Matamorez Gun Reference
The Matamorez is an assault rifle asset in Unturned, defined by item ID 1000 and GUID df1e28e1ca994095a529e640e42a2da9. It sits in the Primary weapon slot with Legendary rarity. The in-game description reads: Russian assault rifle chambered in Matamorez ammunition. This article documents every field in the Matamorez 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 Matamorez holds a special place in Unturned's weapon roster: its item ID 1000 is a round number that suggests it was among the earliest weapons added to the game. It is a Legendary-rarity Primary weapon with one of the highest per-bullet damage values among assault rifles. Its high damage comes at the cost of severe recoil -- the Matamorez has the highest vertical recoil values documented in this reference series. The weapon also carries the Invulnerable flag, which is rare among non-Mythical weapons.
Reading the asset: what each field controls
When you open the Matamorez 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
| Field | Value |
|---|---|
| Range | 300 |
| Firerate | 8 |
| Action | Trigger |
| Caliber | 21 |
| Muzzle | 4 |
| Magazine | 1003 |
| Ammo_Min | 6 |
| Ammo_Max | 17 |
Range sets how far the weapon can hit a target. A value of 300 means the Matamorez 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 300 is among the highest in the weapon roster. It matches dedicated sniper rifles and exceeds most assault rifles. This gives the Matamorez sniper-tier engagement range despite being classed as an assault rifle. A modder who lowers Range to 200 or 150 makes the weapon a mid-range rifle; a modder who raises it further extends its reach. Because Unturned does not have damage falloff over distance, the full damage applies at any distance within Range.
Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Matamorez has Firerate 8. 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 8 means 8 ticks elapse between shots.
A Firerate of 8 is moderate for an assault rifle -- slower than bullet-hose weapons, faster than precision rifles. Combined with the weapon's high per-bullet damage, this Firerate creates a deliberate, heavy-hitting fire cadence. A modder who lowers Firerate to 6 or 5 speeds up the weapon. A modder who raises it to 12 or higher slows it down toward marksman-rifle territory.
Action is Trigger for the Matamorez. This means the weapon fires one shot per trigger pull in semi-auto mode. The Action field defines the fundamental firing mechanism. The engine uses Action to determine which fire animation to play and which input-processing path to follow. When Action is Trigger, the weapon can operate in semi-automatic or automatic mode depending on the presence of the Semi and Auto flags.
The Matamorez has both Auto and Semi flags. This means the weapon supports both full-auto and semi-auto fire modes, with the player able to switch between them using the fire-mode toggle. The Safety flag is also present, adding a safety mode that disables all firing.
Caliber of 21 maps the Matamorez to ammunition ID 21. 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 Matamorez'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.
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 Matamorez'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 permissive and accepts most barrel attachments in the game. Only the very highest-tier barrels are excluded. This is appropriate for a Legendary-tier weapon, which should have broad compatibility with high-end attachments.
Magazine is 1003. This is the item ID of the default magazine the Matamorez ships with. When a player equips a fresh Matamorez, the engine attaches item 1003 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 21 works in any weapon with Caliber 21, not just the Matamorez.
Ammo_Min and Ammo_Max set the bullet count range for loot spawns of the ammo item. Ammo_Min 6 and Ammo_Max 17 mean that when the ammo item spawns in the world, the engine randomly picks a bullet count between 6 and 17 inclusive. This is a narrow range with a low minimum. A magazine with only 6 rounds is a sparse find; a 17-round magazine is comfortably full.
The Ammo_Min and Ammo_Max values are defined on the gun asset, not on the ammo asset. A modder who creates a custom weapon that uses ammo item 1003 would inherit these min/max values unless they override them on the new gun.
Damage values per target type
The Matamorez 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
| Field | Value |
|---|---|
| Player_Damage | 70 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
The Matamorez has a Player_Damage of 70. This is one of the highest per-bullet player damage values in the weapon roster. Most assault rifles have base damage values in the 30-50 range. The 70 puts the Matamorez in territory normally occupied by sniper rifles and designated marksman weapons. The engine multiplies this base by the hit-zone multiplier to produce the actual damage dealt to a player.
The multiplier pattern follows the 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. The Player_Spine_Multiplier of 0.8 means torso hits deal 80% of base player damage. The Player_Skull_Multiplier of 1.1 means headshots deal 10% more than base damage.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 99 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
The Matamorez has a Zombie_Damage of 99. This is a very high zombie damage value. The engine allows each damage base to be tuned independently so that a weapon can feel powerful against AI enemies.
