1×1 (1)

Inventory size

Flashlight

Function

Fits 45 guns
1 blueprints
Salvage
=
2 x
Spawn tables (35)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
351 Special America Tacticals 50.00 % 2
484 Special Arctic Tacticals 50.00 % 2
137 Special Canada Tacticals 50.00 % 2
662 Special Low Tacticals 33.33 % 4
844 Aegis Security Attachments 20.20 % 9
10064 Cliffs Military High Utility 11.76 % 11
2118 GIGN High France Mod 10.53 % 9
10072 Cliffs IFR High Utility 10.00 % 8
481 Special Arctic 6.30 % 20
480 Yukon Special Arctic 6.30 % 20
347 Special America 5.04 % 34
346 Washington Special America 5.04 % 32
132 PEI Special Canada 5.01 % 29
133 Special Canada 5.01 % 31
6659 Vermillin Special 4.93 % 14
10092 Cliffs Airdrop Weapons Military 4.92 % 23
697 Peaks Special Low Peaks 4.17 % 30
554 Russia Special Low 4.17 % 29
555 Special Low 4.17 % 30
689 Special Low Peaks 4.17 % 36
698 Peaks Special High Peaks 3.75 % 42
556 Russia Special High 3.75 % 39
557 Special High 3.75 % 45
688 Special High Peaks 3.75 % 44
10020 Cliffs IFR High 3.33 % 41
4324 California Police Special 3.08 % 7
840 Aegis Security 2.20 % 16
956 Carepackage Arena 2.15 % 43
10006 Cliffs Military High Cliffs 1.81 % 45
6628 Vermillin Mega 1.17 % 44
6600 Vermillin Low 0.37 % 31
2119 France GIGN High France 0.26 % 38
2113 GIGN High France 0.26 % 38
6609 Vermillin High 0.25 % 40
4323 California Police High 0.09 % 13
How loot works in Unturned Sections that apply to this tactical 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.).

Sergeant Thierry's armory
Run by France Sergeant Thierry
You give
80 Exp
You get
Tactical Light ×1
You give
80 Exp
You get
Tactical Light ×1
Tactical_Light.dat
GUID 2a7c7d0b784141ad8a08e2442ce08465
Type Tactical
Rarity Rare
ID 152

Size_X 1
Size_Y 1
Size_Z 0.075

Light
Paintable

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]