2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

125 m

Range

273 RPM

Fire rate

0.35%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 88 64 48 48
Zombie 137.5 75 37.5 37.5
Animal 108.9 79.2 59.4
Other damage
Standard caliber
Barricade 35
Structure 30
Vehicle 50
Resource 40
Object 50
Range & ballistics
Full damage at every distance up to 125 m. No falloff curve.
100%0%50%0 m125 m
Max range
125 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°100°aim
Control
Wild
Simulation
Semi, 5 taps · 4.5 rps
Side bias
Kicks left
Up kick / shot
17.5°
Side kick / shot
±7.5°
Recovery
50% / 50%
2 blueprints
Repair
Repair lvl.2
0%
+
5 x
+
=
100%
Salvage
=
3 x
Other ways to get this gun Off-map sources rolled from a loot pool
Horde beacons (1)
Unturned Horde Beacon icon 5.65 %
Spawn tables (33)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
786 Coalition High Peaks Guns 70.00 % 2
4332 California PMC Special Low Guns 66.67 % 2
134 Special Canada Guns 50.00 % 2
348 Special America Guns 25.00 % 4
1008 Greece Military Guns High 16.48 % 5
4330 California PMC Special Low 12.70 % 10
10579 Cliffs Special High Guns 11.63 % 8
4361 California PMC Special High 11.54 % 22
628 Militia Russia Special 9.09 % 11
2088 Military High France Special 8.62 % 8
10061 Cliffs Military High Guns 6.25 % 7
38106 S IO Special Militia Russia 5.88 % 18
1 Beacon 5.65 % 24
10074 Cliffs Special Low Guns 3.13 % 8
1001 Greece Military High 2.38 % 33
956 Carepackage Arena 2.15 % 43
1010 Greece Military Special 2.09 % 44
615 Carepackage Russia 1.95 % 33
614 Russia Carepackage Russia 1.95 % 33
132 PEI Special Canada 1.81 % 29
133 Special Canada 1.81 % 31
10037 Cliffs Special High Cliffs 1.79 % 36
681 Coalition High Peaks 1.75 % 32
723 Peaks Coalition High Peaks 1.75 % 32
10006 Cliffs Military High Cliffs 0.96 % 45
347 Special America 0.92 % 34
346 Washington Special America 0.92 % 32
961 Xmas Presents 0.81 % 58
10035 Cliffs Special Low Cliffs 0.45 % 43
2089 France Military High France 0.22 % 34
2085 Military High France 0.22 % 34
570 Militia Russia 0.16 % 50
569 Russia Militia Russia 0.16 % 48
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.
Desert_Falcon.dat
GUID c2065f079e734db4b278f15b17998af4
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 488

Size_X 2
Size_Y 2
Size_Z 0.35
Size2_Z 0.35

Magazine 489

Ammo_Min 3
Ammo_Max 7

Safety
Semi

Caliber 19

Range 125
Firerate 10
Action Trigger

Player_Damage 80
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 125
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 99
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 35
Structure_Damage 30
Vehicle_Damage 50
Resource_Damage 40
Object_Damage 50

Durability 0.35

Aim_In_Duration 0.15
Spread_Aim 0.05
Spread_Angle_Degrees 11.31

Recoil_Min_X -5
Recoil_Min_Y 15
Recoil_Max_X -10
Recoil_Max_Y 20

Recover_X 0.5
Recover_Y 0.5

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

Muzzle 3

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
				Amount 5
			}
			{
				ID "5830b84bf8074caa91cf3f4dde0dd19e" // Blowtorch
				Delete false
			}
		]
		Skill Repair
		Skill_Level 2
		RequiresNearbyCraftingTags
		[
			"7b82c125a5a54984b8bb26576b59e977" // Workbench
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 3" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]