1×1 (1)

Inventory size

15 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (1)
3 blueprints
Ammunition
Ammunition
Salvage
Spawn tables (30)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
2154 Milita France Magazines 27.27 % 5
4404 CA Militia Germany Mags 25.00 % 4
650 Military Low Magazines 25.00 % 4
769 Syndicate Magazines 21.43 % 6
6606 Vermillin Low Magazines 18.87 % 6
540 Carepackage America 4.85 % 30
541 Washington Carepackage America 4.85 % 30
6600 Vermillin Low 4.72 % 31
2157 France Milita France 4.13 % 17
2151 Milita France 4.13 % 17
542 Carepackage Canada 4.07 % 34
543 PEI Carepackage Canada 4.07 % 34
2163 France Milita Special France 3.18 % 46
2175 France Rula France Living 3.18 % 46
2158 Milita Special France 3.18 % 46
2174 Rula France Living 3.18 % 46
6609 Vermillin High 3.14 % 40
961 Xmas Presents 2.88 % 58
551 Military Low 2.71 % 28
550 Russia Military Low 2.71 % 28
2184 France Milita Super France 2.51 % 53
2180 Milita Super France 2.51 % 53
553 Military High 2.44 % 35
552 Russia Military High 2.44 % 35
710 Peaks Syndicate 2.08 % 37
690 Syndicate 2.08 % 37
2168 France Rula France Canteen 0.83 % 33
2167 Rula France Canteen 0.83 % 33
2173 France Rula France Hydro 0.56 % 52
2172 Rula France Hyrdro 0.56 % 53
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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Weston's Armory
Run by KuwaitSurvivorBradleyExtra
You give
50 Exp
You get
Teklowvka Magazine ×1
Weston's Armory
Run by KuwaitSurvivorWeston
Locked behind a quest flag condition.
Requires flag 29320
You give
50 Exp
You get
Teklowvka Magazine ×1
Weston's Armory
Run by KuwaitSurvivorWestonBack
Locked behind a quest flag condition.
Requires flag 29320
You give
50 Exp
You get
Teklowvka Magazine ×1
Teklowvka_15.dat
GUID 51fe7c7b30f94b42a58a3bcb429b07dd
Type Magazine
Rarity Rare
ID 1361

Size_X 1
Size_Y 1
Size_Z 0.25

Amount 15
Count_Min 5
Count_Max 10

Calibers 1
Caliber_0 31

Tracer 48

Blueprints
[
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "5f609a8593504f2c88402cf2c45b49d3" // Low Caliber Ranger Ammunition Box
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems this
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems
		[
			{
				ID this
				Prioritization LowestAmount
				CountEmptyAsOne true
			}
		]
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Paintable