Viper Gun Reference
The Viper is a carbine asset in Unturned, defined by item ID 1027 and GUID 2b063985fa464e5a996dfb28d395a7d0. It sits in the Secondary weapon slot with Rare rarity. The in-game description reads: German carbine chambered in Viper ammunition. This article documents every field in the Viper 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 Viper occupies the Secondary weapon slot despite being described as a carbine. In Unturned, the Secondary slot includes both pistols and compact long guns. The Viper shares many statistical similarities with the Scalar -- both are Rare Secondary carbines with Player_Damage 24, Zombie_Damage 99, and Firerate 4. However, the Viper has a very different spawn profile: it appears in 35 tables (one of the widest distributions documented), concentrated in police and research loot rather than coalition and carepackage loot. The Viper also has a notably different recoil pattern from the Scalar, with a consistent leftward horizontal pull rather than symmetric wobble.
Reading the asset: what each field controls
When you open the Viper 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 | 125 |
| Firerate | 4 |
| Action | Trigger |
| Caliber | 25 |
| Muzzle | 3 |
| Magazine | 1029 |
| Ammo_Min | 10 |
| Ammo_Max | 25 |
Range sets how far the weapon can hit a target. A value of 125 means the Viper 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 125 sits between the Scalar (100) and the Nightraider (200). It gives the Viper meaningful reach advantage over most pistols (which typically sit at 75 to 100) while keeping it short of full rifle range. This is the carbine bracket: better reach than a sidearm, less than a battle rifle. A modder who raises Range to 150 or higher extends the Viper's engagement envelope. Lowering it restricts the weapon to closer quarters. Because Unturned does not have damage falloff over distance, a hit at 1 unit deals the same damage as a hit at 124 units.
Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Viper has Firerate 4. 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 4 means 4 ticks elapse between shots.
A Firerate of 4 is fast -- it matches the Kryzkarek pistol, the Dragonfang machine gun, and several assault rifles. For a Secondary-slot weapon, this is an aggressive fire rate. A modder who lowers Firerate to 3 makes the weapon cycle at the engine's fastest practical speed. Raising it to 6 or higher slows the weapon to a more deliberate pace.
Action is Trigger for the Viper. This means the weapon fires one shot per trigger pull. 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 and the Auto flag is present, the weapon can fire continuously while the trigger is held.
The Viper has both Auto and Semi flags, giving it selectable fire modes. This is unusual for a Secondary weapon -- most sidearms are semi-auto only. The Viper can operate as either a semi-automatic carbine or a fully-automatic compact weapon from the secondary slot.
Caliber is 25. The Caliber system is a simple integer match: the weapon looks for an ammo item whose Caliber field equals 25. When the player reloads, the engine searches the inventory for any item whose Caliber matches 25. The first match found is loaded. Caliber 25 is a mid-range value, distinct from the Scalar's 39 and the Kryzkarek's 26. This makes Viper ammunition an isolated ecosystem -- no other vanilla weapon uses Caliber 25.
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 Viper'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 tier. It accepts standard suppressors and muzzle devices while excluding the highest-tier attachments.
Magazine is 1029. This is the item ID of the default magazine the Viper ships with. When a player equips a fresh Viper, the engine attaches item 1029 as the ammo container automatically. The magazine item is an independent asset with its own Caliber (25), making it exclusive to the Viper.
Ammo_Min and Ammo_Max set the bullet count range for loot spawns. Ammo_Min 10 and Ammo_Max 25 mean the engine randomly picks a bullet count between 10 and 25 inclusive. The floor of 10 is adequate -- a magazine with 10 rounds is usable for a carbine. A full 25-round magazine is generous for a Secondary weapon.
The Ammo_Min of 10 and Ammo_Max of 25 are quite similar to the Scalar's Ammo_Min 15 and Ammo_Max 30. Both weapons have generous capacities for Secondary-slot weapons. The Viper's slightly lower maximum (25 vs 30) and lower minimum (10 vs 15) make it slightly less consistent than the Scalar. A modder who wants to differentiate the weapons further can widen or narrow these ranges.
Damage values per target type
The Viper 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.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 24 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
The Viper has a Player_Damage of 24. This matches the Kryzkarek pistol's player damage exactly. For a Secondary-slot carbine, 24 is a moderate value -- higher than the Hell's Fury's 9, lower than the Scalar's 30. 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 0.6, spine uses 0.8, skull uses 1.1.
