4 x 2 (8)
Inventory Size
Primary
Hand Slot
Semi, Auto, Safety
Firemodes
525m
Range
5.95 RPS
Firerate
0.18%
Durability Loss per Shot
Sight, Barrel
Hooks
0%
Movement Speed
0.4 to 1.7 (50%)
Recoil X
1 to 3.5 (50%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 48 | 32 | 24 | 24 |
| Zombie | 128 | 59 | 29 | 29 |
| Animal | 44 | 32 | 24 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 30 |
| Structure | 25 |
| Vehicle | 35 |
| Resource | 35 |
| Object | 50 |
How item spawns work
Each dot is a fixed loot point. The map is split into a grid of regions,
and every region has its own respawn timer (Items.Respawn_Time,
configured by the server). When the timer fires, the region tops up its
loot up to a fraction of its points (Items.Spawn_Chance,
usually 10–50%), so most points stay empty between refreshes.
Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.
Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.
Grumotevitsa
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4468 | CA BBunker Richmans Guns | 7.60 % | — | 12 |
| 4466 | CA BBunker Richmans Low | 0.18 % | — | 57 |
| 4467 | CA BBunker Richmans High | 0.14 % | — | 61 |
GUID b6ece8cf3ea3498ea81a8769cd2e6f94
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 6836
Instantiated_Item_Name_Override CA_Palmov
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Lionfish/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Rifles/CA_Akula/Reload.ogg
Unplace 0
Replace 0
Size_X 4
Size_Y 2
Magazine 4734
Barrel 6933
Hook_Sight
Hook_Barrel
Ammo_Min 5
Ammo_Max 30
Semi
Auto
Safety
Attachment_Calibers 4
// Mercenary Barrel
Attachment_Caliber_0 4006
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010
Magazine_Calibers 1
Magazine_Caliber_0 4076
Damage_Falloff_Multiplier 0.7
Damage_Falloff_Range 0.0571
Damage_Falloff_Max_Range 0
Range 525
Bullet_Gravity_Multiplier 2.475104
Firerate 7
Action Trigger
Player_Damage 40
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.3
Animal_Damage 40
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 30
Structure_Damage 25
Vehicle_Damage 35
Resource_Damage 35
Object_Damage 50
Durability 0.18
Spread_Angle_Degrees 5.7
Spread_Aim 0.056
Recoil_Min_X -0.4
Recoil_Min_Y 1
Recoil_Max_X -1.7
Recoil_Max_Y 3.5
Recover_X 0.5
Recover_Y 0.5
Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.001
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.003
Muzzle 4050
Shell 4151
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 4
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 2
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 3" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]