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PDW Weapon Reference

The PDW (Personal Defence Weapon) is a Legendary-rarity secondary-slot carbine with the asset name Honeybadger. It is the only weapon in this reference series that has the Auto flag (allowing automatic fire), has a Muzzle field with a built-in suppressor (value 3), is Legendary rarity, and uses caliber 1 (Military ammunition). The in-game description labels it an "American carbine chambered in Military ammunition. Internally suppressed." This article documents every field, every multiplier, every spawn table, and the unique properties that make the PDW one of the more mechanically complex secondary weapons in Unturned.

Asset identity

The PDW loads from Honeybadger.dat in the core content bundle. Despite being referred to as the "PDW" in the community, the asset name is Honeybadger, referencing the real-world AAC Honey Badger suppressed carbine. Modders referencing this weapon in code must use the asset name Honeybadger, not PDW.

PropertyValue
Asset nameHoneybadger
Item ID116
GUID953f584b63bb487eabafa2770be0a798
RarityLegendary
SlotSecondary

The in-game description reads: American carbine chambered in Military ammunition. Internally suppressed.

The item ID 116 is one of the lower numerical IDs in the game, indicating the PDW was added early in Unturned's development cycle. The GUID 953f584b63bb487eabafa2770be0a798 is the stable cross-update identifier used for mod conflict resolution and asset override prioritisation.

The Legendary rarity is the highest standard rarity tier. It affects the inventory background colour (gold tint) and signals to players that the weapon is both rare and powerful. The Legendary tier also influences which rarity-gated loot tables the weapon qualifies for, though the PDW's spawn distribution uses table-specific entries rather than generic rarity filtering in most cases.

The Secondary slot assignment is unusual for a carbine. Most carbines and rifles occupy the primary slot. The PDW is specifically designed to fit in the sidearm slot, freeing the primary slot for a longer-range weapon, a shotgun, or a utility tool. This slot assignment is one of the PDW's defining characteristics and a major reason for its high rarity tier: the ability to carry a suppressed automatic carbine in the secondary slot is a significant advantage that the Legendary rarity gates behind loot scarcity.

Ballistics table

FieldValue
Range125
Firerate4
ActionTrigger
Caliber1
Muzzle3
Magazine6
Ammo_Min10
Ammo_Max30

Range

125 is the maximum projectile distance in metres. The PDW's range sits in the upper-middle of this reference series: Crossbow 200, PDW 125, Paintball Gun 100, Nailgun 25. At 125 metres, the weapon is effective at medium range. Projectiles despawn beyond this distance.

For a suppressed automatic carbine, 125 metres is a practical engagement distance. The internal suppressor (via the Muzzle field) reduces the audible range of gunshots, and the Range of 125 means the weapon can reach targets at most combat distances on standard maps. A modder increasing this value to 200 or higher would give the PDW rifle-level range, which would change its role from a close-to-medium-range backup to a full-distance carbine.

Firerate

4 is the tick-interval between shots. The engine uses this integer as a delay counter between shot events. The PDW cycles quickly. Combined with the Auto flag, this allows sustained automatic fire.

For comparison across the series: the Nailgun and Paintball Gun have Firerate of 3 (faster tick interval, one tick less), but they are semi-automatic only. The Crossbow has Firerate of 50 (much slower). The PDW's Firerate of 4 gives it a fast automatic cycle that is only slightly slower than the fastest semi-automatic weapons. A modder lowering this to 3 would give the PDW the same tick interval as the Nailgun and Paintball Gun, but with automatic fire.

Action

Trigger means the weapon fires on trigger pull with no secondary mechanical animation. The Semi and Auto flags work with the Trigger action type to provide two fire modes: single-shot (semi) and continuous (auto). The player can toggle between these modes using the fire-mode selector mechanic.

The Trigger action type combined with Auto means the weapon fires continuously as long as the trigger is held and ammunition remains in the magazine. There is no pump cycle, bolt cycle, or string draw interrupting the fire stream. The weapon's only mechanical constraint is the Firerate tick interval of 4, which governs the minimum time between successive shots in automatic mode.

Caliber

1 is the caliber ID for Military ammunition. Caliber 1 is the standard military rifle caliber used by many of Unturned's assault rifles, carbines, and light machine guns. The Military ammunition type is common in military loot tables, which pairs well with the PDW's spawn distribution (heavily weighted toward military and special loot tables).

