3×3 (9)

Inventory size

300 HP

Beacon health

100

Zombies per wave

18

Base loot rolls

How a horde beacon works
  1. Place the beacon on the ground inside any map zone (it must be on a navmesh - usually anywhere zombies normally spawn).
  2. A horde of 100 zombies spawns around the beacon and attacks any player nearby.
  3. Defeat every zombie in the wave. The beacon self-destructs once the wave is cleared and all players leave the area.
  4. The beacon drops 18 items at its location, each rolled independently from the loot pool below.
  5. Reward scaling: if multiple players were in the zone when the beacon was placed, rewards multiply by √players: 1p → 18 · 2p → 26 · 4p → 36 · 9p → 54 · 16p → 72 Server admins can also tweak this with Beacon_Rewards_Multiplier and cap it with Beacon_Max_Rewards.
Loot pool (17 items)
View spawn table

Defeat the wave to drop 18 items at the beacon when one player is nearby. Rewards scale with the square root of the player count - so 36 items with 4 players, 54 with 9, and so on. Each drop is rolled independently from the pool below.

Unturned Compound icon 12.20 %
Unturned Concrete Hardener icon 12.20 %
Unturned Medium Ammo Crate icon 8.76 %
Unturned High Explosives icon 8.13 %
Unturned Stack of Low Explosives icon 8.13 %
Unturned Large Ammo Crate icon 6.25 %
Unturned Ballistic Fiber Bundle icon 5.00 %
Unturned Biohazard Fiber Bundle icon 5.00 %
Unturned Circuit Board Stack icon 5.00 %
Unturned Stack of Concrete Bags icon 5.00 %
Unturned Stack of Rubber icon 5.00 %
Unturned Stack of Steel icon 5.00 %
Unturned Deepwater Weapons Case icon 4.88 %
Unturned Delmarva Weapons Case icon 4.88 %
Unturned Stack of Coil icon 3.75 %
Unturned Stack of Compound icon 0.41 %
Unturned Stack of Concrete Hardener icon 0.41 %
1 blueprints
Utilities
15 x
+
4 x
+
2 x
+
2 x
+
+
=
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.
CA_Horde_Beacon.dat
GUID 4194e3e001434a9aad6a23ec6e07f051
Type Beacon
Rarity Legendary
Useable Barricade
Build Beacon
ID 6361

Size_X 3
Size_Y 3
Size_Z .45

Health 300
Range 4
Radius 0.4
Offset 0.8
Unpickupable

Proof_Explosion

Armor_FalloffRange 70
Armor_FalloffMaxRange 70.1
Armor_FalloffMultiplier 0

Explosion 19

Wave 100
Rewards 18
Reward_ID 4547

Enable_Participant_Scaling

Blueprints
[
	{
		CategoryTag "bfac6026305f4737a95fd275ebff65a6" // Utilities
		InputItems
		[
			{
				ID "a3ae8e6e7de149479f1b1ad7df35ee90" // Cinirite
				Amount 15
			}
			{
				ID "f21e409f37664ccca9112f5e570bd83a" // Circuit Board
				Amount 4
			}
			{
				ID "b943d558756d41e289a21231a9cc5ad5" // Coil
				Amount 2
			}
			{
				ID "63f1a14308174f13a9e3f73feec83eb3" // Horde Lure
				Amount 2
				Critical true
			}
			{
				ID "747fdd6168214fe18c054287ca49764e" // Portable Generator
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Critical true
				Delete false
			}
		]
		OutputItems this
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

PlacementAudioClip core.masterbundle:Sounds/MetalPlacement.mp3
Has_Clip_Prefab false