5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

16 m

Range

59 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 750
Structure 750
Vehicle 500
Resource 2000
Object 1000
Range & ballistics
Full damage at every distance up to 16 m. No falloff curve.
100%0%50%0 m16 m
Max range
16 m
Rangefinder
250 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
27.5°
Side kick / shot
±15°
Recovery
70% / 70%
2 blueprints
Repair
Repair lvl.3
0%
+
8 x
=
100%
Tool
=
6 x
Military Launcher Where to find this Item
100%
France map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Special High France Special 6.3 %
France Special High France 0.2 %
Special High France 0.2 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (3)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
2104 Special High France Special 6.25 % 5
2105 France Special High France 0.18 % 49
2099 Special High France 0.18 % 49
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.
Military_Launcher.dat
GUID 7c823bc6818b48a4953fa0e2e7c19eaa
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 3087

Size_X 5
Size_Y 2
Size_Z 0.5

Sight 3089
Magazine 3088

Hook_Sight
Hook_Tactical

Ammo_Min 1
Ammo_Max 1

Safety
Semi

Caliber 74

Firerate 50
Unplace 0.19
Replace 0.676
Action Trigger

Player_Damage 250
Zombie_Damage 250
Animal_Damage 250
Barricade_Damage 750
Structure_Damage 750
Vehicle_Damage 500
Resource_Damage 2000
Object_Damage 1000

Range_Rangefinder 250
Range 16
Explosion 45

Durability 1
Wear 5

Spread_Aim 0.1
Spread_Hip 0.1

Ballistic_Force 3000

Recoil_Min_X -15
Recoil_Min_Y 25
Recoil_Max_X 15
Recoil_Max_Y 30

Recover_X 0.7
Recover_Y 0.7

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.02

Backward

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 8
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 3087
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 67
Blueprint_1_Output_0_Amount 6
Blueprint_1_Build 27