7×3 (21)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

2000 m

Range

97 RPM

Fire rate

0.2%

Durability loss per shot

Grip, Barrel

Attachment hooks

-10%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 297.6 147.7 88.8 109
Zombie 595.1 147.7 88.8 32.7
Animal 297.6 147.7 88.8
Other damage
High caliber
Barricade 140
Structure 125
Vehicle 60
Resource 140
Object 125
Range & ballistics
Full 100% damage out to 58 m, drops to 90% by 78 m, bullet expires at 2000 m. Hover the chart to read damage at any distance.
100%0%50%90%0 m2000 m
Max range
2000 m
Alert radius
168 m
Bullet drop
×4
Recoil
25°50°75°100°aim
Control
Wild
Simulation
Semi, 5 taps · 1.6 rps
Side bias
Kicks right
Up kick / shot
17°
Side kick / shot
±2°
Recovery
32% / 32%
Crouching
-22%
Prone
-37%
Swimming
+80%
Midair
+80%
2 blueprints
Repair
Repair lvl.3
0%
+
4 x
=
100%
Tool
=
7 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.
Lahti L-39.dat
GUID 6a65768e1dbe4ffa8fd66888c332b0f4
Type Gun
Rarity Mythical
Useable Gun
Slot Primary
ID 59521

// WeaponType AMR

Backward

Size_X 7
Size_Y 3
Size_Z 0.4
Size2_Z 0.6

Magazine 59522
Barrel 59532

Hook_Barrel
Hook_Grip

Ammo_Min 8
Ammo_Max 10

Safety
Semi

Attachment_Calibers 3
Attachment_Caliber_0 56100
Attachment_Caliber_1 56199
Attachment_Caliber_2 56080

Magazine_Calibers 1
Magazine_Caliber_0 56199

Requires_NonZero_Attachment_Caliber True

Unplace 0.15
Replace 0.625

Range 2000
Firerate 30
Action Trigger
MustAimToShoot True

Gunshot_Rolloff_Distance 1000
Alert_Radius 168

Ballistic_Drop 0.0002
// Ballistic_Steps 95.238
Ballistic_Travel 19

Damage_Falloff_Range 0.029
Damage_Falloff_Max_Range 0.039
Damage_Falloff_Multiplier 0.9

Invulnerable

// 20x138mmB Solothurn
Player_Damage 109
Player_Leg_Multiplier 0.815
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1.355
Player_Skull_Multiplier 2.73

Zombie_Damage 109
Zombie_Leg_Multiplier 0.815
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 1.355
Zombie_Skull_Multiplier 5.46

Animal_Damage 109
Animal_Leg_Multiplier 0.815
Animal_Spine_Multiplier 1.355
Animal_Skull_Multiplier 2.73

Barricade_Damage 140
Structure_Damage 125
Vehicle_Damage 60
Resource_Damage 140
Object_Damage 125

Durability 0.2

Equipable_Movement_Speed_Multiplier 0.9
Aiming_Movement_Speed_Multiplier 0
Aiming_Recoil_Multiplier 1
Aim_In_Duration 0.3

Spread_Aim 0
Spread_Hip 0.5
Spread_Midair 1.8
Spread_Swimming 1.6

Spread_Crouch 0.78
Spread_Prone 0.63

Recoil_Min_X 2
Recoil_Min_Y 17
Recoil_Max_X 2
Recoil_Max_Y 17

Recoil_Crouch 0.78
Recoil_Prone 0.63

Recoil_Midair 1.8
Recoil_Swimming 1.8

Recover_X 0.32
Recover_Y 0.32

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 55003

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 59521
Blueprint_1_Product 67
Blueprint_1_Products 7
Blueprint_1_Build 27