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Hell's Fury Gun Reference

The Hell's Fury is a minigun asset in Unturned, defined by item ID 1364 and GUID e62c7cf4a9f44fed941eb065b7f19f5c. It sits in the Primary weapon slot with Legendary rarity. The in-game description reads: Russian minigun chambered in Hell's Fury ammunition. This article documents every field in the Hell's Fury asset file so that a modder can read, understand, and edit the weapon. Every number, flag, and table row comes directly from the game data -- nothing is estimated or converted.

An Unturned gun asset is a text-defined data block. The fields in this article appear in the asset file in roughly the order shown. Each field is one line: a key name, an equals sign or a colon, and a value. The engine reads these lines at load time and constructs the in-game behaviour. A modder who understands every field can create a custom weapon that behaves predictably in every combat situation.

The Hell's Fury is notable for its Minigun Action type, which is uncommon in the Unturned weapon roster. The Minigun action means the weapon has a spin-up delay before firing begins. The engine handles this differently from the standard Trigger action -- when the fire button is first pressed, the weapon starts a spin-up animation and waits for a set number of ticks before the first round discharges. Once spinning, the weapon fires continuously until the button is released or the magazine is empty. This mechanical nuance is encoded in the Action field alone; there is no separate spin-up-time asset parameter.


Reading the asset: what each field controls

When you open the Hell's Fury asset in a Unity editor or a text representation of the .dat file, you see a block of fields under the [Gun] section. The [Gun] section header tells the engine which parser to use. Everything between [Gun] and the next section header belongs to this weapon. The order of fields within the section does not matter to the engine, but it does matter to a human reader. The convention is to group related fields together: ballistics first, then damage, then handling.

Each field in the ballistics block controls one specific physical property of the weapon. Some of these properties interact with other game systems. Caliber interacts with the ammo system. Magazine interacts with the inventory system. Range interacts with the hit-registration system. Understanding the connections between fields is as important as understanding the individual values.

Ballistics

FieldValue
Range150
Firerate3
ActionMinigun
Caliber32
Muzzle4
Magazine1365
Ammo_Min75
Ammo_Max250

Range sets how far the weapon can hit a target. A value of 150 means the Hell's Fury reaches targets at that distance before the engine clamps the hit. In Unturned, Range is a raw number used in the hit-registration check. It is not a meters value that modders should convert or scale externally, and it does not directly map to the game's unit system. The engine compares the weapon's Range against the distance between the shooter and the target hitbox at the moment the trigger is pulled. If the distance exceeds Range, the hit is rejected. If the distance is within Range, the engine proceeds to the damage calculation.

A Range of 150 places the Hell's Fury at a medium engagement distance. It reaches farther than most pistols but shorter than dedicated long-range rifles. A modder who wants to make the weapon more effective at range can raise this value; lowering it restricts the weapon to closer quarters. Because Unturned does not have damage falloff over distance, a hit at 1 unit deals the same damage as a hit at 149 units, provided both are within Range.

Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Hell's Fury has Firerate 3. The engine does not convert Firerate to a real-time unit; it uses the raw integer as a count of ticks between shots. When the weapon fires, the engine starts a counter at Firerate and decrements it each tick. When the counter reaches zero, the next shot fires and the counter resets. A Firerate of 3 means 3 ticks elapse between shots.

A Firerate of 3 is among the fastest values possible in the weapon roster. Combined with the Minigun action, this means the Hell's Fury delivers an extremely high volume of fire once it is spun up. A modder who lowers Firerate to 2 pushes the weapon even faster; a modder who raises it to 6 or higher slows the weapon down substantially.

Action is Minigun for the Hell's Fury. This is a specialised firing mechanism distinct from the more common Trigger action. The engine uses Action to determine which fire animation to play and which input-processing path to follow. The Minigun action includes a spin-up phase: when the fire button is pressed, the barrels must spin up to firing speed before any bullets discharge. This spin-up time is hardcoded in the engine and is not a configurable asset field. Once the weapon is spun up, it fires at the rate determined by Firerate until the button is released or the magazine empties.

When Action is Minigun and the Auto flag is present (which it is for the Hell's Fury), the engine enters the continuous-fire path after spin-up completes. The weapon checks whether the fire button is held, fires a shot, waits for Firerate ticks, fires another shot, and repeats. Releasing the button stops the fire sequence immediately; the spin-down is handled by the animation system and does not affect whether additional bullets fire.

Caliber of 32 maps the Hell's Fury to ammunition ID 32. The Caliber system is a simple integer match: the weapon looks for an ammo item whose Caliber field equals the weapon's Caliber field. The ammo item is the magazine or ammunition box in the player's inventory. When the player reloads, the engine searches the inventory for any item whose Caliber matches the weapon's Caliber. The first match found (typically the one with the most rounds remaining) is loaded.

