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Nightraider Gun Reference

The Nightraider is an assault rifle asset in Unturned, defined by item ID 1377 and GUID 5fdd8480f0f24f3a97b852df1017c3a5. It sits in the Primary weapon slot with Epic rarity. The in-game description reads: German assault rifle chambered in Ranger and Military ammunition. This article documents every field in the Nightraider 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 Nightraider's in-game description stating it is chambered in both Ranger and Military ammunition is a lore statement, not a mechanical one. The weapon's Caliber value of 1 is what the engine actually uses for ammunition matching. The dual-caliber description reflects the weapon's intended role as a versatile rifle that bridges two ammunition ecosystems, but the asset data shows a single Caliber field with a single value. The magazine field references item 123, which is a standard military-grade magazine common to several rifles.


Reading the asset: what each field controls

When you open the Nightraider 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
Range200
Firerate5
ActionTrigger
Caliber1
Muzzle3
Magazine123
Ammo_Min10
Ammo_Max30

Range sets how far the weapon can hit a target. A value of 200 means the Nightraider 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 200 is standard for an assault rifle. It sits between the pistol-class weapons (typically around 100) and the sniper-class weapons (typically 250 to 300). This is the mid-range assault rifle bracket. A modder who raises Range to 250 or 300 extends the weapon into marksman territory. Because Unturned does not have damage falloff over distance, a hit at 1 unit deals the same damage as a hit at 199 units.

Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Nightraider has Firerate 5. 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 5 means 5 ticks elapse between shots.

A Firerate of 5 is moderate. It is faster than the Matamorez's 8, slower than the Hell's Fury's 3, and comparable to the Eaglefire and Maplestrike assault rifles. This is the standard assault-rifle firerate. A modder who lowers it to 4 or 3 speeds up the weapon. A modder who raises it to 7 or higher slows it down.

Action is Trigger for the Nightraider. 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 flags present.

The Nightraider has both Auto and Semi flags, plus Safety. This is the full fire-mode suite: semi-auto (one shot per pull), full-auto (continuous fire while held), and safety (no fire). The player switches between modes using the fire-mode toggle keybind.

Caliber is 1. This is a very common Caliber value in Unturned. Caliber 1 is shared by multiple weapons, including the Maplestrike, the Eaglefire, and several other military-grade rifles. This shared caliber creates an ammunition ecosystem: a magazine found for one Caliber 1 weapon works in all Caliber 1 weapons.

The Caliber system is a simple integer match: the weapon looks for an ammo item whose Caliber field equals 1. If you change the Nightraider's Caliber to a different value, you must also create an ammo item with that same Caliber value, or the weapon cannot be reloaded. Changing Caliber away from 1 breaks the weapon's integration with the shared military ammunition ecosystem.

Muzzle is 3. 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 Nightraider's Muzzle of 3 means it accepts any barrel attachment with a Muzzle value of 3 or lower. A barrel rated 4 does not fit; a barrel rated 2 fits.

A Muzzle of 3 is the standard military-grade barrel tier. It accepts standard suppressors, muzzle brakes, and compensators. It excludes the very highest-tier barrel attachments rated 4 or 5.

Magazine is 123. This is the item ID of the default magazine the Nightraider ships with. When a player equips a fresh Nightraider, the engine attaches item 123 as the ammo container automatically. The magazine item is an independent asset with its own Caliber field. Since the magazine has Caliber 1 (matching the weapon), it is interchangeable with any other Caliber 1 weapon's magazine.

Item 123 is the standard military magazine used by multiple rifles. This means the Nightraider shares its magazine ecosystem with other military-grade assault rifles. A magazine found on one Caliber 1 rifle can be swapped to the Nightraider without issue.

Ammo_Min and Ammo_Max set the bullet count range for loot spawns of the ammo item. Ammo_Min 10 and Ammo_Max 30 mean that when the ammo item spawns in the world, the engine randomly picks a bullet count between 10 and 30 inclusive. This is a moderate range with a decent floor -- a magazine with 10 rounds is usable, while a full 30-round magazine is ideal.

