2×3 (6)
Inventory size
600 HP
Beacon health
75
Zombies per wave
1
Base loot rolls
How a horde beacon works
- Place the beacon on the ground inside any map zone (it must be on a navmesh - usually anywhere zombies normally spawn).
- A horde of 75 zombies spawns around the beacon and attacks any player nearby.
- Defeat every zombie in the wave. The beacon self-destructs once the wave is cleared and all players leave the area.
- The beacon drops 1 item at its location, each rolled independently from the loot pool below.
- This beacon has player scaling disabled - rewards stay at 1 regardless of player count.
Loot pool (1 item)
View spawn tableDefeat the wave to drop 1 item at the beacon. Player count does not change the reward amount on this beacon. Each drop is rolled independently from the pool below.
This item doesn't have any 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 beacon 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.
PS_Beacon_1.dat
GUID aaea38203b144399a8e5c0aae3724399
Type Beacon
Rarity Epic
Useable Barricade
Allow_Placement_On_Vehicle False
Armor_Tier High
Has_Clip_Prefab False
Build Beacon
ID 19888
Size_X 2
Size_Y 3
Size2_Z 0.7
Health 600
Range 4
Radius 2
Offset 0.5
Explosion 19063
Unpickupable
Wave 75
Rewards 1
Reward_ID 19241
PlacementAudioClip core.masterbundle:Sounds/MetalPlacement.mp3
Allow_Placement_Inside_Clip_Volumes True
Enable_Participant_Scaling False