2×1 (2)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
450 m
Range
1,500 RPM
Fire rate
0.2%
Durability loss per shot
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 49.6 | 32 | 20.5 | 25.6 |
| Zombie | 99.2 | 32 | 20.5 | 25.6 |
| Animal | 49.6 | 32 | 20.5 | — |
Other damage
Standard caliber| Barricade | 20 |
|---|---|
| Structure | 20 |
| Vehicle | 10 |
| Resource | 40 |
| Object | 20 |
Range & ballistics
Full 100% damage out to 14.4 m,
drops to 42% by 32.4 m,
bullet expires at 450 m.
Hover the chart to read damage at any distance.
Max range
450 m
Alert radius
48 m
Bullet drop
×4
Recoil
- Control
- Moderate
- Simulation
- Semi, 5 taps · 25 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 2.67°
- Side kick / shot
- ±0.74°
- Recovery
- 86% ↑ / 86% ↔
- Swimming
- +30%
- Midair
- +10%
2 blueprints
No blueprints found matching your search.
This item isn't placed in any loot table on this origin, so it doesn't drop from regular map spawns. Check the other tabs - it may still come from blueprints, vendors, hunted animals, vehicle wrecks, cases, or other sources listed above.
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.
Makarov PM.dat
GUID 56d7035386144d768228a4c2c98fef67
Type Gun
Rarity Common
Useable Gun
Slot Secondary
ID 58070
// WeaponType Pistol
Size_X 2
Size_Y 1
Size_Z 0.35
Size2_Z 0.4
Magazine 58071
Ammo_Min 1
Ammo_Max 8
Safety
Semi
Caliber 56012
Requires_NonZero_Attachment_Caliber True
Range 450
Firerate 1
Action Trigger
Gunshot_Rolloff_Distance 550
Alert_Radius 48
Ballistic_Drop 0.00075
// Ballistic_Steps 30
Ballistic_Travel 12
Damage_Falloff_Range 0.032
Damage_Falloff_Max_Range 0.072
Damage_Falloff_Multiplier 0.425
// 9x18 Makarov
Player_Damage 32
Player_Leg_Multiplier 0.64
Player_Arm_Multiplier 0.8
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.55
Zombie_Damage 32
Zombie_Leg_Multiplier 0.64
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 3.1
Animal_Damage 32
Animal_Leg_Multiplier 0.64
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.55
Barricade_Damage 20
Structure_Damage 20
Vehicle_Damage 10
Resource_Damage 40
Object_Damage 20
Durability 0.2
Equipable_Movement_Speed_Multiplier 1
Aiming_Movement_Speed_Multiplier 0.75
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.2
Spread_Aim 0.1
Spread_Hip 0.135
Spread_Midair 1.1
Spread_Swimming 1.2
Spread_Crouch 0.85
Spread_Prone 0.7
Recoil_Min_X -0.71951
Recoil_Min_Y 2.5119
Recoil_Max_X 0.75119
Recoil_Max_Y 2.81951
Recoil_Crouch 0.85
Recoil_Prone 0.7
Recoil_Midair 1.1
Recoil_Swimming 1.3
Recover_X 0.86
Recover_Y 0.86
Shake_Min_X 0.004
Shake_Min_Y -0.0115
Shake_Min_Z -0.05
Shake_Max_X 0.004
Shake_Max_Y -0.0115
Shake_Max_Z -0.065
Muzzle 55002
Shell 55039
Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Tool 76
Blueprint_0_Level 3
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 58070
Blueprint_1_Product 67
Blueprint_1_Products 2
Blueprint_1_Build 27
EquipablePrefab Bundles/Items/Guns/Makarov Platform/Makarov PM/Equip.prefab