1×2 (2)

Inventory size

32 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (1)
3 blueprints
Ammunition
Ammunition
Salvage
Spawn tables (24)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4404 CA Militia Germany Mags 25.00 % 4
633 Mafia Magazines 14.29 % 3
769 Syndicate Magazines 14.29 % 6
231 Militia Magazine 12.50 % 5
10039 Cliffs Old Cliffs 11.76 % 6
2161 Milita Special France Magazines 11.76 % 10
4402 California Militia Germany 6.34 % 17
580 Mafia 3.57 % 12
579 Russia Mafia 3.57 % 12
4399 California Militia Sawmill 2.54 % 32
710 Peaks Syndicate 1.38 % 37
690 Syndicate 1.38 % 37
2163 France Milita Special France 1.28 % 46
2175 France Rula France Living 1.28 % 46
2158 Milita Special France 1.28 % 46
2174 Rula France Living 1.28 % 46
2184 France Milita Super France 1.01 % 53
2180 Milita Super France 1.01 % 53
228 Militia 0.89 % 49
227 PEI Militia 0.89 % 47
380 Washington Militia 0.89 % 47
674 Mafia Zombie 0.36 % 32
2173 France Rula France Hydro 0.23 % 52
2172 Rula France Hyrdro 0.23 % 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.
MP40_32.dat
GUID 78cb493018b8451e8ea7664434483e53
Type Magazine
Rarity Epic
ID 1479

Size_X 1
Size_Y 2
Size_Z 0.2

Amount 32
Count_Min 16
Count_Max 32

Calibers 1
Caliber_0 40

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
	}
]