If you change the Hell's Fury's Caliber to a different value, you must also create an ammo item with that same Caliber value, or the weapon cannot be reloaded. You can also change the ammo item's Caliber to a new value and change the weapon's Caliber to match, creating a custom ammo type that only the custom weapon uses. The Caliber field is what makes ammunition exclusive to a weapon or shared across a weapon family.

Muzzle is 4. This is the attachment barrel tier. The attachment system in Unturned uses a tier-based compatibility model. Each barrel attachment has its own Muzzle tier value. A barrel can attach to a weapon if the barrel's Muzzle value is less than or equal to the weapon's Muzzle value. The Hell's Fury's Muzzle of 4 means it accepts any barrel attachment with a Muzzle value of 4 or lower. A barrel rated 5 does not fit; a barrel rated 3 fits.

A Muzzle of 4 is quite permissive. It accepts most barrel attachments in the game, including high-grade suppressors and compensators. Only the very highest tier attachments with Muzzle values of 5 or above are excluded. A modder who wants to lock the weapon to a specific custom barrel can lower Muzzle to 1, which would accept only barrels explicitly rated at 1 or below.

Magazine is 1365. This is the item ID of the default magazine or ammo box the Hell's Fury ships with. When a player equips a fresh Hell's Fury, the engine attaches item 1365 as the ammo container automatically. The magazine item is an independent asset with its own Caliber, ammo count, and spawn table entries. It references the weapon by Caliber, not by item ID. This means a magazine with Caliber 32 works in any weapon with Caliber 32, not just the Hell's Fury.

If you create a custom magazine, you set its Caliber to 32 to make it Hell's Fury-compatible, or change both the weapon and the magazine to a new Caliber value. The Magazine field on the weapon asset is the default -- the weapon will always look for this item ID when first spawned. After that, any magazine with matching Caliber works.

Ammo_Min and Ammo_Max set the bullet count range for loot spawns of the ammo item. Ammo_Min 75 and Ammo_Max 250 mean that when the ammo item spawns in the world, the engine randomly picks a bullet count between 75 and 250 inclusive. This is a very wide range. At the low end, a player might find a Hell's Fury magazine with 75 rounds. At the high end, a 250-round magazine keeps the weapon fed for an extended engagement.

The Ammo_Min and Ammo_Max values are defined on the gun asset, not on the ammo asset. This means the same ammo item could have different min/max ranges when associated with different guns. In practice, the ammo item ID 1365 is exclusive to the Hell's Fury, so the range is effectively the Hell's Fury's range. A modder who creates a custom weapon that uses ammo item 1365 would inherit these min/max values unless they override them on the new gun.


Damage values per target type

The Hell's Fury asset defines three separate damage bases: one for players, one for zombies, and one for animals. Each base value has its own set of hit-zone multipliers. The multiplier fields are named by the target type and the body zone: Player_Damage, Player_Leg_Multiplier, and so on.

The damage system in Unturned is a simple multiply-and-apply model. The engine does not use damage types, armour penetration, or critical hit rolls for gun damage. A bullet hits a hitbox, the engine identifies the target type (player, zombie, or animal), reads the damage base for that type, reads the multiplier for the hitbox zone, multiplies them, and subtracts the result from the target's health. That is the entire damage pipeline.

The three damage bases are independent. Editing Player_Damage does not affect Zombie_Damage or Animal_Damage. This gives modders fine control: you can make a weapon lethal against zombies but gentle against players, or vice versa, by adjusting one base without touching the others.

Player damage

FieldValue
Player_Damage9
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

The Hell's Fury has a Player_Damage of 9. This is a relatively low per-bullet value, which is typical for a weapon with a very high rate of fire. The engine multiplies this base by the hit-zone multiplier to produce the actual damage dealt to a player.

The multiplier pattern follows a standard Unturned convention. Legs and arms share the lowest multiplier at 0.6, meaning limb hits deal 60% of the base damage. The spine uses 0.8, providing a middle-ground torso multiplier at 80% of base. The skull uses 1.1, providing a headshot bonus at 110% of base damage.

The Player_Leg_Multiplier of 0.6 and Player_Arm_Multiplier of 0.6 produce identical limb damage. This is the default Unturned limb multiplier. A modder can differentiate arms from legs by setting different values -- for example, Player_Arm_Multiplier 0.5 and Player_Leg_Multiplier 0.7 would make arm hits less damaging than leg hits. The engine treats them independently; there is no cross-validation that enforces a relationship between the two fields.

