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Calling Card Weapon Reference

The Calling Card is a Rare secondary carbine whose complete data definition lives in a single .dat asset file. It occupies an unusual position in the item hierarchy: it is slotted as a secondary weapon (pistol slot) but carries rifle-caliber ballistics, automatic fire capability, and high magazine capacity. This article is a field-by-field reference for modders who need to read, verify, or override the values that Unturned loads at runtime. Every number and table row on this page comes directly from the asset definition. Nothing is estimated, rounded, or inferred from gameplay observation.

Asset identity

Unturned identifies every item by three separate keys: the asset name used by the engine, the item ID used at runtime, and the GUID used for long-term stable identification. The Calling Card's asset name (Card) differs from its display name ("Calling Card"), which is an important distinction for modders.

KeyValue
Asset nameCard
Item ID1379
GUID72fb197fed3144798a89978f15726e4c
RarityRare
SlotSecondary
In-game descriptionRussian carbine chambered in Calling Card ammunition.

The asset name Card is what the game engine reads from the .dat file. The directory on disk is Bundles/Items/Guns/Card/. The display name "Calling Card" shown in the inventory UI is resolved from a localisation table keyed to the item ID 1379. This means modders who want to rename the weapon must change the localisation entry, not the asset name. Changing the asset name without updating the localisation table will result in the game displaying the old name. Changing the localisation table without changing the asset name is fine; the engine uses the localisation table for display and the asset name only for file lookups.

The item ID 1379 is the numeric identifier used in save files, server commands (e.g. /give 1379), and inventory serialization. The GUID 72fb197fed3144798a89978f15726e4c is the stable cross-reference that persists across updates.

The Rare rarity label is cosmetic and does not control drop odds. The Secondary slot field places the weapon in the pistol/handgun equipment slot despite its carbine form factor. This means a player can carry the Calling Card alongside a primary rifle or shotgun, effectively having two long-arm-class weapons equipped at once. The slot assignment is the single most impactful field on this weapon for gameplay balance: moving it to Primary would restrict the player's loadout but also make it compete with sniper rifles and light machine guns for the same slot.

The in-game description ("Russian carbine chambered in Calling Card ammunition.") is localised text with no mechanical effect.

Ballistics

The ballistics block defines projectile behaviour, fire cycling, and ammunition compatibility. The Calling Card's ballistics read more like a primary rifle than a secondary pistol.

FieldValue
Range125
Firerate4
ActionTrigger
Caliber35
Muzzle3
Magazine1381
Ammo_Min20
Ammo_Max71

Range of 125 places the Calling Card at the same reach as the Desert Falcon, and significantly beyond the Avenger's 100 or the Cobra's 80. Among secondary weapons, 125 is the maximum range in this reference series. The Calling Card can engage targets at distances normally reserved for primary rifles. A modder who wants a shorter-ranged carbine reduces this value. A modder who wants a designated marksman's sidearm could increase it further.

Firerate is an internal rate-of-fire value. At 4, the Calling Card shares its fire cooldown with the Avenger and Cobra. However, because the Calling Card carries the Auto flag (see flags section), it can sustain this rate in fully automatic fire with the trigger held down. The Avenger and Cobra require a discrete trigger pull for each shot at the same fire rate. Two weapons with the same Firerate can feel very different depending on whether the player must click for each shot or can hold the trigger for continuous fire.

Action is Trigger, the standard action type. In combination with the Auto flag, Action Trigger produces fully automatic fire: the weapon cycles as long as the fire key is held and ammunition remains. The Action field itself does not control fire mode; it controls the shot-animation cycle type. Trigger is the most responsive action type because it has the fewest animation-required frames.

Caliber is 35. This is the internal ammunition type index. The engine matches weapons to magazines by caliber. The Calling Card accepts only magazines with caliber 35. The value 35 is notably high. The Avenger uses 23, the Cobra 4, the Bluntforce 8, and the Desert Falcon 19. Caliber indices are arbitrarily assigned; the numeric value itself has no ballistic meaning. What matters is that the weapon's caliber matches the magazine's caliber. A modder creating a new magazine for the Calling Card must set its caliber to 35. A modder creating a new weapon that shares the Calling Card's ammunition must also use caliber 35.

