Desert Falcon Weapon Reference
The Desert Falcon is an Epic secondary pistol whose complete data definition lives in a single .dat asset file. It carries the highest base player damage of any secondary weapon in this reference series and the highest per-hit-zone damage values across all three target types. It also lacks attachment hooks entirely, making it the only weapon covered here that cannot accept any attachments. This article is a field-by-field reference for modders who need to read, verify, or override the values that Unturned loads at runtime. Every number and table row on this page comes directly from the asset definition. Nothing is estimated, rounded, or inferred from gameplay observation.
Asset identity
Unturned identifies every item by three separate keys: the asset name used by the engine, the item ID used at runtime, and the GUID used for long-term stable identification. The Desert Falcon's asset name uses an underscore, which is a convention the engine file system follows.
| Key | Value |
|---|---|
| Asset name | Desert_Falcon |
| Item ID | 488 |
| GUID | c2065f079e734db4b278f15b17998af4 |
| Rarity | Epic |
| Slot | Secondary |
| In-game description | American cannon chambered in Desert Falcon ammunition. |
The asset name Desert_Falcon is what the engine reads from the .dat file. The directory on disk is Bundles/Items/Guns/Desert_Falcon/. The display name shown in the inventory UI is "Desert Falcon" (with a space), resolved from the localisation table keyed to item ID 488. The underscore in the asset name is a file-system convention; the display name in the UI uses spaces.
The item ID 488 is the numeric identifier used in save files, server commands (e.g. /give 488), and inventory serialization. The GUID c2065f079e734db4b278f15b17998af4 is the stable cross-reference.
The Epic rarity places the Desert Falcon above Rare, Uncommon, and Common items in the loot hierarchy. It is below only Legendary. This is the only Epic-rarity weapon in this reference series; all others covered here are Rare. The Epic label is cosmetic but reflects the weapon's placement in high-tier spawn tables and its elevated damage values relative to other secondaries.
The Secondary slot means the Desert Falcon occupies the pistol/handgun equipment slot despite its power. The in-game description calls it a "cannon" rather than a "pistol," acknowledging its outsized damage for a secondary weapon.
Ballistics
The ballistics block defines projectile behaviour, fire cycling, and ammunition compatibility. The Desert Falcon's ballistics are tuned for high damage per shot with a slow fire rate and low ammunition capacity.
| Field | Value |
|---|---|
| Range | 125 |
| Firerate | 10 |
| Action | Trigger |
| Caliber | 19 |
| Muzzle | 3 |
| Magazine | 489 |
| Ammo_Min | 3 |
| Ammo_Max | 7 |
Range of 125 ties with the Calling Card for the longest range in this reference series. The Desert Falcon can engage targets at distances normally reserved for primary rifles. The raycast from the muzzle travels exactly 125 game units and then terminates. A modder who wants the Desert Falcon to be a medium-range sidearm rather than a long-range one reduces this value to 80 or 100. A modder creating a designated marksman's pistol can increase it.
Firerate of 10 is the second-highest (slowest) fire cooldown in this reference series, behind only the Bluntforce's 40. The Avenger, Cobra, and Calling Card all use 4. The Desert Falcon's per-shot interval is 2.5 times longer than the standard pistol fire rate. The higher Firerate value reflects the weapon's heavy-caliber design: a large-bore pistol has substantial recoil recovery time between shots. The engine decrements the Firerate counter each tick; a value of 10 means 10 engine ticks must pass between shots.
Action is Trigger. The Desert Falcon carries only the Semi flag (no Auto), so the Trigger action produces semi-automatic fire: one shot per trigger pull, with the Firerate cooldown applied after each shot. The player cannot hold the trigger for continuous automatic fire.
Caliber is 19. This is the internal ammunition type index. The engine uses the caliber as a matching key: when the player reloads, the engine looks for a magazine with caliber 19. The Desert Falcon accepts only magazines that share caliber 19. The default magazine (item ID 489) also carries caliber 19. A modder creating a new weapon that shares Desert Falcon ammunition sets its caliber to 19. A modder creating a new magazine for the Desert Falcon also sets caliber to 19.
Muzzle is 3, the standard muzzle flash index shared with the Avenger, Cobra, and Calling Card. The Desert Falcon does not carry Hook_Barrel, so the muzzle flash is always the effect specified by this field. No barrel attachment can change it.
Magazine is 489. This is the item ID of the magazine spawned alongside the weapon. The magazine asset is a separate .dat file.
