3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

2000 m

Range

59 RPM

Fire rate

0.9%

Durability loss per shot

-3%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 10
Structure 7
Vehicle 2
Resource 10
Object 12
Range & ballistics
Full damage at every distance up to 2000 m. No falloff curve.
100%0%50%0 m2000 m
Max range
2000 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
22.5°
Side kick / shot
±15°
Recovery
100% / 100%
2 blueprints
Repair
Repair lvl.3
0%
+
6 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.
RGM-40.dat
GUID fba8e7b54141bf414ab6e3f9569e7101
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 58211

// WeaponType GL

Size_X 3
Size_Y 2
Size_Z 0.45
Size2_Z 0.65

Magazine 58212

Ammo_Min 0
Ammo_Max 1

Safety
Semi

Attachment_Calibers 2
Attachment_Caliber_0 56100
Attachment_Caliber_1 56613

Magazine_Calibers 1
Magazine_Caliber_0 56035

Requires_NonZero_Attachment_Caliber True

Firerate 50
Action Trigger

Gunshot_Rolloff_Distance 550
Alert_Radius 48

Can_Use_Underwater false
Explosion_Launch_Speed 0

Player_Damage 22
Zombie_Damage 22
Animal_Damage 22
Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 2
Resource_Damage 10
Object_Damage 12

Range 2000
Ballistic_Drop 0.0025
// Ballistic_Steps 500
Ballistic_Travel 6
// Ballistic_Force 7000
// Projectile_Lifespan 300

Durability 0.9
Wear 2

Equipable_Movement_Speed_Multiplier 0.975
Aiming_Movement_Speed_Multiplier 0.95
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.225

Spread_Aim 0.05
Spread_Hip 0.22

Recoil_Min_X -15
Recoil_Min_Y 20
Recoil_Max_X 15
Recoil_Max_Y 25

Should_Delete_Empty_Magazines True

Recover_X 1
Recover_Y 1

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.025
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.05

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 6
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 58211
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27