5×2 (10)

Inventory size

Primary

Hand slot

Safety

Firemodes

45 m

Range

143 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 100
Structure 100
Vehicle 1250
Resource 800
Object 800
Range & ballistics
Full damage at every distance up to 45 m. No falloff curve.
100%0%50%0 m45 m
Max range
45 m
Rangefinder
2500 m
Alert radius
48 m
Bullet drop
×4
Recoil
aim
Control
Easy
Simulation
Semi, 5 taps · 2.4 rps
Side bias
Random side-to-side
Up kick / shot
1.25°
Side kick / shot
±1°
Recovery
70% / 70%
Hydra Where to find this Item
100%
Southern China map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
No spawns on map.
No zombie drops.
【中国】DDOS雇佣兵2
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Trading with the mercenary
Run by 【中国】DDOS雇佣兵2
You give
10,000 Exp
You get
Hydra ×1
刺拳.dat
GUID 06f3c4706d8f46e8b57c4456dc985846
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 54029

Asset_Bundle_Version 3

Exclude_From_Master_Bundle

Size_X 5
Size_Y 2
Size_Z 0.45

Sight 54031
Magazine 54030
//Tactical 61008

//Hook_Sight

Ammo_Min 2
Ammo_Max 2

Safety
Bursts 2

Caliber 54030

Firerate 20
Replace 1

Action Minigun
Range 45
Explosion 45

Must_Aim_To_Shoot False

Player_Damage 80
Zombie_Damage 1000
Animal_Damage 200
Barricade_Damage 100
Structure_Damage 100
Vehicle_Damage 1250
Resource_Damage 800
Object_Damage 800

Durability 0

Aim_In_Duration 0.5
Spread_Aim 0.1
Spread_Hip 0.1

Ballistic_Force 8000

Range_Rangefinder 2500

//Reload_Time 3

Recoil_Min_X -1
Recoil_Min_Y 1
Recoil_Max_X 1
Recoil_Max_Y 1.5

Recover_X 0.7
Recover_Y 0.7

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02

Muzzle 4