Ammo_Min of 3 and Ammo_Max of 7 control ammunition fill on spawn. The game picks a random integer between 3 and 7 inclusive. This is the tightest and lowest ammunition range in this reference series. The Avenger's range is 3 to 13, the Cobra's is 5 to 20, the Calling Card's is 20 to 71. The Desert Falcon carries the fewest rounds of any weapon covered here. The low capacity offsets the high per-shot damage: the weapon hits hard but must be reloaded frequently. The tight range (only 5 integer positions between 3 and 7) means found Desert Falcons are relatively consistent in their starting ammunition. A modder who wants every found Desert Falcon to be fully loaded sets both fields to 7.
Player damage
The player damage block defines base damage and per-hit-zone multipliers. The Desert Falcon has the highest base player damage in this reference series.
| Field | Value |
|---|---|
| Player_Damage | 80 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Player_Damage of 80 is 2.5 times the Avenger's 32, 3.2 times the Cobra's 25, 2.4 times the Calling Card's 33, and 2 times the Bluntforce's 40. The Desert Falcon is designed for single-shot stopping power. The base damage of 80 is in rifle territory, carried on a secondary-slot weapon.
The multiplier pattern is the standard pistol pattern: leg and arm at 0.6, spine at 0.8, skull at 1.1. Despite the elevated base damage, the multipliers follow the same formula used by the Avenger, Cobra, and Calling Card.
The computed per-zone damage is:
| Hit zone | Multiplier | Damage (base 80) |
|---|---|---|
| Skull | 1.1 | 88 |
| Spine | 0.8 | 64 |
| Arm | 0.6 | 48 |
| Leg | 0.6 | 48 |
The skull damage of 88 is the highest single-hit damage value in this reference series for player targets. The spine damage of 64 exceeds the skull damage of every other weapon covered here against player targets (the next highest is the Bluntforce's skull damage of 48). The limb damage of 48 equals the Bluntforce's skull damage and exceeds the Avenger's skull damage of 35.2, the Cobra's skull damage of 27.5, and the Calling Card's skull damage of 36.3.
A Desert Falcon limb shot deals more damage than most other weapons' best-case headshots. This is the weapon's defining characteristic: the base damage is so high that even the penalty-reduced limb damage is competitive with other weapons' amplified skull damage. A modder adjusting the Desert Falcon's damage should be aware that small changes to the base value have outsized effects. Raising Player_Damage from 80 to 85 adds 5.5 damage to skull shots (the 1.1 multiplier on the +5 increase) and 3 damage to limb shots (the 0.6 multiplier on the +5 increase).
Zombie damage
The zombie damage block uses an elevated base that exceeds the standard secondary weapon template.
| Field | Value |
|---|---|
| Zombie_Damage | 125 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
The Zombie_Damage base of 125 is higher than the standard secondary zombie base of 99 used by the Avenger, Cobra, and Calling Card. The developers did not simply apply the standard template; they elevated the Desert Falcon's zombie base above the template value. The multipliers follow the standard zombie pattern: limb at 0.3, spine at 0.6, skull at 1.1.
The computed per-zone zombie damage is:
| Hit zone | Multiplier | Damage (base 125) |
|---|---|---|
| Skull | 1.1 | 137.5 |
| Spine | 0.6 | 75 |
| Arm | 0.3 | 37.5 |
| Leg | 0.3 | 37.5 |
The skull damage of 137.5 is the single highest per-hit-zone damage value in this reference series. It exceeds the standard secondary zombie skull damage of 108.9 by 28.6. The spine damage of 75 exceeds the standard spine damage of 59.4. The limb damage of 37.5 exceeds the standard limb damage of 29.7. Even with the harsh 0.3 zombie limb multipliers, the Desert Falcon's limb shots deal more damage than the standard zombie limb damage by a margin of 7.8. The elevated base (125 instead of 99) compensates for the harsh multipliers and keeps the weapon effective against zombies in all hit zones.
Animal damage
The animal damage block uses an elevated base that matches the standard zombie template value of other secondaries.
| Field | Value |
|---|---|
| Animal_Damage | 99 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The Animal_Damage base of 99 is the highest animal base in this reference series. It matches the standard secondary zombie base but far exceeds the other weapons' animal bases (the Avenger's 32, the Cobra's 25, the Calling Card's 33, the Bluntforce's 40). The animal multipliers are the standard pattern: leg 0.6, spine 0.8, skull 1.1.