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 123 would inherit these min/max values unless they override them on the new gun.


Damage values per target type

The Nightraider 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_Damage43
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

The Nightraider has a Player_Damage of 43. This is a solid mid-range value for an assault rifle. 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. 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

FieldValue
Zombie_Damage99
Zombie_Leg_Multiplier0.3
Zombie_Arm_Multiplier0.3
Zombie_Spine_Multiplier0.6
Zombie_Skull_Multiplier1.1

The Nightraider 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 without being overpowered in PvP.

The zombie hit-zone multipliers follow the standard zombie pattern. Limbs use 0.3, 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 99 base means even limb hits at 30% effectiveness deal substantial damage to zombies. The Nightraider is tuned to be highly effective against the AI horde while sitting at a moderate 43 against players.

Animal damage

FieldValue
Animal_Damage43
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

The Nightraider has an Animal_Damage of 43, 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 zoneMultiplierDamage (base 43)
Skull1.147.3
Spine0.834.4
Arm0.625.8
Leg0.625.8

The player damage table shows that a headshot deals 47.3 damage per bullet. A spine hit deals 34.4. Limb hits -- arm or leg -- deal 25.8 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 99)
Skull1.1108.9
Spine0.659.4
Arm0.329.7
Leg0.329.7

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 matches the Kryzkarek and Matamorez zombie headshot damage because all three weapons share the 99 base and 1.1 skull multiplier.

Animal damage per hit zone

Hit zoneMultiplierDamage (base 43)
Skull1.147.3
Spine0.834.4
Leg0.625.8

The animal damage table shows that a headshot deals 47.3 damage per bullet against animals. A spine hit deals 34.4. A leg hit deals 25.8. 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 (43) equals the player damage base (43) and the multipliers are identical.


Handling

FieldValue
Recoil_Min_X-1
Recoil_Min_Y2
Recoil_Max_X3
Recoil_Max_Y3
Spread_Aim0.0375
Shake_Min_X-0.0025
Shake_Max_X0.0025

The Nightraider's handling block defines a moderate recoil pattern with both horizontal and vertical components. The horizontal recoil oscillates from negative to positive, which is a different pattern from weapons that pull in only one direction.

Recoil_Min_X and Recoil_Max_X define the horizontal recoil range. Recoil_Min_X -1 and Recoil_Max_X 3 mean that on each shot, the engine picks a random X-axis recoil value between -1 and 3 and applies it to the aim point. Because the min is negative and the max is positive, the horizontal recoil can pull left (negative) or right (positive) on any given shot. The range from -1 to 3 is asymmetric, with a wider positive side, meaning the weapon has a slight rightward bias on average.

This oscillating horizontal pattern is more realistic than a one-sided pull. The weapon does not drift consistently in one direction; instead, it jumps left and right unpredictably within the -1 to 3 band. A modder who wants a consistent horizontal pull can set both min and max to the same sign. Setting both to positive values gives rightward-only pull; both negative gives leftward-only pull.

Recoil_Min_Y and Recoil_Max_Y define the vertical recoil range. Recoil_Min_Y 2 and Recoil_Max_Y 3 mean the aim climbs by somewhere between 2 and 3 units per shot. Both values are the same magnitude, meaning the vertical climb is consistent: always between 2 and 3 units, never more, never less. This is a moderate vertical recoil appropriate for a mid-tier assault rifle.

The vertical recoil range of 2 to 3 is tight enough that the weapon feels predictable but substantial enough that sustained automatic fire climbs noticeably. A modder who wants the weapon to be more controllable can lower both values. A modder who wants to make it harder to control can raise them or widen the gap between min and max.

Spread_Aim is 0.0375. 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 Nightraider's 0.0375 is moderate -- it is wider than precision rifles but tighter than machine guns or SMGs.

A modder who lowers Spread_Aim makes the weapon more accurate. A modder who raises it widens the cone. Spread_Aim compounds with movement state, stance, and attachment modifiers.

