5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

175 m

Range

59 RPM

Fire rate

1.5%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 66 51 30 30
Zombie 108.9 59.4 29.7 29.7
Animal 99 72 54
Other damage
Standard caliber
Barricade 15
Structure 10
Vehicle 20
Resource 10
Object 20
Range & ballistics
Full damage at every distance up to 175 m. No falloff curve.
100%0%50%0 m175 m
Max range
175 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°100°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Kicks right
Up kick / shot
17.5°
Side kick / shot
±7.5°
Recovery
60% / 60%
3 blueprints
Repair
0%
+
2 x
+
2 x
=
100%
Tool
Craft lvl.1
4 x
+
4 x
+
+
=
Tool
=
2 x
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.
Kuwait_Palm_Rifle.dat
GUID 311e939f14e945d2a32665fe71d1f7c4
Type Gun
Useable Gun
Slot Primary
ID 5041

Size_X 5
Size_Y 2
Size_Z 0.45

Magazine 478

Hook_Sight
Hook_Barrel
Hook_Tactical

Ammo_Min 1
Ammo_Max 4

Safety
Semi

Caliber 17

Range 175
Firerate 50
Action Bolt

Player_Damage 60
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.85
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 90
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 15
Structure_Damage 10
Vehicle_Damage 20
Resource_Damage 10
Object_Damage 20

Durability 1.5
Wear 6.5

Spread_Aim 0.05
Spread_Hip 0.4

Recoil_Aim 0.5
Recoil_Min_X 5
Recoil_Min_Y 15
Recoil_Max_X 10
Recoil_Max_Y 20

Recover_X 0.6
Recover_Y 0.6

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 -0.1

Muzzle 4

Gunshot_Rolloff_Distance 500

Blueprints 3
Blueprint_0_Type Repair
Blueprint_0_Supplies 2
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Supply_1_ID 5501
Blueprint_0_Supply_1_Amount 2
Blueprint_0_Build 27
Blueprint_0_Map Kuwait
Blueprint_1_Type Tool
Blueprint_1_Supplies 4
Blueprint_1_Supply_0_ID 67
Blueprint_1_Supply_0_Amount 4
Blueprint_1_Supply_1_ID 5501
Blueprint_1_Supply_1_Amount 4
Blueprint_1_Supply_2_ID 5537
Blueprint_1_Supply_2_Amount 1
Blueprint_1_Supply_3_ID 5536
Blueprint_1_Supply_3_Amount 1
Blueprint_1_Level 1
Blueprint_1_Skill Craft
Blueprint_1_Build 27
Blueprint_1_Map Kuwait
Blueprint_2_Type Tool
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 5041
Blueprint_2_Outputs 2
Blueprint_2_Output_0_ID 67
Blueprint_2_Output_0_Amount 1
Blueprint_2_Output_1_ID 5501
Blueprint_2_Output_1_Amount 2
Blueprint_2_Build 27
Blueprint_2_Map Kuwait