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 Viper has a Zombie_Damage of 99. This is the standard high-tier zombie damage value shared by many weapons. The zombie hit-zone multipliers follow the standard pattern: 0.3 for limbs, 0.6 for spine, 1.1 for skull.
Despite being a Secondary-slot weapon with Player_Damage 24, the Viper's Zombie_Damage 99 makes it devastating against the AI horde. The gap between player and zombie damage is over four to one, one of the widest ratios in the weapon roster.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 24 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The Viper has an Animal_Damage of 24, matching its player damage base. The animal multiplier pattern mirrors the player pattern: 0.6 for legs, 0.8 for spine, 1.1 for skull. There is no Animal_Arm_Multiplier field because animals use a simplified three-zone hitbox model.
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.
Player damage per hit zone
| Hit zone | Multiplier | Damage (base 24) |
|---|---|---|
| Skull | 1.1 | 26.4 |
| Spine | 0.8 | 19.2 |
| Arm | 0.6 | 14.4 |
| Leg | 0.6 | 14.4 |
The player damage table shows that a headshot deals 26.4 damage per bullet. A spine hit deals 19.2. Limb hits -- arm or leg -- deal 14.4 each. The identical arm and leg damage values reflect the fact that both multipliers are 0.6.
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 matches every other 99-base weapon.
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 24) |
|---|---|---|
| Skull | 1.1 | 26.4 |
| Spine | 0.8 | 19.2 |
| Leg | 0.6 | 14.4 |
The animal damage table shows that a headshot deals 26.4 damage per bullet against animals. A spine hit deals 19.2. A leg hit deals 14.4. The damage values match the player table exactly because the animal damage base (24) equals the player damage base (24).
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | -1.5 |
| Recoil_Min_Y | 2 |
| Recoil_Max_X | -3 |
| Recoil_Max_Y | 3 |
| Spread_Aim | 0.1 |
| Shake_Min_X | -0.001 |
| Shake_Max_X | 0.001 |
The Viper's handling block defines a moderate recoil pattern with a consistent leftward horizontal pull. The values are similar to the Scalar but with notable differences in the horizontal recoil -- the Viper pulls consistently left rather than oscillating.
Recoil_Min_X and Recoil_Max_X define the horizontal recoil range. Recoil_Min_X -1.5 and Recoil_Max_X -3 mean that on each shot, the engine picks a random X-axis recoil value between -1.5 and -3 and applies it to the aim point. Both values are negative, which means the weapon always pulls to the left. The range from -1.5 to -3 means the leftward pull varies from moderate to strong on any given shot.
This is fundamentally different from the Scalar's symmetric horizontal recoil (Recoil_Min_X -1 and Recoil_Max_X 1). The Viper has a consistent directional pull that the player can anticipate and compensate for. The Scalar wobbles unpredictably left and right. The Viper's consistent leftward drift means a skilled player can learn the pattern and hold the aim point steady through sustained fire by applying a steady rightward correction.
A modder who wants the weapon to pull right sets both values to positive. A modder who wants symmetric wobble like the Scalar sets one negative and one positive. Setting both to the same number (e.g., Recoil_Min_X -2 and Recoil_Max_X -2) removes horizontal randomness, making every shot pull left by exactly 2 units.
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. This matches the Nightraider's vertical recoil exactly and is similar to the Kryzkarek's vertical range. The 2 to 3 range is moderate -- noticeable but not punishing.
The vertical recoil combined with the consistent leftward pull creates a diagonal drift pattern: the aim climbs upward and drifts leftward with each shot. The leftward drift is the stronger component (up to 3 units horizontally vs 3 units vertically at maximum), giving the weapon a distinctive handling feel.
Spread_Aim is 0.1. This matches the Scalar's spread exactly. Both Viper and Scalar share the widest spread values in this reference series. The 0.1 spread makes the Viper a close-to-medium-range weapon. At longer ranges, the wide cone means bullets may miss even if the aim point is perfectly centred on the target.
A modder who wants to increase accuracy can lower Spread_Aim. Lowering it to 0.05 (the Kryzkarek level) makes the weapon significantly more accurate without making it a precision weapon. Lowering it to 0.01 or below makes it competitive with rifles.
Shake_Min_X and Shake_Max_X define the camera shake range. Shake_Min_X -0.001 and Shake_Max_X 0.001 mean the camera shakes by a random value between -0.001 and 0.001 units per shot. This is a very small symmetric shake, matching the Scalar's shake values. The minimal shake keeps the weapon feeling light and responsive.