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 small symmetric shake. The values match the Matamorez, suggesting this is a standard shake range for assault-rifle-class weapons.


Flags

The asset file records the following flags present on the Nightraider:

"7b82c125a5a54984b8bb26576b59e977", Auto, Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, 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 Nightraider has selectable fire modes. Semi is the semi-automatic fire flag. With both Auto and Semi present, the player can toggle between full-auto and semi-auto. Safety adds a safety mode that disables all firing.

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 or produce it as output.

Hook_Barrel is the attachment hook flag for the barrel slot. This accepts suppressors, muzzle brakes, and compensators. Combined with the Muzzle value of 3, the Nightraider accepts barrel attachments with Muzzle tier 3 or lower.

Hook_Grip is the grip slot hook. This accepts foregrips, angled grips, and bipods. Hook_Sight is the sight slot hook. This accepts scopes, red dot sights, holographic sights, and iron sights. Hook_Tactical is the tactical rail slot hook, accepting tactical lights, laser sights, and rangefinders.

With four attachment hooks -- Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical -- the Nightraider has the full standard attachment suite. This is the maximum attachment configuration for a military-grade rifle. A player can mount a barrel device, a sight, a grip, and a tactical device simultaneously.

InputItems means the weapon can receive items as input in crafting or repair recipes. RequiresNearbyCraftingTags means crafting operations involving this weapon require the player to be near a crafting station with the matching tag.

The GUID string "7b82c125a5a54984b8bb26576b59e977" 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 Invulnerable flag, so the Nightraider is subject to normal item loss conditions. There is no OutputItems flag, which is present on the Kryzkarek and Matamorez but not on the Nightraider. This means the Nightraider cannot be produced from other ingredients through crafting output recipes.


Where the Nightraider spawns

The spawn table below lists the first 20 of 29 total loot tables the Nightraider 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 Nightraider.

MapSpawn tableChance per roll
CoreMilitary_High_Peaks_Guns50.000%
CoreSpecial_Low_Guns33.333%
FranceSpecial_Low_France_Guns26.316%
EasterIslandVermillin_Mega_Guns22.222%
RioDeJaneiroBrazil_Military_Low_Guns20.000%
EasterIslandVermillin_High_Guns16.667%
BelgiumMilitary_Belgium_Guns7.761%
BelgiumPolice_Belgium_Guns7.407%
EasterIslandVermillin_Mega4.233%
IrelandCliffs_Airdrop_Weapons_Military3.279%
EasterIslandVermillin_High1.852%
CoreRussia_Special_Low1.389%
CoreSpecial_Low1.389%
CoreRussia_Special_High1.250%
CoreSpecial_High1.250%
CoreMilitary_High_Peaks1.250%
CorePeaks_Military_High_Peaks1.250%
FranceFrance_German_Border_France1.250%
RioDeJaneiroBrazil_Military_Low1.097%
FranceSpecial_Low_France1.074%

Showing 20 of 29 tables that can produce this weapon.

The highest chance of finding the Nightraider is in the Core map's Military_High_Peaks_Guns table at 50.000%. This is a high-tier military gun table filtered for Peaks variants. The 50.000% rate means every other roll on this table produces a Nightraider.

The Special_Low_Guns table at 33.333% is the second-highest source. This is a special-loot gun table, making the Nightraider available from low-tier special loot as well as high-tier military loot. The presence in both Special_Low and Special_High tables means the weapon scales across multiple loot tiers.

The weapon appears across seven maps: Core, France, EasterIsland, RioDeJaneiro, Belgium, Ireland, and one other in the remaining 9 tables not shown. Core dominates with seven entries. EasterIsland has four entries through its Vermillin faction tables.

The Vermillin entries on EasterIsland show a clear tier progression. Vermillin_Mega_Guns at 22.222% is the highest-rate source. Vermillin_High_Guns at 16.667% is the next tier down. The non-gun-filtered versions at Vermillin_Mega (4.233%) and Vermillin_High (1.852%) have much lower rates because the weapon competes against all item types in the broader tables. This four-tier structure -- Mega Guns, High Guns, Mega general, High general -- is a well-organised spawn hierarchy.

