silenced Muzzle brake Vertical recoil -20%Horizontal recoil -10%Sound range -50%
5 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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_AKS74UN_1.dat
GUID 14a855a21a3c43419984eee21330e4f8
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 41748
EquipableModelParent SpineHook
BladeIDs 2
BladeID_0 0
BladeID_1 3
Requires_NonZero_Attachment_Caliber true
Size_X 3
Size_Y 2
Size2_Z 0.37
Magazine 41739
Quality_Min 40
Quality_Max 60
Barrel 41752
Ammo_Min 15
Ammo_Max 30
Semi
Auto
Safety
Muzzle 41364
Shell 41366
Durability 0.2
Magazine_Calibers 1
Magazine_Caliber_0 43015
Attachment_Calibers 1
Attachment_Caliber_0 43014
Hook_Barrel
Range 170
Firerate 5
Unplace 0.18
Replace 0.6
Action Trigger
ThirdPerson_Zoom 1.5
Aim_In_Duration 0.45
Use_Auto_Icon_Measurements true
Use_Auto_Stat_Descriptions false
InventoryAudio Sounds/Inventory/RifleRustle/Rifle_Rustle.asset
Can_Use_Underwater false
Blueprints
[
{
CategoryTag "ab044f6146b6472ea69cac4d3a82e9a6" // Tools
InputItems
[
{
ID this
}
{
ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
Delete false
}
]
OutputItems
[
"4f9fb8c83c494e2486329e494674813c x 3" // Metal Parts
"c4f3449e46f944ae8f8ca9ae54623a1b x 2" // Gun Parts
"e162f0162f154033935a7a1e3d58e57e x 1" // Plank
]
Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
}
{
CategoryTag "7ea5c06884cb446fb0216a769f6799b7" // Unfold
InputItems this
OutputItems "63ba7307c8fd408cb91bdd8cad964ae8" // AKS-74UN Unfolded
StateTransfer true
Effect "91aa420a15f5423b963f8dd4826b52dc" // SC_Unfolded_0
}
{
Name Repair
CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
Amount 2
}
{
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 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 Unfold
Action_0_Tooltip Extends the stock back into position.
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
Player_Damage 39
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.8
Player_Spine_Multiplier 0.9
Player_Skull_Multiplier 1.3
Zombie_Damage 88
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 17
Ballistic_Travel 10
Ballistic_Drop 0.005
Damage_Falloff_Range 40
Damage_Falloff_Max_Range 60
Damage_Falloff_Multiplier 0.005
Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 25
Resource_Damage 20
Object_Damage 20
Spread_Aim 0.2
Spread_Hip 1.5
Spread_Angle_Degrees 11.5
Recoil_Min_X -6
Recoil_Min_Y 4
Recoil_Max_X 5
Recoil_Max_Y 4
Recover_X 0.8
Recover_Y 0.8
Shake_Min_X -0.005
Shake_Min_Y 0.001
Shake_Min_Z -0.008
Shake_Max_X 0.001
Shake_Max_Y -0.002
Shake_Max_Z -0.01