Muzzle is 3, the same muzzle flash effect index used by the Avenger, Cobra, and Desert Falcon. The Bluntforce uses 4 instead.

Magazine is 1381. This is the item ID of the magazine the weapon spawns with by default. The magazine asset is a separate .dat file. The Calling Card's magazine (item ID 1381) carries caliber 35 and has its own capacity and ammo rules.

Ammo_Min of 20 and Ammo_Max of 71 control how much ammunition the attached magazine contains on spawn. The game picks a random integer in this range. The range from 20 to 71 is exceptionally wide. The lower bound of 20 is already higher than the maximum capacity of most pistol magazines (the Avenger's Ammo_Max is 13, the Cobra's is 20, the Desert Falcon's is 7). The upper bound of 71 suggests a drum or extended magazine design. The wide range means a found Calling Card can vary dramatically in readiness: one spawn might have 20 rounds and another might have 71. The ammunition range is the single most distinctive field on the Calling Card's ballistics block.

Player damage

The player damage block defines base damage and per-hit-zone multipliers for hits against other players.

FieldValue
Player_Damage33
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage of 33 is modest. It is only one point above the Avenger's 32 and well below the Desert Falcon's 80 or even the Bluntforce's 40. The Calling Card's per-shot damage is in the pistol range. The weapon compensates for low per-shot damage through automatic fire (letting it land multiple shots quickly) and high magazine capacity (letting it sustain fire longer than any other secondary).

The multiplier pattern is the standard pistol pattern: leg and arm at 0.6, spine at 0.8, skull at 1.1. This is the same pattern used by the Avenger and Cobra.

The computed per-zone damage is:

Hit zoneMultiplierDamage (base 33)
Skull1.136.3
Spine0.826.4
Arm0.619.8
Leg0.619.8

The computed values are unremarkable for a pistol-caliber weapon. The skull damage of 36.3 is only 1.1 points higher than the Avenger's skull damage of 35.2. The limb damage of 19.8 is marginally above the Avenger's 19.2. The Calling Card is not a high-damage-per-shot weapon. Its role is volume of fire, not stopping power per round.

A modder adjusting the Calling Card's damage should consider the interplay between per-shot damage and automatic fire. Raising Player_Damage from 33 to 40 might seem modest, but in automatic fire at Firerate 4, the cumulative damage over a burst scales quickly. The weapon's balance is defined by the relationship between damage per shot, fire rate, magazine capacity, and recoil. Change one and the others shift in relative importance.

Zombie damage

The zombie damage block uses the standard secondary weapon pattern: tripled base damage and halved limb multipliers.

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

The Zombie_Damage base of 99 is the standard secondary weapon zombie base, shared with the Avenger and Cobra. The multipliers are also standard: limb multipliers dropped to 0.3 from 0.6, spine at 0.6, skull at 1.1.

The computed per-zone zombie damage is:

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

The reason these values are identical to the Avenger's and Cobra's zombie damage blocks is not a coincidence: the developers applied the same zombie damage template to multiple secondary weapons. The 99 base and 0.3/0.6/1.1 multipliers are a standard formula for secondary-weapon PvE balance. When a modder sees the same values across multiple weapons, it indicates a design template rather than per-weapon tuning. The Bluntforce, by contrast, does not use this template (its zombie block matches its player block).

For the Calling Card specifically, the automatic fire capability combined with the 99 zombie base means sustained fire against zombie targets deals substantial cumulative damage. The harsh limb multipliers (0.3) still apply, so automatic fire sprayed at limbs is inefficient. The intended use pattern visible in the data is: aim for the skull in semi-automatic or short automatic bursts, using the high magazine capacity to sustain fire without frequent reloads.

Animal damage

The animal damage block uses the player base and multipliers on the three-zone animal hit model.

FieldValue
Animal_Damage33
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

The Animal_Damage base of 33 matches the player base. The multipliers match the standard pattern for the three zones that animals have.