The computed per-zone animal damage is:
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.8 | 79.2 |
| Leg | 0.6 | 59.4 |
The skull damage of 108.9 matches the standard zombie skull damage of the Avenger, Cobra, and Calling Card. The spine damage of 79.2 and leg damage of 59.4 are the highest animal per-zone values in this reference series. The Desert Falcon is exceptionally effective against animals because it combines an elevated base damage with the generous player-type multipliers (0.6 limb, 0.8 spine) rather than the harsh zombie-type multipliers (0.3 limb, 0.6 spine).
Handling
The handling block controls recoil, spread, and screen shake. The Desert Falcon's handling values reflect a heavy-recoil weapon.
| Field | Value |
|---|---|
| Recoil_Min_X | -5 |
| Recoil_Min_Y | 15 |
| Recoil_Max_X | -10 |
| Recoil_Max_Y | 20 |
| Spread_Aim | 0.05 |
| Shake_Min_X | -0.01 |
| Shake_Max_X | 0.01 |
Recoil_Min_X of -5 and Recoil_Max_X of -10 define the horizontal recoil range. This is unique in this reference series: both the minimum and maximum values are negative. Every shot pulls the aim point to the left. There is never a rightward kick. The range from -5 to -10 means the leftward pull varies from moderate to strong. The orientation of the range (minimum -5, maximum -10) might seem backwards: normally the minimum is smaller. The engine interprets this range as picking a random value between the two bounds, and since both are negative, every result is negative. The Desert Falcon consistently drifts left with each shot.
Recoil_Min_Y of 15 and Recoil_Max_Y of 20 define the vertical recoil range. The upward kick per shot is the second-highest in this reference series, behind only the Bluntforce's 35 to 40. The Desert Falcon climbs noticeably with each shot. The range from 15 to 20 means the climb varies moderately: sometimes 15 units, sometimes 20. The combination of strong vertical recoil and exclusively leftward horizontal recoil makes the Desert Falcon's recoil pattern distinctive: it climbs and drifts left with every shot, with no chance of a rightward correction.
Spread_Aim of 0.05 is a very tight aiming spread, matching the Avenger's 0.05. The Desert Falcon is accurate when aimed, despite its heavy recoil. The tight spread rewards careful shot placement between recoil recovery periods. The contrast between high recoil and tight spread creates a weapon that is precise but difficult to fire rapidly: each shot lands where aimed, but the aim point moves significantly after each shot.
Shake_Min_X of -0.01 and Shake_Max_X of 0.01 produce a noticeable screen jolt. This is the widest shake range in this reference series (tied with the Avenger). The Desert Falcon shakes the viewport more than the Cobra (-0.005 to 0.005), the Bluntforce (-0.005 to 0.005), or the Calling Card (-0.001 to 0.001). The heavier shake reinforces the weapon's perceived power.
Flags
The Desert Falcon's flag list is the sparsest in this reference series. It carries no attachment hook flags, meaning the weapon cannot accept any attachments in its vanilla configuration.
Flags present: "7b82c125a5a54984b8bb26576b59e977", Blueprints, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
The GUID 7b82c125a5a54984b8bb26576b59e977 is the master asset bundle reference flag.
Blueprints enables the crafting/blueprint system. The weapon can appear as an ingredient or output in blueprint recipes.
InputItems tells the engine that this item can receive child items. This is what allows the weapon to hold a magazine. Without InputItems, the weapon could not be reloaded because it could not accept a magazine item. Even though the weapon has no attachment hooks, InputItems is still required for the magazine socket.
RequiresNearbyCraftingTags restricts blueprint crafting to when the player is near a matching crafting tag object (a workbench or crafting station).
Safety enables the manual safety mechanic. The weapon starts in safe mode when equipped and the player must toggle safety off before firing.
Semi sets the fire mode to semi-automatic. One trigger pull fires one round. The Desert Falcon does not carry the Auto flag, so it cannot be switched to fully automatic fire. This is consistent with a large-caliber handgun: full-auto fire on a Desert Falcon would be mechanically impractical.
The bracket and brace characters [, ], {, } are array delimiters, not functional flags.
The absence of attachment hooks
The Desert Falcon carries no hook flags at all. Compare this to the other weapons in this reference series:
- Avenger:
Hook_Barrel,Hook_Tactical(2 hooks) - Bluntforce:
Hook_Grip,Hook_Sight,Hook_Tactical(3 hooks) - Calling Card:
Hook_Sight,Hook_Tactical(2 hooks) - Cobra:
Hook_Barrel,Hook_Tactical(2 hooks) - Desert Falcon: none (0 hooks)
The absence of hooks means the Desert Falcon cannot accept suppressors, muzzle brakes, sights, scopes, grips, bipods, lasers, or rangefinders. The weapon is self-contained and cannot be modified. This is a deliberate design constraint. Whether this reflects realism (a Desert Falcon-style pistol typically does not have mounting rails), game balance (the weapon is already powerful without attachments), or simple omission in the asset file cannot be determined from the data alone.
