1×2 (2)

Inventory size

30 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (8)
7 blueprints
Ammunition
Ammunition
Ammunition
Ammunition
Salvage
Ammunition
Ammunition
Spawn tables (71)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
9 Arena Ammunition Military Common 100.00 % 1
777 Military High Peaks Magazines 100.00 % 1
2116 GIGN High France Magazines 50.00 % 4
121 Military Canada Magazine 50.00 % 2
4337 California SWAT Mags Low 42.86 % 2
10581 Cliffs Special High Magazine 40.00 % 3
4383 California Military High Mags 37.50 % 3
4315 California Research 37.50 % 8
56 Alpha Valley Arena Ammunition Military 34.48 % 8
8 Arena Ammunition Military 34.48 % 8
42 PEI Arena Arena Ammunition Military 34.48 % 8
7 Washington Arena Arena Ammunition Military 34.48 % 8
10059 Cliffs Military Low Magazine 33.33 % 2
1009 Greece Military Magazines High 30.67 % 6
4346 California Research Special Low 30.00 % 14
2087 Military High France Magazines 28.57 % 5
385 Guns America Magazines 25.00 % 4
341 Military America Magazines 25.00 % 4
626 Militia Russia Magazines 25.00 % 4
1004 Greece Military Magazines Low 22.73 % 4
6614 Easter Police High Magazines 19.05 % 3
6606 Vermillin Low Magazines 18.87 % 6
10076 Cliffs Special Low Magazine 18.75 % 6
382 Guns America 16.31 % 11
381 Washington Guns America 16.31 % 11
680 Carepackage Peaks 15.50 % 17
679 Peaks Carepackage Peaks 15.50 % 17
4343 California Hunting Special 14.08 % 8
4408 California Carepackage Armory 13.07 % 15
6631 Easter Airdrop Magazines 10.70 % 17
10037 Cliffs Special High Cliffs 9.23 % 36
4409 California Carepackage 9.15 % 30
4342 California Hunting Mags 8.33 % 4
615 Carepackage Russia 7.80 % 33
614 Russia Carepackage Russia 7.80 % 33
10062 Cliffs Military High Magazine 7.69 % 6
2164 Carepackage France Weapons 7.19 % 23
10092 Cliffs Airdrop Weapons Military 6.56 % 23
10004 Cliffs Military Low Cliffs 5.85 % 40
4344 California Hunting 5.76 % 19
1001 Greece Military High 5.53 % 33
2000 Carepackage France 5.04 % 40
684 Military High Peaks 5.00 % 36
696 Peaks Military High Peaks 5.00 % 36
4345 California SWAT Low 4.90 % 16
1010 Greece Military Special 4.86 % 44
6600 Vermillin Low 4.72 % 31
10035 Cliffs Special Low Cliffs 4.02 % 43
961 Xmas Presents 3.95 % 58
1000 Greece Military Low 3.67 % 16
114 Military Canada 3.29 % 24
113 PEI Military Canada 3.29 % 21
6608 Easter Airdrop 3.24 % 30
6609 Vermillin High 3.14 % 40
61003 四轮民用车 Inline 3.03 % 33
4381 California Military High 2.81 % 31
4335 California SWAT High 2.47 % 26
2119 France GIGN High France 2.44 % 38
2113 GIGN High France 2.44 % 38
540 Carepackage America 2.43 % 30
541 Washington Carepackage America 2.43 % 30
10006 Cliffs Military High Cliffs 2.37 % 45
542 Carepackage Canada 2.03 % 34
543 PEI Carepackage Canada 2.03 % 34
6615 Easter Police High 1.90 % 17
570 Militia Russia 1.78 % 50
569 Russia Militia Russia 1.78 % 48
334 Military America 1.52 % 28
333 Washington Military America 1.52 % 25
2089 France Military High France 1.43 % 34
2085 Military High France 1.43 % 34
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.).

Coalition Stockpile
Run by Coalition Armory Adney
You give
Military Magazine ×1
You get
40 Exp
You give
Military Magazine ×1
You get
40 Exp
Gunny's Gunnery
Run by IDF Gunner Gunny
Locked behind a quest flag condition.
Quest 15312 progress
You give
Military Magazine ×1
You get
40 Exp
You give
Military Magazine ×1
You get
40 Exp
Coalition Armory
Run by Armory Supply Kyle
Locked behind progression in quest Armory Supply Kyle's dialogue. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Armory Supply Kyle's dialogue — reached
You give
Military Magazine ×20
You get
30 Exp
Coalition Stockpile
Run by Ensign "Nitro" Powell
Locked behind a quest flag condition.
Requires flag 45734
You give
Military Magazine ×20
You get
30 Exp
Omega Armory
Run by Greek Omega Armory Owen
You give
Military Magazine ×20
You get
30 Exp
Hellenic Armory
Run by Greek Military Armory Hektor
You give
Military Magazine ×20
You get
30 Exp
Military_30.dat
GUID dbfb1d0d11ca438e9dffb95f76e61274
Type Magazine
Rarity Rare
ID 6

Size_X 1
Size_Y 2
Size_Z 0.3

Amount 30
Count_Min 5
Count_Max 25

Calibers 1
Caliber_0 1

Tracer 48

Blueprints
[
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "906623dc8e664dba854e18e812a30e12" // Low Caliber Military Ammunition Crate
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems this
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "87247d4bb3c548a1b34424bafa11e74a" // Military Drum
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "41bd2b68446e497caed8954aba3b8f9c" // Swissgewehr Magazine
		Effect "03caec479dd2475c92e1c326e1720140" // Casing
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems
		[
			{
				ID this
				Prioritization LowestAmount
				CountEmptyAsOne true
			}
		]
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Paintable