The computed per-zone animal damage is:

Hit zoneMultiplierDamage (base 33)
Skull1.136.3
Spine0.826.4
Leg0.619.8

Handling

The handling block controls recoil, spread, and screen shake. The Calling Card's handling values are unusual for a carbine: the recoil is very low, but the spread is moderate.

FieldValue
Recoil_Min_X-1
Recoil_Min_Y0.5
Recoil_Max_X3
Recoil_Max_Y1
Spread_Aim0.5
Shake_Min_X-0.001
Shake_Max_X0.001

Recoil_Min_X of -1 and Recoil_Max_X of 3 define the horizontal recoil range. The engine picks a random value in this range each shot. The range is asymmetrical: the minimum pulls slightly left (-1), the maximum pulls noticeably right (3). The net horizontal recoil direction is rightward, but with some chance of a leftward kick on a low roll. The range is narrow compared to the Bluntforce's -10 to 10 or even the Avenger's 0.4 to 0.5 (which is narrower but unidirectional).

Recoil_Min_Y of 0.5 and Recoil_Max_Y of 1 define the vertical recoil range. These values are remarkably low. The Avenger's Y-axis range is 8 to 11. The Bluntforce's is 35 to 40. The Desert Falcon's is 15 to 20. At 0.5 to 1, the Calling Card has the lowest vertical recoil in this reference series by a wide margin. The weapon climbs less than one unit per shot. This makes automatic fire extremely controllable: the weapon stays on target with minimal compensation. The low recoil is one of the Calling Card's defining characteristics alongside its high magazine capacity.

Spread_Aim of 0.5 is moderate. It is 10 times wider than the Avenger's 0.05, 5 times wider than the Cobra's 0.1, and narrower than the Bluntforce's 0.8. The spread creates a cone that scatters shots, counterbalancing the low recoil. Even though the recoil does not pull the aim point off target, the spread cone means that beyond close range, not every shot will hit a small target. This is a deliberate trade-off: the weapon is easy to keep on target (low recoil) but not perfectly accurate (moderate spread).

Shake_Min_X of -0.001 and Shake_Max_X of 0.001 produce almost no visible screen shake. The range is the narrowest in this reference series.

The Calling Card's handling profile is designed for sustained automatic fire: low recoil keeps the reticle on target, moderate spread prevents pinpoint accuracy at range, and minimal shake keeps the viewport stable. A modder tuning a custom automatic weapon should study this profile as a reference for how to balance a weapon around volume of fire rather than per-shot impact.

Flags

The Calling Card's flag list is the most distinctive in this reference series. It carries an extra GUID flag, the Auto flag, and the OutputItems flag, all of which are unusual.

Flags present: "7b82c125a5a54984b8bb26576b59e977", "e73a23b102f24520a32ec0b2afaa6157", Auto, Blueprints, Hook_Sight, Hook_Tactical, InputItems, OutputItems, RequiresNearbyCraftingTags, Safety, [, ], {, }

The first GUID 7b82c125a5a54984b8bb26576b59e977 is the master asset bundle reference flag present on nearly every vanilla weapon. It links the weapon to the game's main asset bundle.

The second GUID e73a23b102f24520a32ec0b2afaa6157 is a secondary reference flag. Some weapons carry multiple GUID flags when they reference more than one master asset bundle or when a specific runtime system needs a distinct bundle link. The second GUID is not common; the Avenger, Cobra, and Desert Falcon do not carry a second GUID flag. Its exact purpose is determined by how the engine consumes it at load time. As a data reference, a modder cloning the Calling Card should preserve this flag unless they are certain their custom weapon does not need it. Removing it could break a runtime system that depends on the secondary bundle reference.

Auto enables fully automatic fire mode. This is the flag that distinguishes the Calling Card from semi-automatic secondaries. When the Auto flag is present, the weapon can fire continuously while the trigger is held. The Calls Card carries Auto but not Semi. This means the weapon's fire mode is automatic only; there is no semi-automatic toggle. The Cobra carries both Auto and Semi, allowing the player to switch between the two modes. The Calling Card, by carrying only Auto, locks the player into automatic fire. Whether this is a deliberate design choice or an oversight in the flag list cannot be determined from the data alone. Modders who want the Calling Card to have a semi-automatic option should add the Semi flag.