Using caliber 1 means the PDW shares ammunition compatibility with a wide range of primary weapons. A player carrying a Military-caliber rifle (such as the Maplestrike, Eaglefire, or Zubeknakov) in the primary slot and the PDW in the secondary slot can use the same ammunition magazines for both weapons. This ammunition commonality is a practical advantage that complements the secondary-slot design: the player does not need to carry two different ammunition types.

Muzzle

3 is the Muzzle field value. This field specifies a built-in muzzle attachment that is integral to the weapon. A value of 3 corresponds to a specific suppressor attachment asset in the game's attachment registry. Unlike most weapons where the suppressor is a detachable barrel attachment mounted via a Hook_Barrel slot, the PDW's suppressor is baked into the weapon asset and cannot be removed or swapped by the player.

The internal suppressor is referenced explicitly in the in-game description ("Internally suppressed") and is one of the weapon's defining features. It reduces the audible range of gunshots, making the PDW a stealth-capable automatic weapon that fits in the secondary slot. The suppressor's exact sound-dampening properties are defined in the muzzle attachment asset with ID 3, not in the PDW asset itself.

A modder who wants to remove the internal suppressor would set Muzzle to 0 (or remove the field entirely). The weapon would then fire unsuppressed like a standard firearm. A modder who wants to change the suppressor type would set Muzzle to a different muzzle attachment ID. Changing the Muzzle field without adding Hook_Barrel means the weapon has a built-in muzzle device that is still not removable; it is simply a different device.

Magazine

6 is the asset ID of the default magazine: the Military Magazine. This magazine accepts caliber 1 ammunition (Military) and holds 30 rounds (visible in the Ammo_Max field). The engine auto-attaches this magazine when the PDW spawns for the first time.

The Military Magazine (ID 6) is the standard magazine for many Military-caliber weapons. Its widespread use means a player can find replacement magazines in military loot, and can share magazines between the PDW and other Military-caliber weapons in their inventory.

If a modder wants the PDW to use a different default magazine (for example, a drum magazine with higher capacity), they would change Magazine to that magazine's asset ID. The replacement magazine must accept caliber 1 ammunition. If a larger-capacity magazine is used, Ammo_Max should be updated to match the magazine's capacity.

Ammo_Min and Ammo_Max

Ammo_Min is 10 and Ammo_Max is 30. The PDW spawns with a random number of loaded rounds between 10 and 30 inclusive. The minimum of 10 is exactly one-third of the magazine's maximum capacity of 30. The weapon never spawns with fewer than 10 rounds pre-loaded.

For comparison: the Nailgun spawns with 5 to 20 rounds (25% to 100% of capacity), the Paintball Gun spawns with 15 to 30 rounds (50% to 100% of capacity), and the PDW spawns with 10 to 30 rounds (33% to 100% of capacity). The PDW's minimum is proportionally higher than the Nailgun's minimum (33% versus 25%) but lower than the Paintball Gun's minimum (33% versus 50%).

Player damage table

FieldValue
Player_Damage40
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage

40 is the base player damage. This is a significant value for a secondary-slot weapon. Within this reference series, the PDW's player damage ranks second: Crossbow 80, PDW 40, Nailgun 19, Paintball Gun 15. The PDW deals more than double the Nailgun's player damage and nearly three times the Paintball Gun's player damage.

The value of 40 is comparable to or higher than many primary-slot weapons in the game. Combined with the Auto flag and fast Firerate of 4, the PDW's damage output (damage per shot multiplied by rate of fire) is high for an item that occupies the secondary slot.

Multipliers

The multiplier structure is standard: leg at 0.6, arm at 0.6, spine at 0.8, and skull at 1.1. These are identical to the multipliers on every other weapon in this reference series. Only the base damage differentiates the weapons' player damage profiles.

Computed player damage by hit zone

Hit zoneMultiplierDamage (base 40)
Skull1.144
Spine0.832
Arm0.624
Leg0.624

A headshot delivers 44 damage, a spine shot 32, and limb shots 24. The spread between headshot and limb damage is 20 points (from 24 to 44). This spread is meaningful given the weapon's fast firerate and automatic fire capability: sustained automatic fire to the head zone deals nearly double the damage of sustained fire to the limbs.

Zombie damage table

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

Zombie_Damage

99 is the base zombie damage. This is more than double the player base damage of 40. The PDW's player-to-zombie damage ratio (40:99, or roughly 1:2.475) is one of the largest asymmetries in this reference series and in the broader Unturned weapon data.

The Crossbow also has Zombie_Damage of 99, but its Player_Damage is 80, making the ratio 80:99 (1:1.24). The PDW's far larger gap means it is designed to be proportionally much more effective against zombies than players, even on a per-shot basis.