The zombie hit-zone multipliers follow the standard zombie pattern. Limbs use 0.3 instead of 0.6, meaning limb hits on zombies deal only 30% of the base zombie damage. The spine uses 0.6. The skull multiplier remains at 1.1.
The combination of 99 base damage and the 1.1 skull multiplier produces one of the highest per-bullet headshot values in the game. Even at the limb multiplier of 0.3, a zombie limb hit deals substantial damage because of the high base. The Matamorez is tuned to be devastating against zombies across all hit zones.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 70 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The Matamorez has an Animal_Damage of 70, 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.
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 zone | Multiplier | Damage (base 70) |
|---|---|---|
| Skull | 1.1 | 77 |
| Spine | 0.8 | 56 |
| Arm | 0.6 | 42 |
| Leg | 0.6 | 42 |
The player damage table shows that a headshot deals 77 damage per bullet. A spine hit deals 56. Limb hits -- arm or leg -- deal 42 each. The headshot damage of 77 is extremely high for an automatic weapon. The limb damage of 42 is higher than the base damage of many other assault rifles.
Zombie damage per hit zone
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.6 | 59.4 |
| Arm | 0.3 | 29.7 |
| Leg | 0.3 | 29.7 |
The zombie damage table shows that a headshot deals 108.9 damage per bullet against zombies. A spine hit deals 59.4. Limb hits -- arm or leg -- deal 29.7 each. The 108.9 headshot value is among the highest per-bullet damage numbers in the game's weapon roster.
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 70) |
|---|---|---|
| Skull | 1.1 | 77 |
| Spine | 0.8 | 56 |
| Leg | 0.6 | 42 |
The animal damage table shows that a headshot deals 77 damage per bullet against animals. A spine hit deals 56. A leg hit deals 42. The animal table has one fewer row than the player and zombie tables because animals lack the Arm hitbox. The damage values match the player table exactly because the animal damage base (70) equals the player damage base (70) and the multipliers are identical.
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | 4 |
| Recoil_Min_Y | 5 |
| Recoil_Max_X | 7 |
| Recoil_Max_Y | 9 |
| Spread_Aim | 0.005 |
| Shake_Min_X | -0.0025 |
| Shake_Max_X | 0.0025 |
The Matamorez's handling block defines the steepest recoil values among the weapons in this reference series. The high recoil is the weapon's defining handling characteristic and the price paid for its exceptional per-bullet damage.
Recoil_Min_X and Recoil_Max_X define the horizontal recoil range. Recoil_Min_X 4 and Recoil_Max_X 7 mean that on each shot, the engine picks a random X-axis recoil value between 4 and 7 and applies it to the aim point. Both values are positive, which means the weapon always pulls to the right (in Unturned's coordinate system). The range of 4 to 7 is wide, meaning the horizontal pull varies substantially from shot to shot.
A modder who wants the weapon to pull left instead sets both values to negative numbers. A modder who wants it to oscillate sets Recoil_Min_X to a negative value and Recoil_Max_X to a positive value. Setting both values to the same number removes horizontal randomness. The magnitude of these values -- up to 7 units per shot -- is very high and will cause rapid horizontal drift during sustained fire.
Recoil_Min_Y and Recoil_Max_Y define the vertical recoil range. Recoil_Min_Y 5 and Recoil_Max_Y 9 mean the aim climbs by somewhere between 5 and 9 units per shot. This is the highest vertical recoil in the documented weapon set. The range of 5 to 9 is wide, meaning some shots climb moderately while others climb aggressively.
The combination of strong upward climb (5 to 9 units) and strong rightward pull (4 to 7 units) creates a pronounced diagonal recoil pattern: the aim point moves up and to the right with every shot. This pattern demands active recoil compensation from the player. A modder who wants to tame the weapon can reduce all four recoil values. A modder who wants to exaggerate the weapon's difficulty can raise them further.
Spread_Aim is 0.005. This is a very tight spread value. Despite the severe recoil, the Matamorez's first shot or a carefully aimed single shot is extremely accurate. The tight spread means the bullet goes almost exactly where the crosshair points. This creates an interesting handling profile: the weapon is surgically precise on the first shot but difficult to control during sustained fire. The engine uses Spread_Aim as the base spread before any attachment modifiers are applied.
A modder who raises Spread_Aim makes the weapon less precise across the board. The tight 0.005 is one of the lowest spread values in the weapon roster, appropriate for a weapon with such punishing recoil.