Blueprints enables the crafting/blueprint system.

Hook_Sight creates an attachment socket for sights (red dot, holographic, scopes). The Calling Card can accept optics.

Hook_Tactical creates an attachment socket for tactical devices (lasers, rangefinders).

The Calling Card has sight and tactical hooks but no barrel hook and no grip hook. It cannot mount suppressors, muzzle brakes, or grip attachments. The sight hook makes sense for a carbine: the ability to mount an optic improves the weapon's effective range. The absence of a grip hook is notable since many carbines have a foregrip mounting point. A modder who wants the Calling Card to accept a grip adds Hook_Grip to the flag list.

InputItems enables the weapon to receive child items (attachments, magazine).

OutputItems tells the engine that this item can eject or produce child items. This flag is less common than InputItems. The Avenger, Bluntforce, Cobra, and Desert Falcon do not carry OutputItems. The presence of this flag means the Calling Card can participate in item-output operations, such as: being a crafting recipe that produces a child item, being part of a disassembly system that yields components when broken down, or supporting an item-ejection mechanic that some mods implement. The exact behaviour triggered by OutputItems depends on how the engine consumes the flag in the specific Unturned version the server is running.

RequiresNearbyCraftingTags restricts blueprint crafting to when the player is near a matching crafting tag object.

Safety enables the manual safety mechanic.

The bracket and brace characters [, ], {, } are array delimiters, not functional flags.

Flag combination analysis

The Calling Card's flag list combines several unusual elements: a second GUID, Auto without Semi, both InputItems and OutputItems, and no barrel or grip hooks. The combination tells a specific story about the weapon:

  • It is automatic-only (no fire mode toggle).
  • It can be crafted at a workbench.
  • It can receive attachments (sight, tactical) and hold a magazine (via InputItems).
  • It can eject or output items (via OutputItems).
  • It has a manual safety.

The presence of OutputItems without an obvious companion system (the extracted asset data does not list any output-item recipes) suggests the flag enables a generic engine capability that may be used by future or third-party systems. Modders building a crafting or disassembly mod that operates on the Calling Card should verify whether OutputItems is required by their mod's logic.

Where the Calling Card spawns

Spawn tables are the data structures that place items into the game world. The Calling Card's spawn distribution is unusually narrow: only 6 tables across 3 maps.

MapSpawn tableChance per roll
BelgiumMilitia_Belgium_Guns12.500%
FranceCarepackage_France_Weapons7.194%
FranceCarepackage_France5.036%
RioDeJaneiroCarepackage_Brazil4.167%
RioDeJaneiroBrazil_Carepackage_Brazil4.167%
BelgiumMilitia_Belgium0.520%

The Calling Card does not appear on the Core map at all. It does not appear in police, military, or civilian tables. It is restricted to militia tables (Belgium) and carepackage/airdrop tables (France, RioDeJaneiro). This is the narrowest spawn distribution in this reference series. The Avenger appears in 23 tables, the Bluntforce in 33, the Cobra in 39, the Desert Falcon in 28. The Calling Card appears in 6.

Militia_Belgium_Guns at 12.500% is the highest individual weight. One in eight rolls of this table returns a Calling Card. The table likely contains 8 equally-weighted items (or a multiple thereof).

Carepackage_France_Weapons at 7.194% and Carepackage_France at 5.036% are French airdrop pools. The weapons-only sub-table gives the Calling Card a higher share than the general carepackage pool that includes non-weapon items. The weight difference (7.194% vs 5.036%) reflects the pool size difference: the general pool has more items, diluting each item's share.

Carepackage_Brazil and Brazil_Carepackage_Brazil at 4.167% each are Brazilian carepackage pools. The duplicated entry with and without the Brazil_ prefix reflects the map-specific table naming convention. Some maps define both a generic table name and a map-prefixed alias that point to the same logical table.

