2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

100 m

Range

600 RPM

Fire rate

0.08%

Durability loss per shot

Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 26.4 19.2 14.4 14.4
Zombie 108.9 59.4 29.7 29.7
Animal 26.4 19.2 14.4
Other damage
Standard caliber
Barricade 10
Structure 5
Vehicle 15
Resource 15
Object 15
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°75°aim
Control
Wild
Simulation
Semi, 5 taps · 10 rps
Side bias
Kicks left
Up kick / shot
11.5°
Side kick / shot
±0.25°
Recovery
70% / 70%
2 blueprints
Repair
0%
+
2 x
+
=
100%
Salvage
Spawn tables (43)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
841 Aegis Security Weapons 60.00 % 2
469 Civilian Arctic Guns 50.00 % 2
241 Guns Canada Guns 33.33 % 3
623 Guns Russia Guns 33.33 % 3
4340 California Hunting Guns 26.09 % 5
282 Civilian Canada Guns 25.00 % 3
383 Guns America Guns 25.00 % 4
2060 Civilian France Guns 22.22 % 3
397 Civilian America Guns 16.67 % 4
840 Aegis Security 15.65 % 16
10011 Cliffs Civilian Guns 13.89 % 4
768 Syndicate Guns 13.33 % 7
10090 Cliffs Bank 7.69 % 5
1033 Greece Carepackage Survivalist 6.19 % 16
240 Guns Canada 5.70 % 8
572 Guns Russia 5.70 % 8
239 PEI Guns Canada 5.70 % 8
571 Russia Guns Russia 5.70 % 8
4344 California Hunting 4.28 % 19
382 Guns America 4.28 % 11
381 Washington Guns America 4.28 % 11
467 Civilian Arctic 2.67 % 13
466 Yukon Civilian Arctic 2.67 % 13
395 Civilian America 0.89 % 22
394 Washington Civilian America 0.89 % 22
280 Civilian Canada 0.84 % 20
576 Civilian Russia 0.84 % 20
279 PEI Civilian Canada 0.84 % 20
575 Russia Civilian Russia 0.84 % 20
676 Festive Russia Civilian Russia 0.82 % 21
539 Airport Canada 0.80 % 22
582 Airport Russia 0.80 % 22
538 PEI Airport Canada 0.80 % 22
581 Russia Airport Russia 0.80 % 22
672 Russia Sports 0.80 % 22
673 Sports Russia 0.80 % 22
710 Peaks Syndicate 0.76 % 37
690 Syndicate 0.76 % 37
674 Mafia Zombie 0.75 % 32
2058 Civilian France 0.74 % 14
2065 France Civilian France 0.74 % 14
2066 Airport France 0.71 % 16
2067 France Airport France 0.71 % 16
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.).

Trading with mechanist Mei
Run by 【中国】辽宁号-梅师傅
You give
2,000 Exp
You get
1911 ×1
Colt.dat
GUID 7d6c442450c3419aa73405930919d067
Type Gun
Rarity Uncommon
Useable Gun
Slot Secondary
ID 97

Size_X 2
Size_Y 2
Size_Z 0.3
Size2_Z 0.35

Magazine 98

Hook_Tactical
Hook_Barrel

Ammo_Min 3
Ammo_Max 7

Safety
Semi

Caliber 3

Range 100
Firerate 4
Action Trigger

Player_Damage 24
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 24
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 5
Vehicle_Damage 15
Resource_Damage 15
Object_Damage 15

Durability 0.08

Aim_In_Duration 0.15
Spread_Aim 0.05
Spread_Angle_Degrees 8.53

Recoil_Min_X -0.2
Recoil_Min_Y 10
Recoil_Max_X -0.3
Recoil_Max_Y 13

Recover_X 0.7
Recover_Y 0.7

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 2
			}
			{
				ID "5830b84bf8074caa91cf3f4dde0dd19e" // Blowtorch
				Delete false
			}
		]
		RequiresNearbyCraftingTags
		[
			"7b82c125a5a54984b8bb26576b59e977" // Workbench
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]