Shake_Min_X and Shake_Max_X define the camera shake range. Shake_Min_X -0.0025 and Shake_Max_X 0.0025 mean the camera shakes horizontally by a random value between -0.0025 and 0.0025 units per shot. This is a very small symmetric shake range. The minimal shake values, combined with the tight spread, confirm that the Matamorez is mechanically precise -- its difficulty comes entirely from the recoil system, not from random spread or camera shake.
Flags
The asset file records the following flags present on the Matamorez:
"7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157", Auto, Blueprints, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, Invulnerable, OutputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
Auto is the full-auto flag. When present together with the Trigger action, the weapon can fire continuously while the fire button is held. Combined with the Semi flag, the Matamorez has selectable fire modes: semi-automatic (one shot per trigger pull) and fully-automatic (continuous fire while the trigger is held). The player switches between modes using the fire-mode toggle keybind.
Semi is the semi-automatic fire flag. With both Auto and Semi present, the weapon supports toggling between the two fire modes. The engine checks both flags during the fire-mode switch logic. If only Auto were present, the weapon would be full-auto only with no semi-auto option. If only Semi were present, it would be semi-auto only.
Safety is the safety mode flag. When present, the weapon has a safety mode that can be toggled on and off. In safety mode, the weapon cannot fire regardless of the selected fire mode. The engine checks the Safety flag at the start of the fire-processing chain and blocks all firing if safety is engaged.
Invulnerable is a rare flag. When present, the weapon cannot be destroyed or lost through normal gameplay mechanics. Items with this flag are typically quest rewards, achievement items, or other special-case equipment. The Invulnerable flag on the Matamorez makes it a persistent item -- once acquired, it is not subject to the same loss conditions as normal weapons. This is unusual for a Legendary weapon and more commonly seen on Mythical-tier items.
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.
Hook_Grip is the attachment hook flag for the grip slot. The grip slot accepts foregrips, angled grips, and bipods. Hook_Sight is the attachment hook flag for the sight slot. This accepts scopes, red dot sights, holographic sights, and iron sights. Hook_Tactical is the attachment hook flag for the tactical rail slot, accepting tactical lights, laser sights, and rangefinders.
With three attachment hooks -- Hook_Grip, Hook_Sight, and Hook_Tactical -- plus the Muzzle value of 4 enabling barrel attachments, the Matamorez has a full suite of attachment points. A player can mount a barrel attachment, a sight, a grip, and a tactical device simultaneously. This is the maximum attachment configuration for a non-specialist weapon.
InputItems means the weapon can receive items as input in crafting or repair recipes. OutputItems means the weapon can produce items as output in crafting operations. Together, these flags enable two-way crafting transactions.
RequiresNearbyCraftingTags means that crafting operations involving this weapon require the player to be near a crafting station or object with the matching tag.
The GUID strings ("7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157") and the bracket/brace characters [, ], {, } are structural markers used by the asset serialisation system. They are not gameplay flags.
Notable absent flags: There is no Hook_Barrel flag, but the weapon does have a Muzzle value of 4, which enables barrel attachments through the Muzzle tier system rather than through a hook. This is an important distinction: Muzzle and Hook_Barrel are separate systems that can coexist. A weapon with Muzzle but without Hook_Barrel still accepts barrel attachments because the Muzzle value itself gates barrel compatibility.
Where the Matamorez spawns
The spawn table below lists the first 20 of 32 total loot tables the Matamorez 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 is the percentage probability that any single roll picks the Matamorez.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Arena_Guns_Ranger_Rare | 50.000% |
| Core | Special_High_Guns | 28.571% |
| France | Milita_Super_France_Guns | 11.765% |
| Core | Militia_Special | 9.091% |
| Core | Syndicate_Special | 9.091% |
| Ireland | Cliffs_IFR_High_Guns | 6.579% |
| Core | Monolith_Arena_Guns_Ranger | 5.376% |
| Core | Arena_Guns_Ranger | 5.376% |
| EasterIsland | Easter_Airdrop_Guns | 4.000% |
| France | Milita_Special_France_Special | 3.704% |
| Core | Beacon | 2.825% |
| EasterIsland | Easter_Airdrop | 2.788% |
| RioDeJaneiro | Carepackage_Brazil | 1.042% |
| RioDeJaneiro | Brazil_Carepackage_Brazil | 1.042% |
| France | Milita_Super_France | 0.649% |
| France | France_Milita_Super_France | 0.649% |
| Ireland | Cliffs_IFR_High | 0.548% |
| Core | Russia_Special_High | 0.429% |
| Core | Special_High | 0.429% |
| Core | Syndicate | 0.216% |
Showing 20 of 32 tables that can produce this weapon.