Zombie multipliers

The limb multipliers drop to 0.3 (from 0.6 for players), and the spine multiplier drops to 0.6 (from 0.8). The skull multiplier stays at 1.1. This is the standard zombie multiplier set: harsher penalties for non-headshot hits, consistent headshot bonus.

Computed zombie damage by hit zone

Hit zoneMultiplierDamage (base 99)
Skull1.1108.9
Spine0.659.4
Arm0.329.7
Leg0.329.7

A zombie headshot delivers 108.9 damage, matching the Crossbow's zombie headshot value exactly (both weapons have Zombie_Damage of 99 and Zombie_Skull_Multiplier of 1.1). A spine shot delivers 59.4. Limb shots deliver 29.7.

The effective zombie limb damage of 29.7 is higher than the player limb damage of 24, despite the zombie limb multiplier being half the player limb multiplier. This is because the zombie base damage (99) is so much higher than the player base damage (40). Even at 30% effectiveness, a zombie limb shot deals more damage than a player limb shot at 60% effectiveness.

Animal damage table

FieldValue
Animal_Damage40
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage

40 is the base animal damage, matching the player base damage exactly. Unlike the zombie block (which jumps to 99), the animal block stays at 40. The PDW treats players and animals identically for base damage but deals more than double that to zombies.

Animal multipliers

The leg multiplier is 0.6, spine is 0.8, and skull is 1.1. These match the player multiplier set exactly. There is no Animal_Arm_Multiplier; animal hit detection does not include an arm hitbox.

Computed animal damage by hit zone

Hit zoneMultiplierDamage (base 40)
Skull1.144
Spine0.832
Leg0.624

Animal damage is identical to player damage by hit zone: skull 44, spine 32, leg 24. The values are the same as the player computed damage table because the base damage and multipliers are identical.

Damage block asymmetry and cross-target comparison

The PDW's three damage blocks show a pronounced asymmetry:

Target typeBase damageLimb multSpine multSkull mult
Player400.60.81.1
Zombie990.30.61.1
Animal400.60.81.1

Effective damage by target and hit zone:

TargetSkullSpineLimb
Player443224
Zombie108.959.429.7
Animal443224

The zombie block is the outlier in every dimension. The base damage is nearly 2.5 times higher (99 versus 40). The limb multiplier is half (0.3 versus 0.6). The spine multiplier is proportionally reduced (0.6 versus 0.8). Only the skull multiplier (1.1) is shared across all three blocks.

This design means the PDW is a dedicated zombie-clearing weapon that happens to be serviceable against players and animals. The base damage gap is the largest single-factor differentiator: even a zombie limb shot (29.7) deals only slightly less than a player spine shot (32). A modder who wants the PDW to be more lethal in PvP would raise Player_Damage from 40 to a higher value. A modder who wants to reduce its anti-zombie performance would lower Zombie_Damage from 99.

Handling and recoil table

FieldValue
Recoil_Min_X-2
Recoil_Min_Y2
Recoil_Max_X2
Recoil_Max_Y4
Spread_Aim0.1
Shake_Min_X-0.001
Shake_Max_X0.001

Recoil_Min_X and Recoil_Max_X

The horizontal recoil is bounded between -2 and 2. On each shot, the engine picks a random value in this range and offsets the aim point horizontally. The range is symmetric around zero, so horizontal kick is evenly distributed left and right.

The magnitude of 2 units is notable. For comparison: the Crossbow has a horizontal recoil range of -5 to 5 (2.5 times wider), while the Nailgun and Paintball Gun have -0.2 to 0.2 (10 times narrower). The PDW sits in the middle: more horizontal recoil than the small sidearms, less than the heavy-crossbow class.

In automatic fire, the horizontal recoil combines with the vertical recoil to create a scatter pattern. The -2 to 2 range means each shot can drift up to 2 units left or right, which at medium range can noticeably affect point of impact.

Recoil_Min_Y and Recoil_Max_Y

The vertical recoil is bounded between 2 and 4. Both values are positive, so the PDW always kicks upward. The magnitude is moderate for an automatic weapon: the same vertical recoil range as the Nailgun and Paintball Gun (both semi-automatic only), and narrower than the Crossbow's 5 to 10.

In automatic fire, the upward recoil accumulates shot by shot. The engine does not automatically recentre the aim point between shots; the player must manually compensate by pulling the mouse down. The PDW's vertical recoil range of 2 to 4 per shot is controllable with practice.

Spread_Aim

0.1 is the aiming spread when the player is aiming down sights. This is tighter than the Paintball Gun's 0.2 and the Nailgun's 0.5, but wider than the Crossbow's 0.001. The PDW is reasonably accurate when aiming but not pinpoint.

