4×2 (8)
Inventory size
Secondary
Hand slot
Semi, Auto, Safety
Firemodes
500 m
Range
750 RPM
Fire rate
0.2%
Durability loss per shot
Sight, Barrel
Attachment hooks
-4%
Move speed while equipped
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 58.1 | 48 | 37.9 | 45.6 |
| Zombie | 116.2 | 48 | 37.9 | 45.6 |
| Animal | 58.1 | 48 | 37.9 | — |
Other damage
Standard caliber| Barricade | 20 |
|---|---|
| Structure | 20 |
| Vehicle | 15 |
| Resource | 40 |
| Object | 20 |
Range & ballistics
Full 100% damage out to 23 m,
drops to 65% by 38 m,
bullet expires at 500 m.
Hover the chart to read damage at any distance.
Max range
500 m
Alert radius
72 m
Bullet drop
×4
Recoil
- Control
- Hard
- Simulation
- Auto, 12 rounds · 12.5 rps
- Side bias
- Random side-to-side
- Up kick / shot
- 4.09°
- Side kick / shot
- ±0.92°
- Recovery
- 60% ↑ / 60% ↔
- Crouching
- -19%
- Prone
- -34%
- Swimming
- +23%
- Midair
- +25%
DPB10 30rnd QBZ95 Mag
Default
30 rounds
· ×1 dmg Explosive
DPB88 30rnd QBZ95 Mag
30 rounds
· Damage +25% Explosive
DPB10 75rnd QJB95 Drum Mag
75 rounds
· ×1 dmg Explosive
DPB88 75rnd QJB95 Drum Mag
75 rounds
· Damage +25% Explosive
DPB10 30rnd QBZ191 Mag
30 rounds
· ×1 dmg Explosive
DPB88 30rnd QBZ191 Mag
30 rounds
· Damage +25% Explosive
DBX10 30rnd QBZ95 Mag
30 rounds
· ×1 dmg Explosive
DBX10 75rnd QJB95 Drum Mag
75 rounds
· ×1 dmg Explosive
DBX10 30rnd QBZ191 Mag
30 rounds
· ×1 dmg Explosive
5.8x42 Recoil Compensator
Vertical recoil -10%Horizontal recoil -4%Spread -18%Sway +5%Shake -4%ADS speed +15%
L-39 Loudener
Vertical recoil -12%Horizontal recoil -2%Spread -20%Sway +6%Shake -5%ADS speed +18%
QBZ-95 Sound Suppressor
Silenced Muzzle brake Vertical recoil -10%Horizontal recoil -4%Spread -18%Sway +20%Shake -4%ADS speed +15%Bullet drop -5%Sound range -20%
USGI A2 Flash Hider
Vertical recoil -2%Horizontal recoil -2%
3 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.
QBZ-95B-1.dat
GUID e11061e2f1cb480ca8b22f6c045f4c3d
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 59013
// WeaponType Carbine
Size_X 4
Size_Y 2
Size_Z 0.4
Size2_Z 0.6
Magazine 59001
Hook_Barrel
Hook_Sight
Ammo_Min 5
Ammo_Max 30
Safety
Semi
Auto
Bursts 3
Attachment_Calibers 4
Attachment_Caliber_0 56151
Attachment_Caliber_1 56101
Attachment_Caliber_2 56153
Attachment_Caliber_3 56066
Magazine_Calibers 1
Magazine_Caliber_0 56150
Requires_NonZero_Attachment_Caliber True
Unplace 0.1
Replace 0.7
Range 500
Firerate 3
Action Trigger
Gunshot_Rolloff_Distance 750
Alert_Radius 72
Ballistic_Drop 0.000475
// Ballistic_Steps 27.7777778
Ballistic_Travel 16
Damage_Falloff_Range 0.046
Damage_Falloff_Max_Range 0.076
Damage_Falloff_Multiplier 0.65
// 5.8x42
Player_Damage 48
Player_Leg_Multiplier 0.79
Player_Arm_Multiplier 0.95
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.21
Zombie_Damage 48
Zombie_Leg_Multiplier 0.79
Zombie_Arm_Multiplier 0.95
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 2.42
Animal_Damage 48
Animal_Leg_Multiplier 0.79
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.21
Barricade_Damage 20
Structure_Damage 20
Vehicle_Damage 15
Resource_Damage 40
Object_Damage 20
Durability 0.2
Equipable_Movement_Speed_Multiplier 0.965
Aiming_Movement_Speed_Multiplier 0.735
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.25
Spread_Aim 0.1
Spread_Hip 0.12
Spread_Midair 1.4
Spread_Swimming 1.3
Spread_Crouch 0.81
Spread_Prone 0.66
Recoil_Min_X -0.9195
Recoil_Min_Y 3.83
Recoil_Max_X 0.93
Recoil_Max_Y 4.352
Recoil_Crouch 0.81
Recoil_Prone 0.66
Recoil_Midair 1.25
Recoil_Swimming 1.225
Recover_X 0.6
Recover_Y 0.6
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 55033
Blueprints 3
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 59013
Blueprint_1_Product 67
Blueprint_1_Products 3
Blueprint_1_Build 27
// Item Modify
Blueprint_2_Type Tool
Blueprint_2_Supplies 3
// Gun
Blueprint_2_Supply_0_ID 59013
Blueprint_2_Supply_0_Critical
Blueprint_2_State_Transfer
// Compact Rail
Blueprint_2_Supply_1_ID 59170
Blueprint_2_Supply_1_Amount 3
// Wire
Blueprint_2_Supply_2_ID 65
// Required Kit - Spec Ops
Blueprint_2_Tool 59155
Blueprint_2_Outputs 1
// Resulting Gun
Blueprint_2_Output_0_ID 59014
Blueprint_2_Level 2
Blueprint_2_Skill Craft
Blueprint_2_Build 55061
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Actions 1
Action_0_Type Blueprint
Action_0_Blueprint_0_Index 2
Action_0_Text Modify Weapon
Action_0_Tooltip Retool the weapon to customize its capability.
//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------