2×2 (4)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
150 m
Range
750 RPM
Fire rate
0.05%
Durability loss per shot
Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 91 | 52 | 39 | 39 |
| Zombie | 308 | 176 | 132 | 132 |
| Animal | 91 | 52 | 39 | — |
Other damage
High caliber| Barricade | 35 |
|---|---|
| Structure | 30 |
| Vehicle | 40 |
| Resource | 30 |
| Object | 40 |
Status effects on hit
Applied per shot, regardless of where it lands- Headshots
- Instant kill (skips head armor)
Range & ballistics
Full 100% damage out to 75 m,
drops to 50% by 150 m,
bullet expires at 150 m.
Hover the chart to read damage at any distance.
Max range
150 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 12.5 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 10°
- Side kick / shot
- ±2°
- Recovery
- 100% ↑ / 100% ↔
Heavy Suppressor
Silenced Muzzle brake Vertical recoil -10%Horizontal recoil -5%Spread -25%ADS speed +15%Bullet drop -5%Sound volume -80%Sound range -50%
Raider Brake
Vertical recoil -35%Horizontal recoil -15%Spread -45%ADS speed +10%Bullet drop -5%
Raider Brake
Vertical recoil -35%Horizontal recoil -15%Spread -45%ADS speed +10%Bullet drop -5%
Raider Brake
Vertical recoil -35%Horizontal recoil -15%Spread -45%ADS speed +10%Bullet drop -5%
Muzzle
Muzzle brake Vertical recoil -40%Horizontal recoil -20%ADS speed +5%Bullet drop -10%
Heavy Extended Barrel
Muzzle brake Damage +20%Vertical recoil -25%Horizontal recoil -25%Spread -5%ADS speed +100%Bullet drop -15%Sound range +25%
Ultra Heavy Suppressor
Silenced Muzzle brake Vertical recoil -15%Horizontal recoil -10%Spread -25%ADS speed +25%Bullet drop -10%Sound volume -90%Sound range -50%
Suppressor
Silenced Spread -20%ADS speed +10%Sound volume -80%Sound range -50%
Muzzle Brake
Vertical recoil -50%Horizontal recoil -25%Spread -20%ADS speed +30%Bullet drop -10%
Blue Muzzle
Vertical recoil -40%Horizontal recoil -40%ADS speed +5%Bullet drop -20%
Muzzle Brake
Vertical recoil -50%Horizontal recoil -25%Spread -20%ADS speed +30%Bullet drop -10%
Muzzle
Vertical recoil -40%Horizontal recoil -20%ADS speed +5%Bullet drop -10%
Muzzle
Vertical recoil -40%Horizontal recoil -20%ADS speed +5%Bullet drop -10%
Advanced Barrel
Silenced Muzzle brake Spread -30%ADS speed +15%Sound volume -75%Sound range -50%
Brake Suppressor
Silenced Muzzle brake Vertical recoil -25%Horizontal recoil -25%Spread -20%ADS speed +10%Bullet drop -20%Sound volume -25%Sound range -50%
Suppressor
Silenced Spread -20%ADS speed +10%Sound volume -80%Sound range -50%
Ultra Heavy Suppressor
Silenced Muzzle brake Vertical recoil -15%Horizontal recoil -10%Spread -25%ADS speed +25%Bullet drop -10%Sound volume -90%Sound range -50%
Ultra Heavy Suppressor
Silenced Muzzle brake Vertical recoil -15%Horizontal recoil -10%Spread -25%ADS speed +25%Bullet drop -10%Sound volume -90%Sound range -50%
Ultra Heavy Suppressor
Silenced Muzzle brake Vertical recoil -15%Horizontal recoil -10%Spread -25%ADS speed +25%Bullet drop -10%Sound volume -90%Sound range -50%
Raider Brake
Vertical recoil -35%Horizontal recoil -15%Spread -45%ADS speed +10%Bullet drop -5%
Advanced Barrel Gold
Silenced Muzzle brake Spread -30%ADS speed +15%Sound volume -75%Sound range -50%