At 0.1, the spread is small enough that automatic fire at medium range will keep most rounds on a man-sized target. The combination of tight spread and automatic fire is what makes the PDW effective: the weapon can sustain accurate automatic fire at its practical engagement distance of up to 125 metres.

Shake_Min_X and Shake_Max_X

-0.001 to 0.001 is the screen-shake range. This is the smallest shake value in the series: Crossbow 0.005, Nailgun and Paintball Gun 0.01, PDW 0.001. The PDW has the least intrusive firing shake by a factor of five to ten.

The exceptionally low shake is important for an automatic weapon. Excessive camera shake during automatic fire makes it difficult to track moving targets and adjust aim. The PDW's 0.001 shake range means the viewport stays nearly stationary during sustained fire, which aids target tracking and makes the weapon feel controlled and precise.

Handling comparison across the series

WeaponRecoil XRecoil YSpread_AimShake
Crossbow-5 to 55 to 100.0010.005
Nailgun-0.2 to 0.22 to 40.50.01
Paintball Gun-0.2 to 0.22 to 40.20.01
PDW-2 to 22 to 40.10.001

The PDW has the tightest shake, second-tightest spread, and middle-of-the-pack recoil. This handling profile is optimised for sustained automatic fire at medium range: moderate recoil requires player compensation, but the tight spread and low shake mean that compensation is effective.

Flags

The PDW's flag list is the most feature-rich in this reference series. It includes both Auto and Semi (two fire modes), Safety (safety toggle), and all three standard attachment hooks.

FlagEffect
7b82c125a5a54984b8bb26576b59e977Item origin GUID (content bundle identifier)
AutoEnables automatic (continuous) fire mode
BlueprintsEnables the crafting blueprint system
Hook_GripAllows a grip attachment to be mounted
Hook_SightAllows a sight/scope attachment to be mounted
Hook_TacticalAllows a tactical attachment to be mounted
InputItemsEnables manual ammo loading
RequiresNearbyCraftingTagsRequires a nearby crafting station for blueprint operations
SafetyEnables the safety toggle mechanic
SemiEnables semi-automatic fire mode
[, ], {, }Attachment-system bracket flags (internal attachment tree delimiters)

The Auto flag

The PDW is the only weapon in this reference series with the Auto flag. This flag enables the automatic fire mode: when the trigger is held, the weapon fires continuously at the Firerate tick interval of 4. The Semi flag is also present, so the PDW has two fire modes that the player can toggle between using the fire-mode selector key.

The combination of Auto + Semi on a Trigger-action weapon is the standard configuration for assault rifles and SMGs in Unturned. The PDW is unusual primarily because it carries this configuration in the secondary slot. Most secondary-slot weapons have Semi only (Nailgun, Paintball Gun) or Semi plus String (Crossbow).

The Auto flag's presence is what transforms the PDW from a "decent secondary carbine" to a "miniature assault rifle." The ability to sustain automatic fire in the secondary slot is the weapon's primary differentiator and the reason for its Legendary rarity.

The Safety flag

The PDW has the Safety flag, which enables the safety toggle mechanic. Unlike the Crossbow (where Safety interacts with the String action to control the drawn state), the PDW's Safety flag simply disables trigger input when the safety is on. The weapon cannot fire until the safety is toggled off.

The Safety flag on a Trigger-action weapon is a straightforward mechanical lock. When safety is on, trigger input is ignored. When safety is off, trigger input fires the weapon. There is no interaction with the Auto or Semi flags: safety blocks all trigger input regardless of the selected fire mode.

Attachment hooks

The PDW has three attachment hooks: Hook_Grip, Hook_Sight, and Hook_Tactical. It does not have Hook_Barrel. The internal suppressor (via the Muzzle field set to 3) replaces the barrel slot. There is no need for Hook_Barrel because the muzzle device is integral.

This is a deliberate design choice. By baking the suppressor into the Muzzle field and omitting Hook_Barrel, the designers ensured the PDW is always suppressed. The player cannot remove the suppressor and cannot attach a different muzzle device. The barrel slot is consumed by the integral suppressor.

A modder who wants the PDW to accept barrel attachments would:

  1. Remove the Muzzle field or set it to 0 to remove the internal suppressor.
  2. Add Hook_Barrel to the flags list and the corresponding bracket entries to the attachment tree.
  3. The PDW would then accept detachable barrel attachments (suppressors, muzzle brakes, etc.) like any other weapon.