Flags
The asset file records the following flags present on the Viper:
"7b82c125a5a54984b8bb26576b59e977", Auto, Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
The Viper's flag set is identical to the Scalar's flag set. Every flag matches.
Auto is the full-auto flag. Combined with Semi, the Viper has selectable fire modes: semi-automatic (one shot per trigger pull) and fully-automatic (continuous fire while held). Semi enables semi-auto mode. Safety adds a safety mode that disables all firing.
The presence of Auto on a Secondary-slot carbine makes the Viper one of the few fully-automatic secondary weapons. Combined with Firerate 4, this gives the weapon substantial automatic fire capability from the secondary slot.
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 accepts muzzle devices with Muzzle tier 3 or lower. Hook_Grip accepts foregrips, angled grips, and bipods. Hook_Sight accepts scopes, red dot sights, and holographic sights. Hook_Tactical accepts tactical lights, laser sights, and rangefinders.
With four attachment hooks plus Muzzle 3, the Viper has the full standard attachment suite. This is generous for a Secondary weapon and matches the Scalar's attachment compatibility exactly.
InputItems means the weapon can receive items as input in crafting or repair recipes. RequiresNearbyCraftingTags means crafting operations require proximity to a crafting station.
The GUID string "7b82c125a5a54984b8bb26576b59e977" and the bracket/brace characters are structural markers.
Notable absent flags: There is no Invulnerable flag. There is no OutputItems flag, so the Viper cannot be produced as output from crafting recipes.
Where the Viper spawns
The spawn table below lists the first 20 of 35 total loot tables the Viper 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 Viper.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Research_Guns | 100.000% |
| France | Police_High_France_Guns | 88.889% |
| Greece | Greece_Police_Guns_High | 75.758% |
| Core | Police_High_Peaks_Guns | 55.556% |
| EasterIsland | Easter_Research_Guns | 33.333% |
| Core | Militia_Russia_Guns | 25.000% |
| EasterIsland | Easter_Police_High_Guns | 25.000% |
| EasterIsland | Vermillin_Low_Guns | 20.000% |
| Core | Arena_Guns_Military_Common | 16.667% |
| Core | Washington Arena_Arena_Guns_Military | 14.875% |
| Core | Arena_Guns_Military | 14.875% |
| Core | PEI Arena_Arena_Guns_Military | 14.875% |
| Core | Alpha Valley_Arena_Guns_Military | 14.875% |
| Belgium | Police_Belgium_Guns | 14.815% |
| France | GIGN_Low_France_Guns | 11.111% |
| Core | Washington_Research | 8.108% |
| Core | Research | 8.108% |
| Core | Yukon_Research | 8.108% |
| Ireland | Cliffs_Research | 8.108% |
| France | Police_High_France | 6.667% |
Showing 20 of 35 tables that can produce this weapon.
The Viper has one of the broadest spawn distributions documented in this reference series, appearing in 35 total tables across at least eight maps. The weapon's spawn profile is dominated by police, research, and arena tables -- a distinctly different spread from the Scalar's coalition and carepackage focus.
The highest chance is Core's Research_Guns table at 100.000%. This is a guaranteed spawn: every roll on this gun-specific research table produces a Viper. The Research_Guns table is a gun-only sub-table where the Viper is the only item in the pool. This means any research lab loot spawn that rolls on the weapons sub-table will always produce a Viper.
The France Police_High_France_Guns table at 88.889% is the second-highest source. This is an extremely high rate for a police table -- essentially, nearly every gun drop from high-tier French police loot is a Viper. The Greece_Police_Guns_High table at 75.758% shows a similar pattern: the Viper dominates police gun tables across multiple maps.
The police dominance continues with Police_High_Peaks_Guns at 55.556% and Easter_Police_High_Guns at 25.000%. The Viper is the defining weapon of police gun loot in Unturned. It appears in police tables on Core, France, Greece, EasterIsland, and Belgium. This consistent police association aligns with the weapon's in-game description as a German carbine -- police forces are the intended distribution channel.
The research entries form a secondary cluster. Research_Guns at 100.000% is the breakout table, but the general Research tables (Washington_Research, Research, Yukon_Research, Cliffs_Research) all share 8.108% as their rate. These are general (non-gun-filtered) research tables where the Viper competes against all item types. The consistent 8.108% across four separate research tables on three different maps (Core, Ireland) suggests the Viper's weight was tuned deliberately to produce exactly this rate across the standard research loot pool.
