5×2 (10)
Inventory size
Primary
Hand slot
Semi, Safety
Firemodes
350 m
Range
333 RPM
Fire rate
0.025%
Durability loss per shot
Sight, Tactical, Grip
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 122.1 | 88.8 | 66.6 | 66.6 |
| Zombie | 330 | 240 | 180 | 180 |
| Animal | 176 | 128 | 96 | — |
Other damage
High caliber| Barricade | 14 |
|---|---|
| Structure | 14 |
| Vehicle | 290 |
| Resource | 200 |
| Object | 200 |
Range & ballistics
Full damage at every distance up to 350 m. No falloff curve.
Max range
350 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 5.6 rps
- Side bias
- Kicks left
- Up kick / shot
- 12.25°
- Side kick / shot
- ±7°
- Recovery
- 75% ↑ / 40% ↔
Renegade Sight
1× zoom
Holographic
Golden 4x Scope
4× zoom
4x Scope
4× zoom
Makeshift Sight
1× zoom
Makeshift Scope
3.75× zoom
7x Scope
7× zoom
Holographic Sight
1× zoom
Holographic
Holographic Sight
1× zoom
Holographic
Golden 6x Scope
6× zoom
6x Scope
6× zoom
4x Scope
4× zoom
Holographic Sight
1× zoom
Holographic
4x Scope
4× zoom
Tactical Laser
Aim laser Spread -20%
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Tactical Laser
Aim laser Spread -20%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Tactical Laser
Aim laser Spread -20%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Vertical Grip
Vertical recoil -10%Horizontal recoil -10%Spread -10%Sway -10%Shake -10%
Horizontal Grip
Vertical recoil -8%Horizontal recoil -8%Spread -15%Sway -10%Shake -55%
Bipod
Vertical recoil -5%Horizontal recoil -5%Spread -15%Sway -55%Shake -55%Prone-only
Reverso Stock
Vertical recoil +40%Horizontal recoil +40%Spread -45%Sway -25%Shake -10%
Golden Raider Stock
Vertical recoil -15%Horizontal recoil -15%Spread -90%Sway -50%Shake -50%
Raider Stock
Vertical recoil -15%Horizontal recoil -15%Spread -90%Sway -50%Shake -50%
Reverso Stock
Vertical recoil +40%Horizontal recoil +40%Sway -25%Shake -10%
Reign Stock
Vertical recoil -28%Horizontal recoil -28%
Propane Stock
Vertical recoil -35%Horizontal recoil -35%Spread -30%
Reign Stock
Vertical recoil -28%Horizontal recoil -28%
Propane Stock
Vertical recoil -35%Horizontal recoil -35%Spread -30%
Candycane Propane Stock
Vertical recoil -35%Horizontal recoil -35%Spread -30%
Golden Propane Stock
Vertical recoil -35%Horizontal recoil -35%Spread -30%
Red Rebel
Where to find this Item
Outside the map
This spawn is outside the visible chart area.
Item spawns
Horde Guns
…
0.4 %
Horde
…
0.1 %
No spawns on map.
Zombie drops
No zombie drops.
NPC vendors
No vendors on this map.
Airdrop locations
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 |
|---|---|---|---|
| 57126 | Metro Horde Guns | 0.40 % | 6 |
| 57125 | Metro Horde | 0.06 % | 29 |
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.
Metro_Sniper_STATIC_1.dat
GUID 4e7299d4a0304b91baf6bf7a8381c865
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 57448
Size_X 5
Size_Y 2
Size_Z 0.45
Sight 57097
Magazine 57031
Grip 57051
Tactical 57142
Hook_Sight
Hook_Grip
Hook_Tactical
Ammo_Min 6
Ammo_Max 10
Safety
Semi
Caliber 57000
Range 350
Firerate 8
Action Bolt
Gunshot_Rolloff_Distance 1000
Player_Damage 111
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 300
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1
Animal_Damage 160
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 14
Structure_Damage 14
Vehicle_Damage 290
Resource_Damage 200
Object_Damage 200
Invulnerable
Durability 0.025
Spread_Aim 0.01
Spread_Hip 0.28
Recoil_Min_X -5.25
Recoil_Min_Y 10.5
Recoil_Max_X -8.75
Recoil_Max_Y 14
Recover_X 0.4
Recover_Y 0.75
Shake_Min_X -0.007
Shake_Min_Y 0.007
Shake_Min_Z -0.1
Shake_Max_X 0.007
Shake_Max_Y -0.007
Shake_Max_Z -0.15
Ballistic_Drop 0.0005
Muzzle 4
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems "75968fe44ac9483a92868cd3124f5290 x 3" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "75968fe44ac9483a92868cd3124f5290 x 5" // Metal Scrap
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]
Master_Bundle_Override elverreborn.masterbundle
Bundle_Override_Path /Items/Military/Metro_Sniper