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.
Max range
500 m
Alert radius
48 m
Bullet drop
×4
Recoil
- 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%
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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