The arena entries match the Sabertooth's arena distribution pattern. Arena_Guns_Military_Common at 16.667% is the general arena military guns table. The location-specific variants (Washington Arena_Arena_Guns_Military, Arena_Guns_Military, PEI Arena_Arena_Guns_Military, Alpha Valley_Arena_Guns_Military) all share 14.875%.
The Militia_Russia_Guns entry at 25.000% is a militia table rather than a police table, giving the Viper a presence outside its primary police distribution. The Vermillin_Low_Guns entry at 20.000% on EasterIsland ties the Viper to the Vermillin faction as well.
The GIGN_Low_France_Guns entry at 11.111% connects the Viper to the GIGN (French tactical police) faction on the France map. This is a faction-specific police table, reinforcing the police theme.
Canned Beans
The Viper asset and all of its 35 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 police, research, arena, and militia spawn tables the Viper occupies are tactical and institutional loot sources, deliberately separate from civilian food and supply tables. A modder who wants to create a bean connection could add the Viper 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 Viper's availability face an unusual challenge: the weapon is extraordinarily common in its intended loot sources. The Research_Guns table at 100.000% means the Viper is guaranteed from research lab gun drops. The police tables at 88.889%, 75.758%, and 55.556% mean it dominates high-tier police loot. The weapon is not rare -- it is the default police and research carbine.
To reduce Viper availability, server owners should target the high-rate police and research tables. Reducing the weight in Police_High_France_Guns from 88.889% to a lower value (by adding competing items) makes police loot more diverse. The Research_Guns table at 100.000% requires adding other items to the table to break the guaranteed spawn -- simply reducing a weight does not help when the weight is 100% of the table.
To increase Viper availability beyond its already-high rates, server owners can add it to additional tables outside police and research. Adding it to military or militia tables spreads the weapon into combat loot zones. The existing 35-table distribution is already one of the widest in the game, so increasing coverage should be done judiciously.
The Ammo_Min 10 and Ammo_Max 25 provide a generous base ammunition supply. The floor of 10 means the weapon is almost never found near-empty. Server owners who want the Viper to feel less immediately useful can lower Ammo_Min to 5 or 6. The Ammo_Max 25 is a standard carbine capacity.
The Caliber 25 is an isolated ammunition ecosystem. No other vanilla weapon uses this caliber. The magazine item 1029 is exclusive to the Viper. This means Viper ammunition must be sourced from Viper-specific spawns or crafted. Given the weapon's extremely wide spawn distribution (35 tables), ammunition is abundant wherever the Viper appears. Server owners who remove the Viper from many tables should ensure ammunition remains available through crafting or ammo box spawns.
The Auto flag gives the Viper full-auto capability -- a defining feature for a Secondary weapon. Server owners who want to restrict secondary weapons to semi-auto mode should remove the Auto flag. This changes the Viper from a select-fire carbine to a semi-auto-only carbine, which is a significant gameplay change. The Firerate 4 is fast even for semi-auto; the weapon will still cycle quickly without full-auto capability.
The Spread_Aim 0.1 is the widest spread tier shared with the Scalar. The Viper is inherently a close-to-medium-range weapon despite its Range 125. Server owners who want to increase the weapon's effective range should lower Spread_Aim. Lowering to 0.05 makes a noticeable accuracy improvement. Lowering below 0.02 makes the Viper competitive with rifles at range, which may not be desired for a Secondary carbine.
The handling block's consistent leftward recoil (Recoil_Min_X -1.5 to Recoil_Max_X -3) is a distinctive characteristic. Server owners who want a more neutral feel can set the min to a positive value and the max to a negative value, creating symmetric wobble like the Scalar. The vertical recoil (2 to 3) is moderate and appropriate for a compact carbine.
The full attachment hook suite matches the Scalar. Both weapons accept barrels (Muzzle 3 or lower), grips, sights, and tactical devices. Server owners adding custom attachments should ensure compatibility with the standard hook names. The broad attachment compatibility makes both the Viper and Scalar highly customisable secondary weapons.
For custom maps, adding the Viper follows the standard pattern. Reference by item ID 1027. When deciding which loot tables to add the weapon to, the vanilla model suggests police and research tables are the intended distribution. A custom map with a police station or research lab should include the Viper in its police/research loot. The weapon works well as a common police-issue carbine rather than a rare military find. The 35-table vanilla distribution means the Viper is designed to be frequently encountered -- custom maps should follow this philosophy or deliberately deviate from it with a stated reason.
