3×2 (6)

Inventory size

30 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (1)
3 blueprints
-
-
10 x
+
3 x
=
-
+
=
5 x
4 x
Ammo Belt Where to find this Item
100%
Seversk map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Airdrop 0 3.0 %
MEGA ZOMBEEEE 0 2.0 %
Skibidi Deadzone 0 1.6 %
Military Guns 2Tier 0 0.9 %
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 (4)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
41438 SC Airdrop 0 3.05 % 20
41453 SC MEGA ZOMBEEEE 0 1.97 % 31
41452 SC Skibidi Deadzone 0 1.58 % 65
41451 SC Military Guns 2Tier 0 0.89 % 55
How loot works in Unturned Sections that apply to this magazine 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.
SC_BTR80_Ammo_Belt_0.dat
GUID 29100ea3365f4ab3a913942af78ef870
Type Magazine
Rarity Epic
ID 41839

Size_X 3
Size_Y 2
Size_Z 0.5

Amount 30
Count_Min 15
Count_Max 30

Calibers 1
Caliber_0 43040
Tracer 41358

Range 6
Player_Damage 35
Zombie_Damage 58
Animal_Damage 58
Barricade_Damage 55
Structure_Damage 10
Vehicle_Damage 45
Resource_Damage 70
Object_Damage 50

Explosive

InventoryAudio Sounds/Inventory/CasingRustle/Casing_Rustle.asset
Use_Auto_Stat_Descriptions false
Use_Auto_Icon_Measurements false
Blueprints
[
	{
		CategoryTag "ec7d2c0d18fa4e94a681ac9af0945730" // Ammunition
		Operation FillTargetItem
		InputItems this
		Effect "8592eca843554d96aed942cc3514b8b9" // SC_Casing_0
	}
	{
		CategoryTag "2391f47a000043d4a3a64b06d3978933" // Mechanics
		InputItems
		[
			"a4f0ef092532412987513e0e7375b060 x 10" // Big Shell
			"c4f3449e46f944ae8f8ca9ae54623a1b x 3" // Gun Parts
		]
		RequiresNearbyCraftingTags
		[
			// Workbench
			65b8e05955074c02b64a021be2b98c59
		]
		OutputItems this
		Effect "e7d295146cc54e37b1e4791dc9543b90" // SC_Workbench_0
	}
	{
		Name Salvage
		CategoryTag "ab044f6146b6472ea69cac4d3a82e9a6" // Salvage
		InputItems
		[
			{
				ID this
				Prioritization LowestAmount
				CountEmptyAsOne true
			}
			{
				ID "2d5ac5212373492ab943419faf6d6a75" // Hammer
				Delete false
			}
		]
		OutputItems
		[
			"4f9fb8c83c494e2486329e494674813c x 5" // Metal Parts
			"58b45f8f7807426289e372b7341d10d2 x 4" // Gun Powder
		]
		Effect "0ae7a614942043f8b7013e165e036eb2" // SC_Wrench_0
	}
]
Add_Default_Actions false
Delete_Empty