Blueprints and crafting

The Blueprints flag enables crafting through blueprints. The RequiresNearbyCraftingTags flag gates crafting behind a station requirement. A player must be near a qualifying crafting station (with tags matching the blueprint's requirements) to craft or disassemble a PDW.

Given the PDW's Legendary rarity and high capability, the blueprint ingredients are likely expensive (requiring rare components, multiple refined materials, or military-grade parts). The exact blueprint is defined in a separate blueprint asset that references the PDW by item ID (116) or GUID.

Other flags

The InputItems flag enables the standard ammo-loading mechanic. The bracket characters [, ], {, } are internal attachment-tree serialisation delimiters. The 7b82c125a5a54984b8bb26576b59e977 GUID is the content bundle origin identifier.

Flag comparison across the series

FeatureCrossbowNailgunPaintball GunPDW
Hooks3 (Grip, Sight, Tactical)1 (Tactical only)3 (Grip, Sight, Tactical)3 (Grip, Sight, Tactical)
SafetyYesNoNoYes
AutoNoNoNoYes
SemiYesYesYesYes
BlueprintsYesYesYesYes
RequiresNearbyCraftingTagsYesYesYesYes

The PDW is the only weapon in this series with all "yes" values across Safety, Auto, Semi, Blueprints, and full attachment hooks. It is the most feature-complete weapon of the four.

The internal suppressor: Muzzle field

The Muzzle field in the ballistics table is one of the PDW's most distinctive features. Most weapons in Unturned do not have a Muzzle field at all; the suppressor or muzzle device is either provided as a detachable barrel attachment (via Hook_Barrel) or not present. The PDW's Muzzle value of 3 bakes a suppressor directly into the weapon asset.

What the value means

The value 3 is the asset ID of a specific muzzle attachment. The engine reads this field and applies the attachment's properties (sound reduction factor, muzzle flash suppression flag, any ballistic effects) as if the attachment were mounted in a barrel slot. The difference is that there is no barrel slot to interact with: the player cannot see the suppressor in the attachment UI, cannot remove it, and cannot swap it for a different muzzle device.

Sound reduction

The suppressor attachment with ID 3 defines how much the gunshot sound is reduced. This is a property of the muzzle attachment asset, not of the PDW. To change how quiet the PDW is, a modder edits the muzzle attachment asset. To change which suppressor is integral to the PDW, a modder changes the Muzzle field to a different muzzle attachment ID.

A modder who sets Muzzle to 0 removes the integral suppressor. The PDW would fire unsuppressed, producing full-volume gunshot sounds. This changes the weapon's stealth role significantly: it would go from a stealth-capable automatic weapon to a standard loud carbine.

Interaction with the in-game description

The in-game description explicitly mentions the internal suppressor: "Internally suppressed." If a modder removes the Muzzle field, the description becomes inaccurate. Modders who change the weapon's suppression status should also update the description text. The description is a separate localised string in the game's language files, not part of the weapon asset.

The secondary-slot carbine design

The PDW's Secondary slot assignment is the key to understanding its role in the weapon ecosystem. A carbine that fits in the secondary slot creates a unique loadout dynamic:

  1. The player carries a primary weapon of any type (sniper rifle, assault rifle, LMG, shotgun).
  2. The PDW occupies the secondary slot as a suppressed automatic backup.
  3. Both weapons use caliber 1 (Military ammunition), sharing magazines and ammunition supplies.
  4. The player does not need to choose between a primary firearm and a secondary firearm; they have both.

This slot assignment is not visible in the ballistics or damage tables; it is a top-level asset property. A modder who moves the PDW to the primary slot would:

  • Remove its defining role as a secondary carbine.
  • Place it in competition with assault rifles and other primary weapons.
  • Likely need to adjust its stats upward to justify a primary-slot position.

A modder who creates a new weapon inspired by the PDW but intended for the primary slot would start with similar ballistics but raise the damage values, increase the range, and potentially add Hook_Barrel for detachable muzzle devices.

Spawn tables

The PDW appears in 31 loot tables. Its spawn distribution is concentrated in high-tier loot: special gun tables, military special tables, arena rare tables, airdrop tables, beacon tables, and deadzone tables. The Legendary rarity is reflected in the table selection; the PDW does not appear in generic civilian, farm, or construction tables.

Special and military high-tier tables

MapSpawn tableChance per roll
CoreSpecial_High_Peaks_Guns28.571%
BelgiumMilitary_Belgium_Special_Guns27.027%
CoreArena_Guns_Military_Rare25.000%
CoreSpecial_America_Guns25.000%
FranceSpecial_High_France_Guns22.222%

The PDW appears in dedicated high-tier special gun tables at high probabilities. The Special_High_Peaks_Guns table gives the highest chance at 28.571%. The military special gun tables on Belgium and France give chances in the 22% to 27% range. The arena military rare table gives 25.000%.

