2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

85 m

Range

3,000 RPM

Fire rate

0.2%

Durability loss per shot

Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 88 88 88 88
Zombie 88 88 88 88
Animal 88 88 88
Other damage
Standard caliber
Barricade 12
Structure 12
Vehicle 25
Resource 15
Object 15
Status effects on hit
Applied per shot, regardless of where it lands
PvP rules
Bypassed (damages players even on PvE servers)
Range & ballistics
Full damage at every distance up to 85 m. No falloff curve.
100%0%50%0 m85 m
Max range
85 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°15°20°25°aim
Control
Hard
Simulation
Semi, 5 taps · 50 rps
Side bias
Random side-to-side
Up kick / shot
3.75°
Side kick / shot
±4°
Recovery
40% / 20%
2 blueprints
Repair
0%
+
3 x
=
100%
Tool
=
2 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.
我的大屌.dat
GUID d4ce5429b2112d0fed9eaf22c801106c
Type Gun
Rarity Mythical
Useable Gun
Slot Secondary
ID 54023

Exclude_From_Master_Bundle


Size_X 2
Size_Y 2
Size_Z 0.3
Size2_Z 0.35

Magazine 61141

Hook_Barrel
Hook_Tactical

Ammo_Min 5
Ammo_Max 18

Safety
Semi

Caliber 4

Bypass_Allowed_To_Damage_Player True

Aim_In_Duration 0.05
Aiming_Movement_Speed_Multiplier 1

Range 85
Firerate 0
Action Trigger

Player_Damage 88
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1

Zombie_Damage 88
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1

Animal_Damage 88
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1

Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15

Durability 0.2

Spread_Aim 0.1
Spread_Hip 0.3

Recoil_Min_X -6
Recoil_Min_Y 3
Recoil_Max_X 2
Recoil_Max_Y 4.5

Recover_X 0.2
Recover_Y 0.4

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.075

Muzzle 3

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Tool 61617
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 54023
Blueprint_1_Product 67
Blueprint_1_Products 2
Blueprint_1_Build 27