2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

100 m

Range

3,000 RPM

Fire rate

0.05%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 33 24 18 18
Zombie 60.5 44 33 33
Animal 33 24 18
Other damage
Standard caliber
Barricade 25
Structure 20
Vehicle 30
Resource 20
Object 25
Range & ballistics
Full 100% damage out to 50 m, drops to 50% by 100 m, bullet expires at 100 m. Hover the chart to read damage at any distance.
100%0%50%0 m50 m
Max range
100 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°40°aim
Control
Wild
Simulation
Semi, 5 taps · 50 rps
Side bias
Kicks left
Up kick / shot
6.5°
Side kick / shot
±2.5°
Recovery
90% / 90%
4 blueprints
Repair
0%
+
6 x
=
100%
Tool
=
4 x
Tool
2 x
+
2 x
=
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.
CN_Trust.dat
GUID bd7323fecdb942d8bdc9f01063f4d284
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 61002

Asset_Bundle_Version 3

Muzzle 61004

Size_X 2
Size_Y 2
Size_Z 0.35
Size2_Z 0.35

Magazine 61003

Ammo_Min 4
Ammo_Max 12

Safety
Semi
Bursts 2

Caliber 61002

Aim_In_Duration 0.05
Aiming_Movement_Speed_Multiplier 1
Fire_Delay_Seconds 0.075

Range 100
Firerate 0
Action Trigger

Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0.5

Player_Damage 30
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 55
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 30
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 25
Structure_Damage 20
Vehicle_Damage 30
Resource_Damage 20
Object_Damage 25

Durability 0.05

Spread_Aim 0.05
Spread_Hip 0.1

Recoil_Min_X -1
Recoil_Min_Y 5
Recoil_Max_X -4
Recoil_Max_Y 8

Recover_X 0.9
Recover_Y 0.9

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

Blueprints 4
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 6
Blueprint_0_Tool 76
Blueprint_0_Build 27

Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 61002
Blueprint_1_Product 67
Blueprint_1_Products 4
Blueprint_1_Build 27

Blueprint_2_Type Tool
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 60107
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Supply_1_ID 60108
Blueprint_2_Supply_1_Amount 2
Blueprint_2_Product 61002
Blueprint_2_Products 1
Blueprint_2_Build 27

Blueprint_3_Type Tool
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 61002
Blueprint_3_Supply_0_Amount 1
Blueprint_3_Supply_1_ID 61003
Blueprint_3_Supply_1_Amount 1
Blueprint_3_Product 60107
Blueprint_3_Products 2
Blueprint_3_Build 27