3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

250 m

Range

115 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 176 88 66 66
Zombie 600 300 225 225
Animal 200 100 75
Other damage
Standard caliber
Barricade 25
Structure 20
Vehicle 30
Resource 20
Object 25
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 125 m, drops to 75% by 250 m, bullet expires at 250 m. Hover the chart to read damage at any distance.
100%0%50%75%0 m125 m
Max range
250 m
Alert radius
48 m
Bullet drop
×0
Recoil
25°50°75°aim
Control
Wild
Simulation
Semi, 5 taps · 1.9 rps
Side bias
Kicks left
Up kick / shot
12.5°
Side kick / shot
±2.5°
Recovery
10% / 10%
Wingman 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.
共享单车 Inline 20.0 %
No spawns on map.
No zombie drops.
【中国】霓虹日后谈结局艾萨克
霓虹毒蛇结局
【中国】汽修站-王小五
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

霓虹超前武器商店
Run by 【中国】霓虹日后谈结局艾萨克
You give
50 Exp
You get
Wingman ×1
霓虹超前武器商店
Run by 霓虹毒蛇结局
You give
50 Exp
You get
Wingman ×1
Normal vehicles
Run by 【中国】汽修站-王小五
You give
800 Exp
You get
Wingman ×1
65200 小帮手.dat
GUID 448bed2a87184306a8ab7dfc6243a6ee
Type Gun
Rarity Legendary
Useable Gun
Slot Secondary
ID 65200

Size_X 3
Size_Y 2
Size_Z 0.35
Size2_Z 0.35

Magazine 65201

//Hook_Barrel
//Hook_Sight
//Hook_Tactical
//Hook_Grip

Ammo_Min 8
Ammo_Max 8

Safety
Semi

Attachment_Calibers 2
Attachment_Caliber_0 60000
Attachment_Caliber_1 1

Magazine_Calibers 1
Magazine_Caliber_0 65201

Aim_In_Duration 0.25
Aiming_Movement_Speed_Multiplier 0.95

Range 250
Firerate 25

Action Break

Damage_Falloff_Range 0.5
Damage_Falloff_Multiplier 0.75

Player_Damage 88
Player_Leg_Multiplier 0.75
Player_Arm_Multiplier 0.75
Player_Spine_Multiplier 1
Player_Skull_Multiplier 2

Instakill_Headshots True

Zombie_Damage 300
Zombie_Leg_Multiplier 0.75
Zombie_Arm_Multiplier 0.75
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 2

Animal_Damage 100
Animal_Leg_Multiplier 0.75
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 2

Barricade_Damage 25
Structure_Damage 20
Vehicle_Damage 30
Resource_Damage 20
Object_Damage 25

Durability 0

Spread_Aim 0.05
Spread_Hip 0.01

Spread_Crouch 1
Spread_Midair 10
Spread_Prone 1
Spread_Sprint 5
Spread_Swimming 1

Recoil_Min_X -2
Recoil_Min_Y 10
Recoil_Max_X -3
Recoil_Max_Y 15

Recover_X 0.1
Recover_Y 0.1

Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.1
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.15

Bullet_Gravity_Multiplier 0

Can_Aim_During_Sprint True

Can_Use_Underwater True

Muzzle 3
Shell 1
Should_Delete_Empty_Magazines False

Exclude_From_Master_Bundle