These five tables represent the most reliable way to find a PDW outside of guaranteed spawns. All five are in the 22% to 29% range, meaning roughly one in four rolls on these tables produces a PDW. Players seeking a PDW should target high-tier military and special loot locations on maps that have these tables.

Greece military special

MapSpawn tableChance per roll
GreeceGreece_Military_Guns_Special11.111%

The Greece map has a dedicated military special gun table that gives the PDW an 11.111% chance. This is lower than the core special tables and may reflect the Greece map's smaller size or different loot balance philosophy.

Militia special

MapSpawn tableChance per roll
CoreMilitia_Russia_Special9.091%

The militia special table on Russia gives 9.091%. This places the PDW in the militia loot ecosystem, which is thematically appropriate for a compact suppressed carbine that could plausibly be used by irregular forces.

Belgium military and deadzone tables

MapSpawn tableChance per roll
BelgiumMilitary_Belgium_Special5.405%
BelgiumDeadzone_Belgium_HULK4.158%
BelgiumDeadzone_Belgium3.326%

Belgium has three additional tables. The military special table gives 5.405%, distinct from the Military_Belgium_Special_Guns table (which gives 27.027%). The _Guns variant is a more specialised weapons-only table; the un-suffixed Military_Belgium_Special is a broader military loot table.

The deadzone tables place the PDW in high-risk, high-reward loot zones. Deadzones are radiation-contaminated areas that require protective equipment. The Deadzone_Belgium_HULK table has a slightly higher chance (4.158%) than the standard Deadzone_Belgium table (3.326%). The "HULK" suffix may indicate a boss-tier or elite loot variant within the deadzone.

Airdrop tables

MapSpawn tableChance per roll
EasterIslandEaster_Airdrop_Guns4.000%
EasterIslandEaster_Airdrop2.788%

The Easter Island map has two airdrop tables. The dedicated airdrop guns table gives 4.000%. The general airdrop table gives 2.788%. Airdrops are special event-based loot drops; they are not persistent spawns. A player cannot "farm" an airdrop location; they must wait for or trigger an airdrop event.

Beacon table

MapSpawn tableChance per roll
CoreBeacon2.825%

The Beacon table gives 2.825%. Horde beacons are player-activated devices that summon waves of zombies. Completing a beacon event awards loot from the beacon table. The PDW appearing here means players can obtain it as a reward for surviving a beacon event, which thematically pairs the suppressed weapon with the "hold out against the horde" gameplay.

Arena military tables at low rates

MapSpawn tableChance per roll
CoreWashington Arena_Arena_Guns_Military2.688%
CoreArena_Guns_Military2.688%
CorePEI Arena_Arena_Guns_Military2.688%
CoreAlpha Valley_Arena_Guns_Military2.688%

Four arena military tables share 2.688%. These are distinct from the Arena_Guns_Military_Rare table (which gives 25.000%). The "Rare" variant is a higher-tier sub-table within the arena loot system. The standard military arena tables have a much lower chance. Arena players who want a PDW should seek the rare table; the standard table is an unreliable source.

Core special tables at low rates

MapSpawn tableChance per roll
CoreWashington_Special_America0.922%
CoreSpecial_America0.922%

The generic special America tables have a low chance of 0.922%. These are the broadest special loot tables; they contain many items, and the PDW is one of the rarest finds within them.

France civilian table

MapSpawn tableChance per roll
FranceCivilian_France0.833%

The France civilian table gives 0.833%. This is the only civilian-table entry in the PDW's spawn list. The chance is low, and the presence of a Legendary weapon in a civilian table is unusual. It may represent a specific loot node configuration on the France map (for example, a civilian location that happens to have a small chance of military-grade loot) rather than a general availability pattern.

Full spawn table (verbatim)

MapSpawn tableChance per roll
CoreSpecial_High_Peaks_Guns28.571%
BelgiumMilitary_Belgium_Special_Guns27.027%
CoreArena_Guns_Military_Rare25.000%
CoreSpecial_America_Guns25.000%
FranceSpecial_High_France_Guns22.222%
GreeceGreece_Military_Guns_Special11.111%
CoreMilitia_Russia_Special9.091%
BelgiumMilitary_Belgium_Special5.405%
BelgiumDeadzone_Belgium_HULK4.158%
EasterIslandEaster_Airdrop_Guns4.000%
BelgiumDeadzone_Belgium3.326%
CoreBeacon2.825%
EasterIslandEaster_Airdrop2.788%
CoreWashington Arena_Arena_Guns_Military2.688%
CoreArena_Guns_Military2.688%
CorePEI Arena_Arena_Guns_Military2.688%
CoreAlpha Valley_Arena_Guns_Military2.688%
CoreWashington_Special_America0.922%
CoreSpecial_America0.922%
FranceCivilian_France0.833%

Showing 20 of 31 tables that can produce this weapon.

