2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Auto, Safety

Firemodes

80 m

Range

600 RPM

Fire rate

0.125%

Durability loss per shot

Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 27.5 20 15 15
Zombie 108.9 59.4 29.7 29.7
Animal 27.5 20 15
Other damage
Standard caliber
Barricade 12
Structure 12
Vehicle 25
Resource 15
Object 15
Range & ballistics
Full damage at every distance up to 80 m. No falloff curve.
100%0%50%0 m80 m
Max range
80 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°aim
Control
Hard
Simulation
Auto, 12 rounds · 10 rps
Side bias
Random side-to-side
Up kick / shot
3.75°
Side kick / shot
±4°
Recovery
40% / 20%
2 blueprints
Repair
Repair lvl.1
0%
+
3 x
+
=
100%
Salvage
=
2 x
Spawn tables (35)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
10050 Cliffs Police Guns 100.00 % 1
95 Police Guns 100.00 % 1
2071 Police Low France Guns 66.67 % 2
761 Police Low Peaks Guns 66.67 % 2
6668 Easter Police Low Guns 50.00 % 2
10053 Cliffs Police High Guns 40.00 % 4
2108 GIGN Low France Guns 33.33 % 5
2122 Security France Special 33.33 % 3
627 Militia Russia Guns 25.00 % 4
2073 France Police Low France 11.11 % 9
2069 Police Low France 11.11 % 9
93 PEI Police 10.22 % 9
94 Police 10.22 % 10
434 Yukon Police 10.22 % 9
10002 Cliffs Police High Cliffs 10.00 % 6
331 Washington Police 9.73 % 11
2078 France Police High France 8.89 % 16
2074 Police High France 8.89 % 16
6612 Easter Police Low 8.33 % 8
693 Peaks Police Low Peaks 7.02 % 12
687 Police Low Peaks 7.02 % 12
6615 Easter Police High 6.67 % 17
694 Peaks Police High Peaks 5.10 % 22
686 Police High Peaks 5.10 % 22
2112 France GIGN Low France 4.76 % 15
2107 GIGN Low France 4.76 % 15
2119 France GIGN High France 3.72 % 38
2113 GIGN High France 3.72 % 38
1038 Greece Police Guns Low 2.44 % 2
2123 France Security France 1.67 % 6
2120 Security France 1.67 % 6
570 Militia Russia 1.04 % 50
569 Russia Militia Russia 1.04 % 48
1037 Greece Police Low 0.95 % 4
1018 Greece Police High 0.79 % 12
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.
Cobra.dat
GUID 2fa5551b5148491eb30b686f40d75f9a
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 99

Size_X 2
Size_Y 2
Size_Z 0.3
Size2_Z 0.35

Magazine 100

Hook_Barrel
Hook_Tactical

Ammo_Min 5
Ammo_Max 20

Safety
Semi
Auto

Caliber 4

Range 80
Firerate 4
Action Trigger

Player_Damage 25
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 25
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 15

Durability 0.125

Aim_In_Duration 0.15
Spread_Aim 0.1
Spread_Angle_Degrees 16.7

Recoil_Min_X -6
Recoil_Min_Y 3
Recoil_Max_X 2
Recoil_Max_Y 4.5

Recover_X 0.2
Recover_Y 0.4

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 -0.075

Muzzle 3

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
				Amount 3
			}
			{
				ID "5830b84bf8074caa91cf3f4dde0dd19e" // Blowtorch
				Delete false
			}
		]
		Skill Repair
		Skill_Level 1
		RequiresNearbyCraftingTags
		[
			"7b82c125a5a54984b8bb26576b59e977" // Workbench
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]