4×2 (8)

Inventory size

Primary

Hand slot

Semi

Firemodes

300 m

Range

429 RPM

Fire rate

0.4%

Durability loss per shot

Sight, Barrel

Attachment hooks

-5%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 154.1 93.8 53.6 67
Zombie 220 165 66 99
Animal 126 72 36
Other damage
Standard caliber
Barricade 82
Structure 34
Vehicle 38
Resource 40
Object 40
Range & ballistics
Full 100% damage out to 30000 m, drops to 2% by 54000 m, bullet expires at 300 m. Hover the chart to read damage at any distance.
100%0%50%0 m30000 m300 m
Max range
300 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 7.1 rps
Side bias
Random side-to-side
Up kick / shot
11°
Side kick / shot
±15.5°
Recovery
80% / 80%
Crouching
-30%
Prone
-20%
5 blueprints
-
+
=
5 x
4 x
4 x
-
-
5 x
+
3 x
+
3 x
+
=
-
5 x
+
3 x
=
-
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_SVDS_1.dat
GUID d8398390dbce41e3b06bea7f34848de4
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 41821
EquipableModelParent SpineHook
BladeIDs 2
BladeID_0 0
BladeID_1 3
Requires_NonZero_Attachment_Caliber true
Size_X 4
Size_Y 2
Size2_Z 0.37
Magazine 41818
Quality_Min 20
Quality_Max 45
Ammo_Min 5
Ammo_Max 10
Semi
Muzzle 41364
Shell 41371
Barrel 41824
Durability 0.4
Magazine_Calibers 1
Magazine_Caliber_0 43031
Attachment_Calibers 2
Attachment_Caliber_0 43013
Attachment_Caliber_1 43032
Hook_Sight
Hook_Barrel
Range 300
Firerate 6
Unplace 0.18
Replace 0.6
Action Trigger
ThirdPerson_Zoom 1.5
Aim_In_Duration 0.52
Use_Auto_Icon_Measurements true
Use_Auto_Stat_Descriptions false
InventoryAudio Sounds/Inventory/RifleRustle/Rifle_Rustle.asset
Equipable_Movement_Speed_Multiplier 0.95
Can_Use_Underwater false
Player_Damage 67
Player_Leg_Multiplier 0.8
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1.4
Player_Skull_Multiplier 2.3

Zombie_Damage 110
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.9
Zombie_Spine_Multiplier 1.5
Zombie_Skull_Multiplier 2

Animal_Damage 60
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 1.2
Animal_Skull_Multiplier 2.1

Recoil_Crouch 0.7
Recoil_Prone 0.8

Spread_Prone 0.7
Spread_Crouch 0.8

Ballistic_Steps 30
Ballistic_Travel 10
Ballistic_Drop 0.004
Damage_Falloff_Range 100
Damage_Falloff_Max_Range 180
Damage_Falloff_Multiplier 0.02

Barricade_Damage 82
Structure_Damage 34
Vehicle_Damage 38
Resource_Damage 40
Object_Damage 40

Spread_Aim 0.01
Spread_Hip 1.9
Spread_Angle_Degrees 15.5

Recoil_Min_X -19
Recoil_Min_Y 11
Recoil_Max_X 12
Recoil_Max_Y 11

Recover_X 0.8
Recover_Y 0.8

Shake_Min_X -0.009
Shake_Min_Y 0.001
Shake_Min_Z -0.014
Shake_Max_X 0.001
Shake_Max_Y -0.008
Shake_Max_Z -0.04



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

Blueprints
[
	{
		CategoryTag "ab044f6146b6472ea69cac4d3a82e9a6" // Tools
		InputItems
		[
			{
				ID this
			}
			{
				ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"4f9fb8c83c494e2486329e494674813c x 5" // Metal Parts
			"c4f3449e46f944ae8f8ca9ae54623a1b x 4" // Gun Parts
			"edc4d492616c4bfa841f8a8a1c58df1e x 4" // Plastic Fragments
		]
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
	{
		CategoryTag "7ea5c06884cb446fb0216a769f6799b7" // Unfold
		InputItems this
		OutputItems "0bd9ac84521b47bda0b69186d0ebab87" // SVDS Unfolded
		StateTransfer true
		Effect "91aa420a15f5423b963f8dd4826b52dc" // SC_Unfolded_0
	}
	{
		Name Repair
		CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
				Amount 5
			}
			{
				ID "1986846586774600b7b8779394e49fb6" // Glue
				Amount 3
			}
			{
				ID "c4f3449e46f944ae8f8ca9ae54623a1b" // Gun Parts
				Amount 3
			}
			{
				ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
				Delete false
			}
		]
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
	{
		Name Repair
		CategoryTag "e49a7237b83c411a977c25197948c854" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "4f9fb8c83c494e2486329e494674813c" // Gun Parts
				Amount 5
			}
			{
				ID "c2370e1ae60a4d81be3d4984f1c8c19b" // Duct Tape
				Amount 3
			}
		]
		RequiresNearbyCraftingTags
		[
			// Gun Repair Kit
			80356db46b6a42bdb79daf902a769c7b
		]
		Effect "3ced354ecb814ad2a9b9d3fad0c79a58" // SC_Gun_Repairkit_0
	}
]