The extracted asset data lists 20 of 31 tables. The 11 tables not shown exist in the game data. Based on the pattern of visible tables, the missing entries likely include additional map-specific special tables (for maps like Germany, Kuwait, Hawaii, and California), additional airdrop variants for core maps and other DLC maps, and possibly additional deadzone or beacon tables.

Reading the spawn distribution

The PDW's spawn distribution has a clear tier structure:

  1. Dedicated special gun tables (9.091% to 28.571%): The primary source of PDWs. These tables are designed to contain rare and legendary weapons. The top five tables in this tier give roughly 1-in-4 odds per roll.
  2. Military special and deadzone tables (3.326% to 5.405%): Secondary sources in high-risk military and deadzone areas.
  3. Arena, airdrop, and beacon tables (2.688% to 25.000%): Event-based and arena-based sources. The arena rare table at 25% is notably high; the standard arena military tables at 2.688% are lower.
  4. Broad special loot tables (0.922%): The PDW as a rare drop in the general special loot ecosystem.
  5. Civilian tables (0.833%): A single low-probability entry that is likely map-specific.

A server owner who wants the PDW to be more common would increase the chances on the special gun tables, or add new entries to the arena and airdrop tables. A server owner who wants it rarer would lower the special gun table chances (e.g., from 25% to 10%) or remove entries from the broader tables entirely.

Canned Beans

This section documents the PDW's relationship -- or lack of one -- with the Canned Beans canon of the 57 Studios wiki. For the full beans lore, see Canned Beans.

The PDW brief contains no verified bean data. There is no bean-related flag, no bean ammunition type, no bean-themed blueprint, no bean icon override, and no bean loot table associated with this weapon. The PDW does not reference Canned Beans (ID 13) or Spoiled Beans (ID 129) in any asset field.

This absence is expected. The PDW is a military carbine chambered in Military ammunition (caliber 1) with an internal suppressor. Canned Beans are food consumables. The two item categories do not intersect in the base game data. The caliber system (caliber 1, Military), the Muzzle system (integral suppressor, value 3), the attachment system (three hooks), and the fire-mode system (Auto + Semi) are all weapon mechanics; food items do not participate in any of them.

A modder who wanted to create a bean-themed PDW variant -- a "Bean Badger" firing beans instead of bullets -- would need to:

  1. Create a new ammunition asset that looks like beans but uses caliber 1 so the PDW can fire it without any changes to the weapon's Caliber field.
  2. Create a custom Military Magazine variant that references the bean ammunition and holds 30 rounds (matching the PDW's Ammo_Max).
  3. Create a blueprint that converts Canned Beans items (ID 13) into bean ammunition.
  4. Optionally override the PDW's Magazine field (currently 6) to point at the new bean magazine.
  5. Optionally update the in-game description to reflect the bean theme ("American carbine chambered in Bean ammunition").

No such mod exists in the official game data. The beans section for the PDW records an absence with an honest creative path for modders who want to pursue the bean theme.

Practical use for server owners

Rarity and spawn configuration

The PDW is a Legendary weapon intended to be rare. Server owners who want to preserve this rarity should keep the special gun table chances in the 9% to 29% range and avoid adding the PDW to common civilian, farm, or construction tables.

If the PDW is too rare, the most surgical adjustment is to raise the chances on the special gun tables. Raising Special_High_Peaks_Guns from 28.571% to 35% would make the PDW more common on the Peaks map without affecting other maps. Raising Special_America_Guns from 25.000% to 40% would increase availability across all America-themed special loot nodes.

If the PDW is too common, lowering or removing entries from the arena military tables (Arena_Guns_Military and its variants) would reduce the frequency in arena modes. Removing the Beacon entry would eliminate the PDW from beacon rewards entirely. Lowering the Civilian_France entry from 0.833% to 0.4% (or removing it) would close the only civilian access path.

