1×1 (1)
Inventory size
Aim laser
Function
Stat modifiers when attached
Stacks multiplicatively with the gun's base stats- Spread
- -20%
18 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 tactical 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.
Tactical_Laser_Green.dat
GUID 861162ca77824914b952258374315a9a
Type Tactical
Rarity Epic
ID 27384
Use_Auto_Icon_Measurements False
Size_X 1
Size_Y 1
Size_Z 0.1
Calibers 13
Caliber_0 25300
Caliber_1 25301
Caliber_2 25302
Caliber_3 25303
Caliber_4 25304
Caliber_5 25305
Caliber_6 25306
Caliber_7 25307
Caliber_8 25308
Caliber_9 25321
Caliber_10 25320
Caliber_11 25322
Caliber_12 25323
Spread 0.8
Laser
Laser_Color_R 0
Laser_Color_G 1
Laser_Color_B 0
Actions 9
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Key Salvage
Action_1_Type Blueprint
Action_1_Source 27382
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 2
Action_1_Text Dye Black
Action_1_Tooltip Add color with dye.
Action_2_Type Blueprint
Action_2_Source 27383
Action_2_Blueprints 1
Action_2_Blueprint_0_Index 2
Action_2_Text Dye Blue
Action_2_Tooltip Add color with dye.
Action_3_Type Blueprint
Action_3_Source 27385
Action_3_Blueprints 1
Action_3_Blueprint_0_Index 3
Action_3_Text Dye Orange
Action_3_Tooltip Add color with dye.
Action_4_Type Blueprint
Action_4_Source 27386
Action_4_Blueprints 1
Action_4_Blueprint_0_Index 3
Action_4_Text Dye Pink
Action_4_Tooltip Add color with dye.
Action_5_Type Blueprint
Action_5_Source 27387
Action_5_Blueprints 1
Action_5_Blueprint_0_Index 3
Action_5_Text Dye Purple
Action_5_Tooltip Add color with dye.
Action_6_Type Blueprint
Action_6_Source 25485
Action_6_Blueprints 1
Action_6_Blueprint_0_Index 5
Action_6_Text Dye Red
Action_6_Tooltip Add color with dye.
Action_7_Type Blueprint
Action_7_Source 27388
Action_7_Blueprints 1
Action_7_Blueprint_0_Index 3
Action_7_Text Dye White
Action_7_Tooltip Add color with dye.
Action_8_Type Blueprint
Action_8_Source 27389
Action_8_Blueprints 1
Action_8_Blueprint_0_Index 3
Action_8_Text Dye Yellow
Action_8_Tooltip Add color with dye.
Blueprints 9
Blueprint_0_Type Gear
Blueprint_0_Supply_0_ID 27384
Blueprint_0_Tool 25393
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 25359
Blueprint_0_Output_0_Amount 1
Blueprint_0_Build 27
//Dye
//Black
Blueprint_1_Type Utilities
Blueprint_1_Supplies 2
Blueprint_1_Supply_0_ID 27382
Blueprint_1_Supply_0_Critical
Blueprint_1_Supply_1_ID 25364
Blueprint_1_Supply_1_Critical
Blueprint_1_Build 27
//Blue
Blueprint_2_Type Utilities
Blueprint_2_Supplies 2
Blueprint_2_Supply_0_ID 27383
Blueprint_2_Supply_0_Critical
Blueprint_2_Supply_1_ID 25364
Blueprint_2_Supply_1_Critical
Blueprint_2_Build 27
//Orange
Blueprint_3_Type Utilities
Blueprint_3_Supplies 2
Blueprint_3_Supply_0_ID 27385
Blueprint_3_Supply_0_Critical
Blueprint_3_Supply_1_ID 25364
Blueprint_3_Supply_1_Critical
Blueprint_3_Build 27
//Pink
Blueprint_4_Type Utilities
Blueprint_4_Supplies 2
Blueprint_4_Supply_0_ID 27386
Blueprint_4_Supply_0_Critical
Blueprint_4_Supply_1_ID 25364
Blueprint_4_Supply_1_Critical
Blueprint_4_Build 27
//Purple
Blueprint_5_Type Utilities
Blueprint_5_Supplies 2
Blueprint_5_Supply_0_ID 27387
Blueprint_5_Supply_0_Critical
Blueprint_5_Supply_1_ID 25364
Blueprint_5_Supply_1_Critical
Blueprint_5_Build 27
//Red
Blueprint_6_Type Utilities
Blueprint_6_Supplies 2
Blueprint_6_Supply_0_ID 25485
Blueprint_6_Supply_0_Critical
Blueprint_6_Supply_1_ID 25364
Blueprint_6_Supply_1_Critical
Blueprint_6_Build 27
//White
Blueprint_7_Type Utilities
Blueprint_7_Supplies 2
Blueprint_7_Supply_0_ID 27388
Blueprint_7_Supply_0_Critical
Blueprint_7_Supply_1_ID 25364
Blueprint_7_Supply_1_Critical
Blueprint_7_Build 27
//Yellow
Blueprint_8_Type Utilities
Blueprint_8_Supplies 2
Blueprint_8_Supply_0_ID 27389
Blueprint_8_Supply_0_Critical
Blueprint_8_Supply_1_ID 25364
Blueprint_8_Supply_1_Critical
Blueprint_8_Build 27