6×2 (12)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

500 m

Range

59 RPM

Fire rate

0%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 550 375 250 250
Zombie 3520 2400 1600 1600
Animal 550 375 250
Other damage
High caliber
Barricade 100
Structure 100
Vehicle 200
Resource 200
Object 200
Status effects on hit
Applied per shot, regardless of where it lands
Headshots
Instant kill (skips head armor)
Range & ballistics
Full damage at every distance up to 500 m. No falloff curve.
100%0%50%0 m500 m
Max range
500 m
Alert radius
48 m
Bullet drop
×4
Recoil
100°200°300°400°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
60°
Side kick / shot
±40°
Recovery
75% / 75%
Sprinting
0%
Crouching
-50%
Prone
-50%
Swimming
0%
2 blueprints
Tool
Tool
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.
65209 克莱博1.dat
GUID 31d8f13f782848088b39ec9e8de8357f

Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 65209

Size_X 6
Size_Y 2
Size_Z 0.375
Size2_Z 0.7

Sight 65210
Magazine 65206
Tactical 65208
Grip 65209

Attachment_Calibers 1
Attachment_Caliber_0 60001

Magazine_Calibers 1
Magazine_Caliber_0 65205

Ammo_Min 7
Ammo_Max 7

Safety
Semi

Range 500
Firerate 50
Replace 0.75
Action Bolt

Player_Damage 250
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1.5
Player_Skull_Multiplier 2.2
Instakill_Headshots True

Zombie_Damage 1600
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1.5
Zombie_Skull_Multiplier 2.2

Animal_Damage 250
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1.5
Animal_Skull_Multiplier 2.2

Barricade_Damage 100
Structure_Damage 100
Vehicle_Damage 200
Resource_Damage 200
Object_Damage 200

Spread_Sprint 1
Spread_Midair 1
Spread_Crouch 0.5
Spread_Prone 0.5

Invulnerable

Durability 0

Aim_In_Duration 0.35
Spread_Aim 0.0025
Spread_Hip 0.25

Ballistic_Steps 12.5

Ballistic_Travel 40

//Bullet_Gravity_Multiplier 3.5

Ballistic_Drop 0.004

Can_Aim_During_Sprint True

Recoil_Aim 0.5
Recoil_Min_X -40
Recoil_Min_Y 60
Recoil_Max_X 40
Recoil_Max_Y 60

Recoil_Midair 1
Recoil_Prone 0.5
Recoil_Crouch 0.5
Recoil_Sprint 1
Recoil_Swimming 1

Recover_X 0.75
Recover_Y 0.75

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 -0.005

Shell 65205
Muzzle 4

Exclude_From_Master_Bundle