Extended Barrel
Muzzle brake Damage +10%Vertical recoil -20%Horizontal recoil -20%Spread -3%ADS speed +50%Bullet drop -15%
Advanced Barrel
Silenced Muzzle brake Spread -30%ADS speed +15%Sound volume -75%Sound range -50%
Ultra Heavy Suppressor
Silenced Muzzle brake Vertical recoil -15%Horizontal recoil -10%Spread -25%ADS speed +25%Bullet drop -10%Sound volume -90%Sound range -50%
Heavy Suppressor
Silenced Muzzle brake Vertical recoil -10%Horizontal recoil -5%Spread -25%ADS speed +15%Bullet drop -5%Sound volume -80%Sound range -50%
Heavy Suppressor
Silenced Muzzle brake Vertical recoil -10%Horizontal recoil -5%Spread -25%ADS speed +15%Bullet drop -5%Sound volume -80%Sound range -50%
Spary Barrel
Silenced Sound range -50%
Heavy Suppressor
Silenced Muzzle brake Vertical recoil -10%Horizontal recoil -5%Spread -25%ADS speed +15%Bullet drop -5%Sound volume -80%Sound range -50%
Ultra Heavy Suppressor
Silenced Muzzle brake Vertical recoil -15%Horizontal recoil -10%Spread -25%ADS speed +25%Bullet drop -10%Sound volume -90%Sound range -50%
Heavy Extended Barrel
Muzzle brake Damage +20%Vertical recoil -25%Horizontal recoil -25%Spread -5%ADS speed +100%Bullet drop -15%Sound range +25%
The Real Advanced Barrel
Silenced Muzzle brake Damage +500%Vertical recoil -100%Horizontal recoil -100%Spread -100%Bullet drop -100%Sound volume -80%Sound range -50%
Webshot Barrel
Silenced Sound volume -40%Sound range -50%
Extended Barrel
Muzzle brake Damage +10%Vertical recoil -20%Horizontal recoil -20%Spread -3%ADS speed +50%Bullet drop -15%
Advanced Barrel
Silenced Muzzle brake Spread -30%ADS speed +15%Sound volume -75%Sound range -50%
Advanced Barrel
Silenced Muzzle brake Spread -30%ADS speed +15%Sound volume -75%Sound range -50%
The Real Advanced Barrel
Silenced Muzzle brake Damage +500%Vertical recoil -100%Horizontal recoil -100%Spread -100%Bullet drop -100%Sound volume -80%Sound range -50%
Advanced Barrel
Silenced Muzzle brake Spread -30%ADS speed +15%Sound volume -75%Sound range -50%
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.
CN_Squall.dat
GUID 048d81d20e0141ce99c1fe4763a82472
Type Gun
Rarity Legendary
Useable Gun
Slot Secondary
ID 61020
Size_X 2
Size_Y 2
Size_Z 0.3
Size2_Z 0.35
Barrel 64420
Tactical 60153
Magazine 60055
Hook_Barrel
Ammo_Min 3
Ammo_Max 8
Safety
Semi
Caliber 60005
Aim_In_Duration 0.1
Aiming_Movement_Speed_Multiplier 0.9
Range 150
Firerate 3
Action Trigger
Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0.5
Player_Damage 65
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.4
Instakill_Headshots True
Zombie_Damage 220
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.4
Animal_Damage 65
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.4
Barricade_Damage 35
Structure_Damage 30
Vehicle_Damage 40
Resource_Damage 30
Object_Damage 40
Invulnerable
Durability 0.05
Spread_Aim 0.01
Spread_Hip 0.05
Recoil_Min_X -2
Recoil_Min_Y 8
Recoil_Max_X 2
Recoil_Max_Y 12
Recover_X 1
Recover_Y 1
Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.05
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.07
Muzzle 3
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 61020
Blueprint_1_Product 67
Blueprint_1_Products 4
Blueprint_1_Build 27