For modders, the absence of hooks is an opportunity: adding attachment hooks lets the Desert Falcon accept attachments that are normally restricted. To add a sight, include Hook_Sight. To add a suppressor, include Hook_Barrel. To add a laser, include Hook_Tactical. Each hook is a single flag that creates a socket. No other changes are required.
Where the Desert Falcon spawns
Spawn tables are the data structures that place items into the game world. The Desert Falcon appears in high-tier and special-forces tables exclusively. It does not appear in police, civilian, or low-tier military tables.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Coalition_High_Peaks_Guns | 70.000% |
| Core | Special_Canada_Guns | 50.000% |
| Core | Special_America_Guns | 25.000% |
| Greece | Greece_Military_Guns_High | 16.483% |
| Ireland | Cliffs_Special_High_Guns | 11.628% |
| Core | Militia_Russia_Special | 9.091% |
| France | Military_High_France_Special | 8.621% |
| Ireland | Cliffs_Military_High_Guns | 6.250% |
| Core | Beacon | 5.650% |
| Ireland | Cliffs_Special_Low_Guns | 3.125% |
| Belgium | Belgium_Carepackage | 2.339% |
| Core | PEI_Special_Canada | 1.813% |
| Core | Special_Canada | 1.813% |
| Ireland | Cliffs_Special_High_Cliffs | 1.789% |
| Core | Coalition_High_Peaks | 1.750% |
| Core | Peaks_Coalition_High_Peaks | 1.750% |
| Ireland | Cliffs_Coalition_High_Cliffs | 1.750% |
| Ireland | Cliffs_Military_High_Cliffs | 0.962% |
| Greece | Greece_Military_High | 0.928% |
| Core | Washington_Special_America | 0.922% |
Showing 20 of 28 tables that can produce this weapon.
The table names reveal the Desert Falcon's loot positioning. The keywords "Special," "Coalition," "High," and "Military High" appear across every table. There are no police tables. There are no militia tables (other than the Militia_Russia_Special table, which is a special-forces militia sub-table, not a general militia pool). There are no low-tier tables. The Desert Falcon is restricted to the upper tier of the loot hierarchy.
Coalition_High_Peaks_Guns at 70.000% is the highest individual weight. In this dedicated high-tier weapon pool, the Desert Falcon claims 70% of all rolls. The remaining 30% is split among other coalition weapons. This table guarantees the Desert Falcon at coalition high-tier locations most of the time.
Special_Canada_Guns at 50.000% and Special_America_Guns at 25.000% are special-forces weapon pools. The Desert Falcon has a stronger presence in Canadian special forces tables than American ones (50% vs 25%). This is a weighting difference that may reflect faction lore or simply the table composition.
Greece_Military_Guns_High at 16.483% is a Greek military weapon pool with a precise decimal weight. The decimal reflects a specific integer weight sum in the table. Cliffs_Special_High_Guns at 11.628% is an Irish special forces weapon pool.
The lower entries are general special-forces and military-high loot tables. Beacon at 5.650% and Belgium_Carepackage at 2.339% are airdrop/carepackage pools. PEI_Special_Canada, Special_Canada, and Washington_Special_America in the 1-2% range are map-specific special-forces tables.
The sub-1% entries (Cliffs_Military_High_Cliffs at 0.962%, Greece_Military_High at 0.928%, Washington_Special_America at 0.922%) are the widest pools where the Desert Falcon competes against many rare items. These pools are rolled frequently because they cover many spawn points, so even a sub-1% weight can produce the weapon regularly across a server session.
Distribution analysis
The Desert Falcon appears in 28 tables across at least five maps (Core, Greece, Ireland, France, Belgium). The distribution is narrower than the Bluntforce (33 tables) or Cobra (39 tables), but wider than the Calling Card (6 tables). The Desert Falcon is a rare high-tier drop, not an ultra-rare carepackage-exclusive item like the Calling Card.
The weight hierarchy is:
- Dedicated high-tier weapon pools: 70.000% (very high), 50.000% (high), 25.000% (moderate)
- Shared high-tier weapon pools: ~16% to ~6%
- Special forces general pools: ~3% to ~1.8%
- Coalition general pools: ~1.75%
- Military high general pools: ~0.9%
The Desert Falcon is reliably available at coalition and special-forces weapon locations, moderately available at high-tier military positions, and rarely available from general high-tier loot pools. Server owners running custom maps without coalition or special-forces tables must manually add Desert Falcon spawn entries.