The France_German_Border_France entry at 1.250% is a location-specific table. This table only rolls at spawn points near the German-French border area on the France map. The 1.250% rate is low but the table's geographic restriction means the weapon has a small but reliable chance of appearing in a specific region.

The Core entries show the Peaks_ prefix pattern. Military_High_Peaks_Guns, Military_High_Peaks, and Peaks_Military_High_Peaks represent three different resolution paths for the same underlying loot context. The first is the gun-filtered version, the second is the general version, and the third is a Peaks-specific path. All three resolve to the military high-tier Peaks loot pool with different filtering.

The Cliffs_Airdrop_Weapons_Military entry in Ireland at 3.279% is an airdrop source. Airdrop tables are typically rolled when a supply crate lands, making them event-driven rather than persistent loot sources. The 3.279% rate means the Nightraider has a moderate chance of appearing in each military airdrop.


Canned Beans

The Nightraider asset and all of its 29 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 military, special, and police spawn tables the Nightraider occupies are tactical loot sources, deliberately separate from civilian food and supply tables. A modder who wants to create a bean connection could add the Nightraider 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 Nightraider's availability should focus on the high-rate tables first. The Military_High_Peaks_Guns table at 50.000% and Special_Low_Guns table at 33.333% are the primary levers. Reducing the weight in these two tables has the largest impact on overall Nightraider availability.

The weapon's presence in both Special_Low and Special_High tables is unusual. Most weapons appear in one tier or the other, not both. This dual-tier placement makes the Nightraider more common than its Epic rarity suggests. Server owners who want the weapon to feel more exclusive can remove it from Special_Low tables entirely while keeping it in Special_High and Military_High_Peaks, restricting it to genuinely high-tier loot sources.

The Caliber 1 value ties the Nightraider to the shared military ammunition ecosystem. This is a significant gameplay and economic consideration. Any change to Caliber 1 ammunition -- spawn rates, magazine capacities, ammo box sizes -- affects every weapon in the Caliber 1 family, including the Nightraider, Maplestrike, Eaglefire, and others. Server owners who want to adjust the Nightraider's ammo economy without affecting the entire family must change the weapon's Caliber to a unique value and create a matching custom ammo item.

The Magazine 123 field uses the shared military magazine item. This means a magazine found for any Caliber 1 rifle can be used in the Nightraider. Server owners who want magazine exclusivity should assign the Nightraider a unique magazine item ID and set its Caliber to match the weapon. This creates a dedicated magazine that only the Nightraider uses, though any ammo item with Caliber 1 would still work if the player manages to load it.

The full attachment hook suite -- Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical -- gives the weapon maximum customisation. Server owners who add custom attachments should ensure compatibility with the Muzzle 3 tier for barrels. Grip, sight, and tactical attachments need to reference the standard hook names to be mountable on the Nightraider.

The handling block's oscillating horizontal recoil (from -1 to 3) creates an unpredictable left-right drift. Server owners who want a more predictable pattern can narrow the range or set both min and max to the same sign. For a rightward-only pull, set Recoil_Min_X and Recoil_Max_X both positive. For a leftward-only pull, set both negative. For no horizontal recoil, remove the X fields entirely.

The Spread_Aim of 0.0375 is a moderate value. Lowering it makes the weapon more accurate at range, which can be combined with a Range increase to create a designated marksman variant of the Nightraider. Raising Spread_Aim makes the weapon less precise, pushing it toward a close-to-medium-range role.

For custom maps, adding the Nightraider to new spawn tables follows the standard pattern. Reference the weapon by item ID 1377. The engine resolves the GUID (5fdd8480f0f24f3a97b852df1017c3a5) and asset data from the item ID automatically. When adding the weapon to a custom map's loot tables, consider which tier is appropriate: the vanilla data places it across multiple tiers, so the map designer has flexibility in deciding whether the Nightraider is a common find or a rare reward.