The highest chance of finding the Matamorez is in the Core map's Arena_Guns_Ranger_Rare table at 50.000%. This is a highly specialised table: an arena-mode gun table filtered for Ranger-grade weapons and further filtered for rare drops. The 50.000% rate means every other roll on this table produces a Matamorez. This table is only active in arena game modes, not in standard survival gameplay.
The Special_High_Guns table at 28.571% is the primary survival-mode source. This is a high-tier special-loot gun table. The 28.571% rate means the Matamorez appears in slightly more than one of every four rolls on this table.
The weapon appears across six maps: Core, France, Ireland, EasterIsland, RioDeJaneiro, and three others in the remaining 12 tables not shown. Core dominates with 10 entries in the visible 20 -- half the visible tables are on Core.
The France entries show the tiered spawn pattern. Milita_Super_France_Guns at 11.765% is the high-rate gun-specific table. Milita_Super_France and France_Milita_Super_France at 0.649% are the broader versions of the same table, where the weapon competes against all item types. The Milita_Special_France_Special table at 3.704% is a middle-tier special table that includes the weapon at a moderate rate.
The Beacon entry at 2.825% is notable because Beacon is a special event or structure loot table, not a regular map-wide spawn. Beacon loot typically drops from specific in-game events and is not part of the normal loot economy. The 2.825% rate means the Matamorez has a moderate chance of appearing in each Beacon drop.
The Syndicate and Militia_Special entries at 9.091% each represent faction-specific loot tables. These tables are tied to the Syndicate and Militia faction systems in Unturned -- players aligned with these factions have access to different loot pools. The 9.091% rate in both tables is consistent, suggesting the weapon's weight was set identically across both faction tables.
Canned Beans
The Matamorez asset and all of its 32 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.
The Matamorez occupies high-tier arena, special, and faction loot tables -- deliberately separate from civilian food and supply tables. A modder who wants to create a bean connection could add the Matamorez to a food loot table or create a blueprint recipe requiring 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 Matamorez's availability have multiple levers across its 32 spawn tables. The Arena_Guns_Ranger_Rare table at 50.000% is the highest-rate source, but it is gated behind arena mode. For survival servers, the Special_High_Guns table at 28.571% is the primary lever.
The weapon's broad spawn table coverage across 32 tables makes it one of the most widely distributed Legendary weapons. This means the weapon appears in many different loot contexts rather than being locked to a single source. Server owners who want to make the weapon rarer should target the high-rate tables first: reducing the weight in Special_High_Guns, Militia_Special, and Syndicate_Special has the largest impact on overall availability.
The Invulnerable flag is a significant gameplay consideration. An invulnerable weapon cannot be lost through death, item decay, or server wipes (depending on server configuration). This makes the Matamorez a persistent progression item. Server owners who want the weapon to be a one-time reward should ensure it drops only from controlled sources (quests, events, or specific structures) rather than from random loot tables. A weapon with Invulnerable that also drops from Special_High_Guns at 28.571% may become too common for the flag's intended scarcity.
The weapon's severe recoil makes it demanding to use in full-auto mode. Server owners who want to make the weapon more accessible can reduce Recoil_Max_Y and Recoil_Max_X. The current values of 9 and 7 produce extreme climb and drift. Halving them to 4.5 and 3.5 makes the weapon substantially more controllable. Reducing Spread_Aim from 0.005 to a lower value makes the first shot even more accurate.
The Caliber 21 value isolates the Matamorez's ammunition. Server owners who want to share ammo between the Matamorez and another weapon should set both weapons to the same Caliber and ensure the magazine item IDs are compatible. Creating a shared ammo pool between a Legendary weapon and a more common weapon changes the ammo economy: the Legendary weapon's ammo becomes more plentiful because the common weapon's spawn tables produce it more often.
The Hook_Grip, Hook_Sight, and Hook_Tactical flags give the weapon broad attachment compatibility. Server owners who add custom attachments should ensure their grip, sight, and tactical items reference the correct hook names. The Muzzle value of 4 means custom barrel attachments must have a Muzzle tier of 4 or lower to be compatible.
For custom maps, adding the Matamorez to new spawn tables follows the standard pattern. Reference the weapon by item ID 1000. The engine resolves the GUID (df1e28e1ca994095a529e640e42a2da9) and asset data from the item ID automatically. Because the Matamorez has an Invulnerable flag, consider whether custom map spawns should produce an invulnerable weapon -- an invulnerable Legendary rifle that spawns reliably from a common loot source may not be the intended map balance.
