2×2 (4)
Inventory size
Secondary
Hand slot
Semi, Auto, Safety
Firemodes
100 m
Range
1,000 RPM
Fire rate
0.1%
Durability loss per shot
Tactical, Barrel
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 44 | 30 | 22 | 26 |
| Zombie | 110 | 75 | 55 | 65 |
| Animal | 44 | 30 | 22 | — |
Other damage
Standard caliber| Barricade | 10 |
|---|---|
| Structure | 5 |
| Vehicle | 15 |
| Resource | 15 |
| Object | 15 |
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.
Max range
100 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Auto, 12 rounds · 16.7 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 4.5°
- Side kick / shot
- ±0.25°
- Recovery
- 100% ↑ / 100% ↔
Tactical Laser
Aim laser Spread -25%ADS speed -10%
Multifunction Detector
Aim laser Flashlight Rangefinder Spread -20%ADS speed -20%
Advanced Tactical [Laser Mode]
Aim laser Spread -20%ADS speed -15%
High-Pressure Adaptive Chambering
Damage +10%Vertical recoil +50%Horizontal recoil +50%Spread +50%Shake +50%ADS speed +25%Firerate +1
Rangefinder
Rangefinder ADS speed +10%
Chainbreaker Tactical Laser
Aim laser Spread -25%ADS speed -10%
Golden Tactical Laser
Aim laser Spread -25%ADS speed -10%
Neon Blue Advanced Tactical Laser
Aim laser Spread -25%ADS speed -10%
Bayonet
Bayonet ADS speed +5%
Super Super High-Pressure Adaptive Chambering
Damage +400%Firerate +5
Firerate Adaptive Chambering
Damage -3%Spread +10%ADS speed +10%Firerate +1
Heavy Adaptive Chambering
Damage +20%Vertical recoil +30%Horizontal recoil +30%Spread +30%Shake +30%ADS speed +25%Firerate -1
Tactical Light
Flashlight Spread -15%ADS speed -10%
Coalition Multifunction Detector
Aim laser Flashlight Rangefinder Spread -20%ADS speed -20%
Neon Blue Multifunction Detector
Aim laser Flashlight Rangefinder Spread -20%ADS speed -20%
Glitch Bayonet
Bayonet
Stability Adaptive Chambering
Vertical recoil -15%Horizontal recoil -15%Spread -5%Sway -15%Shake -15%ADS speed -5%Firerate -1
Blue Rangefinder
Rangefinder ADS speed +10%
Trigone Bayonet
Bayonet ADS speed +10%
Coalition Advanced Tactical Laser
Aim laser Spread -25%ADS speed -10%
Scorpion-7 Multifunction Detector
Aim laser Flashlight Rangefinder Spread -20%ADS speed -20%
Antique Bayonet
Bayonet ADS speed +10%
Advanced Tactical [Rangefinder Mode]
Rangefinder ADS speed -15%
Advanced Tactical [Light Mode]
Flashlight ADS speed -15%
Niu Bi De Firerate Adaptive Chambering
Spread -100%ADS speed -100%Firerate +20
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%
Outside the map
This spawn is outside the visible chart area.
Item spawns
博物馆 Inline
…
3.4 %
CN Antique
…
0.8 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors trade this.
Airdrop locations
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables
(2)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 60031 | 博物馆 Inline | 3.45 % | 29 |
| 60600 | CN Antique | 0.78 % | 17 |
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_Classis_Boxcannon.dat
GUID 3a9bbb4ad6d84a1d95bc1d27c12dd8c6
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 61032
Size_X 2
Size_Y 2
Size_Z 0.3
Size2_Z 0.35
Magazine 61018
Hook_Tactical
Hook_Barrel
Ammo_Min 3
Ammo_Max 10
Safety
Semi
Auto
Caliber 60009
Aim_In_Duration 0.07
Aiming_Movement_Speed_Multiplier 0.98
Range 100
Firerate 2
Action Trigger
Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0.5
Player_Damage 40
Player_Leg_Multiplier 0.55
Player_Arm_Multiplier 0.65
Player_Spine_Multiplier 0.75
Player_Skull_Multiplier 1.1
Zombie_Damage 100
Zombie_Leg_Multiplier 0.55
Zombie_Arm_Multiplier 0.65
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.1
Animal_Damage 40
Animal_Leg_Multiplier 0.55
Animal_Spine_Multiplier 0.75
Animal_Skull_Multiplier 1.1
Barricade_Damage 10
Structure_Damage 5
Vehicle_Damage 15
Resource_Damage 15
Object_Damage 15
Durability 0.1
Spread_Aim 0.05
Spread_Hip 0.15
Recoil_Min_X -0.2
Recoil_Min_Y 3
Recoil_Max_X 0.3
Recoil_Max_Y 6
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 2
Blueprint_0_Tool 76
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 60032
Blueprint_1_Product 67
Blueprint_1_Products 1
Blueprint_1_Build 27