5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

300 m

Range

273 RPM

Fire rate

0.2%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 102 64 48 48
Zombie 127.5 80 60 60
Animal 102 64 48
Other damage
Standard caliber
Barricade 20
Structure 15
Vehicle 25
Resource 15
Object 15
Range & ballistics
Full 100% damage out to 240 m, drops to 80% by 300 m, bullet expires at 300 m. Hover the chart to read damage at any distance.
100%0%50%80%0 m240 m
Max range
300 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°aim
Control
Wild
Simulation
Semi, 5 taps · 4.5 rps
Side bias
Random side-to-side
Up kick / shot
22.5°
Side kick / shot
±8°
Recovery
30% / 30%
2 blueprints
Repair
0%
+
3 x
=
100%
Tool
=
2 x
Hanyang 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.
博物馆 Inline 3.4 %
CN Antique 1.6 %
No spawns on map.
No zombie drops.
No vendors trade this.
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 1.57 % 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_Hanyang.dat
GUID eb9900018ebd413d9a099a3b4f7ccf3c
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 61188

Size_X 5
Size_Y 2
Size_Z 0.4
Size2_Z 0.8

Magazine 61189

Ammo_Min 1
Ammo_Max 5

Safety
Semi

Caliber 60088

Aim_In_Duration 0.2
Aiming_Movement_Speed_Multiplier 0.85
Spread_Prone 0.6

Range 300
Firerate 10
Action Bolt

Damage_Falloff_Range 0.8
Damage_Falloff_Multiplier 0.8

Player_Damage 80
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.275

Zombie_Damage 100
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.275

Animal_Damage 80
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.275

Barricade_Damage 20
Structure_Damage 15
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15

Durability 0.2

Spread_Aim 0.01
Spread_Hip 0.2

Recoil_Aim 0.5
Recoil_Min_X -8
Recoil_Min_Y 20
Recoil_Max_X 8
Recoil_Max_Y 25

Recover_X 0.3
Recover_Y 0.3

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 -0.1

Ballistic_Steps 5
Ballistic_Travel 60
Ballistic_Drop 0.005

Muzzle 4

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 61188
Blueprint_1_Product 67
Blueprint_1_Products 2
Blueprint_1_Build 27