5×2 (10)

Inventory size

Primary

Hand slot

Auto, Safety

Firemodes

5 m

Range

1,500 RPM

Fire rate

0.02%

Durability loss per shot

-5%

Move speed while equipped

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 15
Structure 15
Vehicle 10
Resource 35
Object 15
Range & ballistics
Full damage at every distance up to 5 m. No falloff curve.
100%0%50%0 m5 m
Max range
5 m
Alert radius
48 m
Bullet drop
×4
2 blueprints
Repair
Repair lvl.3
0%
+
8 x
=
100%
Tool
=
6 x
Flame 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.
Military Guns H 0.2 %
Military Horde 0.1 %
Military DZ 0.0 %
Military Ammo H 0.0 %
Military 0.0 %
Military Misc 0.0 %
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.
Other ways to get this gun Off-map sources rolled from a loot pool
Horde beacons (1)
Unturned Decoy"P" Horde Beacon icon 0.07 %
Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
60107 CN Military Guns H 0.21 % 28
61101 CN Military Horde 0.07 % 57
61100 CN Military DZ 0.02 % 67
60105 CN Military Ammo H 0.01 % 98
60100 CN Military 0.01 % 53
60101 CN Military Misc 0.00 % 152
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_Flame.dat
GUID eb840636f0574206a4b1aa1a15f59d10
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 61497

Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.7

Magazine 61498

Ammo_Min 1
Ammo_Max 150

Safety
Auto

Caliber 60098

Aim_In_Duration 0.4
Aiming_Movement_Speed_Multiplier 0.65

Firerate 1
Replace 0.5
Action Rocket

Player_Damage 14
Zombie_Damage 85
Animal_Damage 14
Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 10
Resource_Damage 35
Object_Damage 15

Range 5
Explosion 119
Durability 0.02

Spread_Aim 0.5
Spread_Hip 0.05

Projectile_Lifespan 0.8

Ballistic_Drop 0
Ballistic_Force 1850

Recoil_Min_X 0
Recoil_Min_Y 0
Recoil_Max_X 0
Recoil_Max_Y 0

Recover_X 0.7
Recover_Y 0.7

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 -0.075

Equipable_Movement_Speed_Multiplier 0.95

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 8
Blueprint_0_Tool 76
Blueprint_0_Level 3
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 61497
Blueprint_1_Outputs 2
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 6
Blueprint_1_Output_1_ID 61
Blueprint_1_Output_1_Amount 1
Blueprint_1_Build 27

Asset_Bundle_Version 3