The Player_Spine_Multiplier of 0.8 means torso hits deal 80% of base player damage. This is the standard torso multiplier. The Player_Skull_Multiplier of 1.1 means headshots deal 10% more than base damage. This is the standard headshot bonus in the vanilla weapon set.

Zombie damage

FieldValue
Zombie_Damage25
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

The Hell's Fury has a Zombie_Damage of 25, which is significantly higher than its Player_Damage of 9. This discrepancy between player and zombie damage is common in Unturned weapons. The engine allows each damage base to be tuned independently so that a weapon can feel powerful against AI enemies without being overpowered in player-versus-player combat.

The zombie hit-zone multipliers follow a different pattern than the player multipliers. Legs and arms use 0.3 instead of 0.6, meaning limb hits on zombies deal only 30% of the base zombie damage. This is half the player limb multiplier. The spine uses 0.6 instead of 0.8, meaning zombie torso hits deal 60% of base. The skull multiplier remains at 1.1, the same as the player skull multiplier.

This lower multiplier pattern means that hitting a zombie in a limb is substantially less effective than hitting a player in the same limb, relative to each target type's base damage. A modder who wants zombies to take more consistent damage across all hit zones can raise the limb and spine multipliers. A modder who wants to make zombies feel tougher can lower them further.

Animal damage

FieldValue
Animal_Damage9
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

The Hell's Fury has an Animal_Damage of 9, matching its player damage base. The animal multiplier pattern mirrors the player pattern: 0.6 for legs, 0.8 for spine, and 1.1 for skull. There is no Animal_Arm_Multiplier field because animals in Unturned use a simplified hitbox model with only three zones: skull, spine, and legs.


Hit-zone damage tables

The computed damage tables below show the result of multiplying each damage base by each hit-zone multiplier. These tables are the direct output of the engine's damage formula. When a bullet strikes a given hitbox on a given target type, the engine looks up the damage base for that target type, reads the multiplier for that hitbox, multiplies them, and applies the result. The values in these tables are the product of that multiplication -- no rounding, no scaling, no additional modifiers.

Player damage per hit zone

Hit zoneMultiplierDamage (base 9)
Skull1.19.9
Spine0.87.2
Arm0.65.4
Leg0.65.4

The player damage table shows that a headshot deals 9.9 damage per bullet. A spine hit deals 7.2. Limb hits -- arm or leg -- deal 5.4 each. The identical arm and leg damage values reflect the fact that both multipliers are 0.6. If a modder changes one of these multipliers, the corresponding damage value changes proportionally.

Zombie damage per hit zone

Hit zoneMultiplierDamage (base 25)
Skull1.127.5
Spine0.615
Arm0.37.5
Leg0.37.5

The zombie damage table shows that a headshot deals 27.5 damage per bullet against zombies. A spine hit deals 15. Limb hits -- arm or leg -- deal 7.5 each. The drop from skull to limb damage is substantial: a limb hit deals less than one-third the damage of a headshot.

Animal damage per hit zone

Hit zoneMultiplierDamage (base 9)
Skull1.19.9
Spine0.87.2
Leg0.65.4

The animal damage table shows that a headshot deals 9.9 damage per bullet against animals. A spine hit deals 7.2. A leg hit deals 5.4. The animal table has one fewer row than the player and zombie tables because animals lack the Arm hitbox. The damage values for skull and spine match the player table exactly because the animal damage base (9) equals the player damage base (9) and the multipliers are identical.


Handling

FieldValue
Recoil_Min_Y0.3
Recoil_Max_Y0.8
Spread_Aim0.175
Shake_Min_X-0.01
Shake_Max_X0.01

The Hell's Fury's handling block defines how the weapon behaves in the player's hands during sustained fire. Recoil moves the aim point. Spread widens the cone the bullet fires into. Shake moves the camera to simulate weapon vibration.

Recoil_Min_Y and Recoil_Max_Y define the vertical recoil range. On each shot, the engine picks a random Y-axis recoil value between Recoil_Min_Y (0.3) and Recoil_Max_Y (0.8) and applies it to the aim point. This means the Hell's Fury's aim climbs by somewhere between 0.3 and 0.8 units per shot, with the exact value chosen randomly from that range each time.

The absence of Recoil_Min_X and Recoil_Max_X in the handling table is significant. The Hell's Fury has no horizontal recoil at all. Every shot's recoil is purely vertical. This makes the recoil pattern predictable: the aim climbs upward, but it never drifts left or right. A modder who adds Recoil_Min_X and Recoil_Max_X fields introduces horizontal drift.

