6×2 (12)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

600 m

Range

1,500 RPM

Fire rate

0.2%

Durability loss per shot

Sight, Tactical

Attachment hooks

-5%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 155.8 77.2 56.8 66
Zombie 311.5 77.2 56.8 66
Animal 155.8 77.2 56.8
Other damage
Standard caliber
Barricade 20
Structure 20
Vehicle 16
Resource 40
Object 20
Range & ballistics
Full 100% damage out to 33 m, drops to 75% by 46 m, bullet expires at 600 m. Hover the chart to read damage at any distance.
100%0%50%75%0 m33 m600 m
Max range
600 m
Alert radius
96 m
Bullet drop
×4
Recoil
25°50°aim
Control
Wild
Simulation
Semi, 5 taps · 25 rps
Side bias
Kicks right
Up kick / shot
Side kick / shot
±1.8°
Recovery
42% / 42%
Crouching
-21%
Prone
-36%
Swimming
+80%
Midair
+80%
2 blueprints
Repair
Repair lvl.3
0%
+
4 x
=
100%
Tool
=
3 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.
Mosin Nagant.dat
GUID f9d2145004154c0eb749175f0022370b
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 58146

// WeaponType SR

Size_X 6
Size_Y 2
Size_Z 0.4
Size2_Z 0.6

Backward

Magazine 58147

Hook_Sight
Hook_Tactical

Ammo_Min 4
Ammo_Max 5

Safety
Semi

Attachment_Calibers 2
Attachment_Caliber_0 56706
Attachment_Caliber_1 56202

Magazine_Calibers 1
Magazine_Caliber_0 56026

Requires_NonZero_Attachment_Caliber True

Range 600
Firerate 1
Action Bolt

RechamberAfterShotCount 1
RechamberAfterShotDelay 0.4
RechamberAfterMagazineAttached Never
RechamberAfterMagazineDetached Never

EjectAfterHammerDelay 0.41

Gunshot_Rolloff_Distance 800
Alert_Radius 96

Ballistic_Drop 0.00025
// Ballistic_Steps 28.571
Ballistic_Travel 19

Damage_Falloff_Range 0.055
Damage_Falloff_Max_Range 0.0766667
Damage_Falloff_Multiplier 0.75

// 7.62x54R
Player_Damage 66
Player_Leg_Multiplier 0.86
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1.17
Player_Skull_Multiplier 2.36

Zombie_Damage 66
Zombie_Leg_Multiplier 0.86
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1.17
Zombie_Skull_Multiplier 4.72

Animal_Damage 66
Animal_Leg_Multiplier 0.86
Animal_Spine_Multiplier 1.17
Animal_Skull_Multiplier 2.36

Barricade_Damage 20
Structure_Damage 20
Vehicle_Damage 16
Resource_Damage 40
Object_Damage 20

Durability 0.2

Equipable_Movement_Speed_Multiplier 0.955
Aiming_Movement_Speed_Multiplier 0.725
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.275

Spread_Aim 0
Spread_Hip 0.21
Spread_Midair 1.8
Spread_Swimming 1.6

Spread_Crouch 0.79
Spread_Prone 0.64

Recoil_Min_X 1.8
Recoil_Min_Y 9
Recoil_Max_X 1.8
Recoil_Max_Y 9

Recoil_Crouch 0.79
Recoil_Prone 0.64

Recoil_Midair 1.8
Recoil_Swimming 1.8

Recover_X 0.42
Recover_Y 0.42

Shake_Min_X -0.004
Shake_Min_Y -0.0015
Shake_Min_Z -0.02
Shake_Max_X 0.004
Shake_Max_Y -0.0025
Shake_Max_Z -0.04

Muzzle 55002

Shell 55036

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
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 58146
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27