Damage balancing

The PDW's zombie damage (99) is disproportionately high compared to its player damage (40). A PvP-focused server owner would lower Zombie_Damage (to reduce its effectiveness against NPCs) and possibly raise Player_Damage (to make it more competitive in PvP). Setting Zombie_Damage to 60 and Player_Damage to 50 would shift the balance toward PvP while keeping the PDW viable against zombies.

The multipliers follow standard patterns and do not need adjustment unless the server owner wants to fundamentally change the hit-zone damage profile. The zombie multipliers (0.3 for limbs, 0.6 for spine) can be raised to the player values (0.6 and 0.8) if the server owner wants uniform hit-zone scaling across target types.

Internal suppressor configuration

The internal suppressor is controlled by the muzzle attachment asset with ID 3, not by the PDW asset. If a server owner wants the PDW to be louder (less suppressed), they would edit the muzzle attachment asset to reduce its sound-dampening value. If they want the PDW to be completely unsuppressed, they would set the PDW's Muzzle field to 0 and optionally add Hook_Barrel so players can attach their own muzzle devices.

A server owner who wants to preserve the suppressor but change its type (for example, a different visual or audio profile) would set Muzzle to a different muzzle attachment ID and ensure that attachment asset exists in the loaded bundles.

Slot assignment

The Secondary slot is a core part of the PDW's identity. Moving it to Primary would change how the weapon fits into player loadouts. A primary-slot PDW competes with assault rifles and sniper rifles, which it may not have the stats to match (its base player damage of 40 and range of 125 are low for a primary weapon). Server owners considering a slot reassignment should also consider buffing the PDW's stats to primary-level values, or accept that it would be a weak primary option.

Practical use for modders

The Muzzle field

The Muzzle field is the PDW's most mechanically distinctive feature. Modders working with this field should understand:

  • The value is an asset ID, not a boolean. 3 points to a specific muzzle attachment asset.
  • Removing the field or setting it to 0 removes the internal suppressor entirely.
  • Changing the value to a different muzzle attachment ID changes the baked-in muzzle device.
  • The muzzle attachment asset is a separate file. Changes to it affect all weapons that reference it through their own Muzzle fields.

Common modding operations

Adding a barrel slot. Remove the Muzzle field (set to 0). Add Hook_Barrel to the flags list and the corresponding bracket entries to the attachment tree. The PDW then accepts standard barrel attachments. Players can choose their own suppressor, muzzle brake, or compensator.

Changing the magazine. Set Magazine to a different asset ID. The new magazine must accept caliber 1 ammunition. A drum magazine (if one exists for caliber 1) would increase the PDW's sustained-fire capability. Update Ammo_Max to match the new magazine's capacity.

Adjusting the firerate. Lower Firerate from 4 to 3 or 2 for faster automatic fire. Combined with the Auto flag, this changes the weapon's damage output significantly. Lowering it to 2 would roughly double the firing speed compared to the current value of 4.

Adding fire modes. The PDW already has Auto and Semi. Adding a hypothetical Burst mode would require adding the Burst flag (if the engine supports it) and ensuring the fire-mode selector can cycle through three modes.

Removing the safety. Remove the Safety flag. The weapon would always be live when equipped. For a Trigger-action weapon, this simply removes the intermediate safe state; the weapon is always either in semi or auto mode, ready to fire.

Making the PDW a primary weapon. Change the slot assignment from Secondary to Primary. Consider buffing Player_Damage (from 40 to a higher value), Range (from 125 to 150 or 200), and potentially adding Hook_Barrel so the weapon can accept detachable muzzle devices instead of the integral suppressor.

Data integrity

The PDW's asset name is Honeybadger, not PDW. Modders referencing the asset in code or configuration must use Honeybadger. A reference to PDW will not resolve because the asset registry contains Honeybadger.

The item ID 116 and GUID 953f584b63bb487eabafa2770be0a798 are the canonical identifiers. The Muzzle value of 3 must resolve to a valid muzzle attachment asset. If the muzzle attachment with ID 3 is missing from the loaded bundles, the PDW may fail to load or load with a missing-muzzle state.

The Caliber field (1) must match the magazine's accepted ammunition caliber. If a modder changes the Magazine to one that uses a different caliber, the Caliber field must also be updated to match. If the calibers do not match, the weapon will accept the magazine (attachment validation checks hooks, not calibers) but will not load ammunition from it.

Test all overrides on a local server before deploying. Test with all three acquisition paths: /give command (clean spawn), loot table roll (spawn-node generation), and existing-world pickup (to confirm the weapon state persists correctly across save/load cycles). Test automatic fire, semi-automatic fire, safety toggle, attachment mounting, and ammunition loading to confirm all flag interactions are working as expected.