A vertical-only recoil pattern with values this low makes the Hell's Fury relatively controllable despite its extreme rate of fire. The recoil is gentle enough that sustained fire does not send the aim wildly off target. A modder who raises Recoil_Max_Y to a higher value makes the weapon climb more aggressively. A modder who sets both Recoil_Min_Y and Recoil_Max_Y to the same value removes the randomness, making every shot climb by exactly that amount.

Spread_Aim is 0.175. This is the aiming spread value -- the radius of the cone the bullet fires into when the player is aiming down sights. A lower number means a tighter cone and more accurate shots. The Hell's Fury's 0.175 is relatively large compared to precision rifles, which is expected for a high-volume minigun. The engine uses Spread_Aim as the base spread before any attachment modifiers are applied.

A modder who lowers Spread_Aim makes the weapon more accurate at long range. A modder who raises it widens the cone, making the weapon less precise. Spread_Aim is multiplicative with other spread sources in the engine: attachments, movement state, and stance all contribute additional spread that compounds with the base value.

Shake_Min_X and Shake_Max_X define the camera shake range. Shake_Min_X -0.01 and Shake_Max_X 0.01 mean the camera shakes horizontally by a random value between -0.01 and 0.01 units per shot. This is a very small shake range, which is appropriate for a heavy weapon that should feel stable. The shake values control only the X-axis (horizontal) camera movement. There are no Y-axis shake fields listed, which means the camera does not shake vertically on this weapon.


Flags

The asset file records the following flags present on the Hell's Fury:

"7b82c125a5a54984b8bb26576b59e977", Auto, Blueprints, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, [, ], {, }

Auto is the full-auto flag. When present together with the Minigun Action, the weapon fires continuously after spin-up while the fire button is held. The weapon checks whether the fire button is held, fires a shot, waits for Firerate ticks, fires another shot, and repeats. Without the Auto flag, a Minigun-action weapon would fire only one shot per trigger pull, which would be unusual for this weapon type.

Blueprints means the weapon is part of the blueprint crafting system. Players can find or learn blueprints that use this weapon as a crafting ingredient. The weapon itself can appear as an output of certain blueprint recipes. The Blueprints flag tells the engine to register this item in the blueprint crafting index so that recipes referencing its item ID work correctly.

Hook_Tactical is the attachment hook flag for the tactical rail slot. A Hook_Tactical flag on a gun asset means the weapon has a tactical attachment point and any attachment with a matching hook can be mounted there. The tactical slot accepts items like tactical lights, laser sights, and rangefinders.

InputItems means the weapon can receive items as input in certain crafting or repair recipes. This is different from Blueprints, which registers the item for output in recipes. InputItems registers the weapon as a valid ingredient.

RequiresNearbyCraftingTags means that crafting operations involving this weapon require the player to be near a crafting station or object that has the matching tag. This prevents players from repairing or modifying the weapon anywhere -- they must be at a workbench, ammo press, or similar facility.

The GUID strings "7b82c125a5a54984b8bb26576b59e977" and the bracket/brace characters [, ], {, } are structural markers used by the asset serialisation system. They are not gameplay flags. The GUID string is a unique identifier that may be referenced by other assets or by the engine's internal linking system. The bracket and brace characters delimit array or object boundaries in the asset's serialised format.

Notable absent flags: There is no Safety flag listed, which means the Hell's Fury does not have a safety mode that blocks firing. There is no Semi flag, so the weapon cannot be switched to semi-automatic fire. There is no Hook_Barrel or Hook_Grip or Hook_Sight flag, meaning the weapon does not have attachment points for barrels, grips, or sights. The only attachment hook present is Hook_Tactical.


Where the Hell's Fury spawns

The spawn table below lists every loot table the Hell's Fury appears in, the map each table belongs to, and the chance per roll of the weapon being selected. This data comes directly from the game's spawn configuration files.

Understanding loot tables is essential for server owners and modders. Each spawn table is a list of items with associated weights. When the engine rolls on a spawn table, it sums the weights of all eligible items and picks one at random. The "Chance per roll" column in the table below is the percentage probability that any single roll on that table picks the Hell's Fury.

A spawn table can be rolled multiple times. If a loot spawn point triggers multiple rolls on the same table, the chance of the weapon appearing at least once increases. The chance per roll is independent; each roll starts fresh with the same probability.

