5×2 (10)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
15 m
Range
59 RPM
Fire rate
1%
Durability loss per shot
-6%
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 | 1125 |
|---|---|
| Structure | 550 |
| Vehicle | 375 |
| Resource | 550 |
| Object | 2250 |
Range & ballistics
Full damage at every distance up to 15 m. No falloff curve.
Max range
15 m
Alert radius
168 m
Bullet drop
×4
This item doesn't have any blueprints
No blueprints found matching your search.
Spawn tables
(1)
Useful for modders. Each row links to the spawn table's page.
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 58001 | RU Military | 0.19 % | 80 |
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.
M136 AT4.dat
GUID 343adb878f76d9a512b7a0faf5c34d68
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 58250
// WeaponType LAT
Size_X 5
Size_Y 2
Size_Z 0.45
Size2_Z 0.65
Magazine 58251
Ammo_Min 1
Ammo_Max 1
Safety
Semi
Attachment_Calibers 1
Attachment_Caliber_0 56200
Magazine_Calibers 1
Magazine_Caliber_0 56045
Requires_NonZero_Attachment_Caliber True
Firerate 50
Action Trigger
Gunshot_Rolloff_Distance 1000
Alert_Radius 168
Can_Use_Underwater false
Projectile_Explosion_Launch_Speed 0
Player_Damage 130
Zombie_Damage 130
Animal_Damage 130
Vehicle_Damage 375
Barricade_Damage 1125
Structure_Damage 550
Object_Damage 2250
Resource_Damage 550
Range 15
Explosive
Explosion 55040
Ballistic_Force 6750
Projectile_Lifespan 300
Durability 1
Wear 100
Equipable_Movement_Speed_Multiplier 0.945
Aiming_Movement_Speed_Multiplier 0.72
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.3
Spread_Aim 0
Spread_Hip 0.22
Recoil_Min_X -0
Recoil_Min_Y 0
Recoil_Max_X 0
Recoil_Max_Y 0
Recover_X 0.0
Recover_Y 0.0
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
Should_Delete_Empty_Magazines True
Allow_Magazine_Change False