How to find and edit the asset on disk
Vanilla game files: The Desert Falcon lives in Bundles/Items/Guns/Desert_Falcon/ (note the underscore). Use UABE or AssetStudio to extract Desert_Falcon.dat.
Workshop or custom content: In a mod project, the asset is a loose .dat file under Items/Guns/Desert_Falcon/. The key-value format is:
Player_Damage 80
Range 125
Firerate 10
Caliber 19
Magazine 489
Ammo_Min 3
Ammo_Max 7The magazine asset (item ID 489) is a separate file. The Caliber field (19) is the compatibility key. Changing the Desert Falcon's caliber requires a matching magazine change.
Canned Beans
The Desert Falcon brief contains no verified bean data. There are no bean-related spawn tables, no bean ammunition cross-references, no bean crafting recipes, and no bean repair interactions associated with this weapon. The Desert Falcon's special-forces, coalition, and military-high spawn tables carry weapons, high-tier ammunition, and tactical equipment -- not food items.
The Canned Beans item (item ID 13) is a separately defined asset. The Desert Falcon has no connection to it. If you are modding the Desert Falcon and want to add a bean interaction, you would need to create that relationship yourself in a blueprint or spawn table asset. The base game provides no precedent.
For the established bean lore and cross-references across the wiki, see /lore/canned-beans-lore.
Practical use for server owners
Availability adjustments: The Desert Falcon's highest-weight tables are Coalition_High_Peaks_Guns at 70.000% and Special_Canada_Guns at 50.000%. Reducing these weights is the fastest way to reduce overall supply. The weapon also appears in 28 tables; to remove it from a map entirely, delete or comment out all spawn entries for item ID 488 in that map's tables.
Ammunition adjustments: Ammo_Min of 3 and Ammo_Max of 7 produce a tight but low ammunition range. Setting both fields to 7 makes every found Desert Falcon fully loaded. Raising Ammo_Max to 9 or 10 gives players more shots per found magazine.
Attachment expansion: Adding attachment hooks is the most impactful server-side change. To add sight support, include Hook_Sight in the flag list. To add barrel support, include Hook_Barrel. To add tactical support, include Hook_Tactical. Each hook is a single flag addition with no other dependencies.
Recoil tuning: The exclusively negative X-axis recoil (-5 to -10) creates a consistent leftward drift. A server owner who wants a symmetrical recoil pattern can change Recoil_Max_X to 10 or 5, producing a left-to-right bounce similar to the Bluntforce's pattern.
Practical use for modders
High-damage secondary template: The Desert Falcon is the best reference for creating a high-power sidearm. Its combination of high base damage (80), slow Firerate (10), tight ammo capacity (3-7), strong recoil (15-20 Y-axis), and no attachment hooks creates a distinctive weapon profile. Modders creating a boss-drop pistol, a rare quest reward, or an endgame secondary should start from the Desert Falcon's values and adjust upward or downward.
Exclusive-negative recoil: The Desert Falcon's Recoil_Min_X: -5 and Recoil_Max_X: -10 is the only example in this reference series of a purely leftward horizontal recoil. Modders wanting a weapon with a strong directional recoil bias should study this pattern. To create a purely rightward bias, set both values positive (e.g. Recoil_Min_X: 5, Recoil_Max_X: 10).
No-attachment design: The Desert Falcon's complete absence of hook flags is a valid design choice. Not every weapon needs attachments. When designing a custom weapon, consider whether attachment sockets make sense for the weapon's identity. A high-power revolver might have no hooks. A modern tactical pistol might have barrel, sight, and tactical hooks. The Desert Falcon proves that zero-hook weapons are viable in the Unturned item system.
Damage block scaling: The Desert Falcon demonstrates scaling beyond the standard secondary template. Instead of the 99 zombie base, it uses 125. Instead of matching the player base for animal damage, it uses 99. Modders creating a weapon that should be stronger than the standard template can scale the individual damage blocks independently: raise the zombie base above the template, raise the animal base, or leave the player base at a lower value.
Caliber isolation: The Desert Falcon uses caliber 19 and magazine 489. These numbers are unique to this weapon. If you want your custom weapon to share the Desert Falcon's ammunition (so players can use the same magazines for both weapons), set your weapon's caliber to 19 and use magazine 489. If you want your custom weapon to use its own exclusive ammunition, assign a new, high caliber index (e.g. 100 or higher) and create a new magazine and ammo box.