MapSpawn tableChance per roll
CoreSpecial_High_Guns14.286%
CoreSpecial_High_Peaks_Guns14.286%
FranceMilita_Super_France_Guns5.882%
EasterIslandEaster_Airdrop_Guns4.000%
EasterIslandEaster_Airdrop2.788%
RioDeJaneiroCarepackage_Brazil1.042%
RioDeJaneiroBrazil_Carepackage_Brazil1.042%
CoreBeacon0.565%
FranceCarepackage_France_Weapons0.360%
FranceMilita_Super_France0.310%
FranceFrance_Milita_Super_France0.310%
FranceCarepackage_France0.252%
CoreRussia_Special_High0.214%
CoreSpecial_High0.214%
CoreSpecial_High_Peaks0.214%
CorePeaks_Special_High_Peaks0.214%
CoreXmas_Presents0.018%

The highest chance of finding the Hell's Fury is in the Core map's Special_High_Guns and Special_High_Peaks_Guns tables, both at 14.286% per roll. These are gun-only sub-tables that filter loot down to weapons before rolling, which means the pool of competing items is limited to other guns with similar tiering. The 14.286% rate means roughly one in seven rolls on these tables produces the Hell's Fury.

The weapon appears across four maps: Core, France, EasterIsland, and RioDeJaneiro. Core has the broadest coverage with nine spawn table entries, including a special seasonal entry in Xmas_Presents at a very low 0.018%. France has five entries, EasterIsland has two, and RioDeJaneiro has two (both representing the same Carepackage_Brazil table accessed through different table lookup paths).

The France entries show a common pattern in Unturned's spawn system: the same weapon appears in both a gun-filtered sub-table and a broader general table. The Milita_Super_France_Guns table at 5.882% is weapons-only, while Milita_Super_France and France_Milita_Super_France at 0.310% are broader tables that include non-weapon loot, making the weapon harder to find per roll. The France_Milita_Super_France entry is a path-specific variant of the same underlying table, used when the spawn point's location on the map modifies which table path resolves.

The Xmas_Presents entry at 0.018% is the rarest spawn source. This is a seasonal/holiday loot table that contains a very large pool of items, making any single item extremely unlikely per roll. A modder who wants to make the weapon more common during a holiday event can increase the weight in this table or add it to additional seasonal tables.


Canned Beans

The Hell's Fury asset and all of its associated spawn tables contain no reference to Canned Beans. This weapon does not spawn in any bean-related loot table, is not crafted from beans, and does not interact with the bean system in any way. The data is clear and complete on this point: there is no bean connection.

This is a common pattern for high-tier, Legendary-rarity weapons. They occupy the top-shelf military and special-ops spawn tables, which are deliberately separate from civilian food loot. A modder who wants to create a bean connection could add the Hell's Fury to a food loot table or create a blueprint recipe that requires Canned Beans as an ingredient, but no such connection exists in the vanilla game data.

For the full canonical history of Canned Beans in Unturned lore, see /lore/canned-beans-lore.


Practical use for server owners and modders

Server owners who want to control the Hell's Fury's availability have three levers: the spawn table weights, the Ammo_Min/Ammo_Max range, and the Caliber value.

The spawn table weights are the most direct lever. To make the weapon more common, increase its weight in the tables where it already appears. The Special_High_Guns table at 14.286% is the highest-impact target: a small weight increase here produces a large availability increase because this table is rolled frequently in high-tier loot areas. Conversely, to make the weapon rarer, reduce the weight. Setting the weight to zero in a table removes the weapon from that table entirely.

The Ammo_Min and Ammo_Max fields control how many rounds a freshly spawned magazine contains. Raising Ammo_Min to a value closer to Ammo_Max makes the magazine more consistently full, which affects how useful the weapon is when first found. Lowering Ammo_Max limits the maximum rounds, making the weapon's sustained-fire capability more precious.

The Caliber field is the most powerful lever for modders creating custom ecosystems. Changing the Hell's Fury's Caliber to a new value and creating a matching custom ammo type makes the weapon and its ammunition an isolated system. No other weapon in the game uses the same ammo. This means the ammunition becomes a dedicated resource that players must find or craft specifically for the Hell's Fury, which changes the weapon's economy entirely.

For custom maps, adding the Hell's Fury to new spawn tables follows the same pattern as any other item. Create a new spawn table entry, assign it a weight relative to other items in the table, and reference the item by its item ID (1364). The engine resolves the GUID and the rest of the asset data from the item ID automatically. There is no need to duplicate the asset definition in the map's level data -- the item ID is the single point of reference.

The Hook_Tactical flag is the only attachment hook on this weapon. A modder who wants the Hell's Fury to accept barrels, grips, or sights must add the corresponding Hook flags: Hook_Barrel, Hook_Grip, or Hook_Sight. Each added hook requires the matching attachment items to exist in the game data with compatible hook values. Adding a hook without attachments that fit it produces an empty attachment slot that the engine renders but cannot fill.