2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

100 m

Range

600 RPM

Fire rate

0.12%

Durability loss per shot

Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 35.2 25.6 19.2 19.2
Zombie 108.9 59.4 29.7 29.7
Animal 35.2 25.6 19.2
Other damage
Standard caliber
Barricade 12
Structure 12
Vehicle 25
Resource 15
Object 20
Range & ballistics
Full damage at every distance up to 100 m. No falloff curve.
100%0%50%0 m100 m
Max range
100 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°aim
Control
Wild
Simulation
Semi, 5 taps · 10 rps
Side bias
Kicks right
Up kick / shot
9.5°
Side kick / shot
±0.45°
Recovery
60% / 60%
2 blueprints
Repair
0%
+
3 x
+
=
100%
Salvage
=
2 x
Spawn tables (34)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
791 Coalition Low Peaks Guns 100.00 % 1
801 Coastguard America Guns 55.00 % 3
115 Military Canada Guns 50.00 % 2
2082 Military Low France Guns 50.00 % 3
10057 Cliffs Military Low Guns 44.44 % 3
10062 Cliffs Military High Magazine 30.77 % 6
10061 Cliffs Military High Guns 25.00 % 7
335 Military America Guns 25.00 % 4
774 Military Low Peaks Guns 25.00 % 4
10006 Cliffs Military High Cliffs 13.31 % 45
10074 Cliffs Special Low Guns 12.50 % 8
800 Coastguard America 6.56 % 10
682 Coalition Low Peaks 5.42 % 24
722 Peaks Coalition Low Peaks 5.42 % 24
10092 Cliffs Airdrop Weapons Military 4.92 % 23
681 Coalition High Peaks 4.88 % 32
723 Peaks Coalition High Peaks 4.88 % 32
615 Carepackage Russia 3.90 % 33
10004 Cliffs Military Low Cliffs 3.90 % 40
614 Russia Carepackage Russia 3.90 % 33
2084 France Military Low France 2.83 % 15
2079 Military Low France 2.83 % 15
2089 France Military High France 2.55 % 34
2085 Military High France 2.55 % 34
114 Military Canada 2.00 % 24
113 PEI Military Canada 2.00 % 21
334 Military America 1.99 % 28
333 Washington Military America 1.99 % 25
10035 Cliffs Special Low Cliffs 1.79 % 43
685 Military Low Peaks 1.36 % 28
695 Peaks Military Low Peaks 1.36 % 28
961 Xmas Presents 1.26 % 58
684 Military High Peaks 1.22 % 36
696 Peaks Military High Peaks 1.22 % 36
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.).

Coalition Stockpile
Run by Ensign "Nitro" Powell
Locked behind a quest flag condition.
Requires flag 45734
You give
450 Exp
You get
Avenger ×1
Avenger.dat
GUID 6f97c1d2b4fd4aba8f0282f369dd9758
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 1021

Size_X 2
Size_Y 2
Size_Z 0.3
Size2_Z 0.35

Magazine 1022

Hook_Tactical
Hook_Barrel

Ammo_Min 3
Ammo_Max 13

Safety
Semi

Caliber 23

Range 100
Firerate 4
Action Trigger

Player_Damage 32
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 32
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 20

Durability 0.12

Spread_Aim 0.05
Spread_Angle_Degrees 8.53

Recoil_Min_X 0.4
Recoil_Min_Y 8
Recoil_Max_X 0.5
Recoil_Max_Y 11

Recover_X 0.6
Recover_Y 0.6

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

Muzzle 3

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
				Amount 3
			}
			{
				ID "5830b84bf8074caa91cf3f4dde0dd19e" // Blowtorch
				Delete false
			}
		]
		RequiresNearbyCraftingTags
		[
			"7b82c125a5a54984b8bb26576b59e977" // Workbench
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]