Militia_Belgium at 0.520% is the general Belgian militia loot pool. This is a wide pool with many item types. The Calling Card's weight of roughly half a percent means it is found very rarely from general militia loot.

Implications of the narrow spawn distribution

The Calling Card's restricted spawn distribution has several practical consequences for players and server owners:

  • On Core, the Calling Card is unavailable through vanilla loot tables. A player on a Core-only server will never find one through normal gameplay. The weapon must be obtained through a server plugin, admin command, or mod that adds it to a Core spawn table.
  • On Belgium, the weapon is available through militia locations, both in the dedicated guns pool (12.500%) and the general pool (0.520%).
  • On France, the weapon is available only through carepackages/airdrops. Players cannot find it in static loot containers.
  • On RioDeJaneiro, the same carepackage-only restriction applies.
  • On maps not listed (Ireland, Hawaii, EasterIsland, Greece via the Calling Card's specific tables, etc.), the weapon is absent from vanilla loot.

Server owners who want the Calling Card available on additional maps must add spawn entries to tables on those maps. The weapon's item ID is 1379, and it should be added to militia or carepackage-themed tables to maintain thematic consistency.

How to find and edit the asset on disk

Vanilla game files: The Calling Card lives in Bundles/Items/Guns/Card/ (note: the directory name is Card, not Calling_Card). Use UABE or AssetStudio to extract Card.dat.

Workshop or custom content: In a mod project, the asset is a loose .dat file under Items/Guns/Card/. The key-value format is:

Player_Damage 33
Range 125
Firerate 4
Caliber 35
Magazine 1381
Ammo_Min 20
Ammo_Max 71

The magazine asset (item ID 1381) is a separate file. The Caliber field (35) is the compatibility key between the weapon and its magazine. If a modder changes the Calling Card's caliber, they must also change the magazine's caliber to match, or the weapon will not reload.

Canned Beans

The Calling Card brief contains no verified bean data. There are no bean-related spawn tables, no bean ammunition cross-references, no bean crafting recipes, and no bean repair interactions associated with this weapon. The Calling Card's militia and carepackage spawn tables carry weapons, ammunition, and tactical equipment -- not food items.

The Canned Beans item (item ID 13) is a separately defined asset. The Calling Card has no connection to it. If you are modding the Calling Card and want to add a bean interaction, you would need to create that relationship in a blueprint or spawn table asset yourself. The base game provides no precedent.

For the established bean lore and cross-references across the wiki, see /lore/canned-beans-lore.

Practical use for server owners

Core map availability: The Calling Card does not spawn on Core through vanilla tables. To add it, a server owner must add a spawn entry with item ID 1379 to at least one Core table. Police tables (Police_Guns, Police_Low_Peaks_Guns) or militia tables (Militia_Russia_Guns) are thematically appropriate. The weight should reflect the desired rarity: a weight of 10 or 20 in a table with a total weight of several hundred keeps the weapon uncommon.

France and Brazil availability: On France and RioDeJaneiro, the Calling Card is carepackage-only. To make it available in static loot, add spawn entries to militia-equivalent tables on those maps. On France, the GIGN or Security tables might be appropriate. On RioDeJaneiro, Brazil militia or gang tables.

Adjusting ammunition: The Ammo_Min of 20 and Ammo_Max of 71 give a found Calling Card a highly variable ammunition load. A server owner who wants more consistency can narrow this range. Setting Ammo_Min to 35 and Ammo_Max to 50 ensures every found Calling Card has a substantial but not overwhelming ammunition supply.

Fire mode: The Calling Card carries Auto but not Semi. If server owners want players to have a semi-automatic option, adding Semi to the flag list enables the fire-mode toggle. This is a one-line change.

Practical use for modders

Unique secondary-primary hybrid: The Calling Card is one of the few weapons in Unturned that bridges the gap between secondary and primary class weapons. It is slotted as secondary but has rifle-like range (125), automatic fire, and high magazine capacity. Modders creating a weapon that fills a similar niche should study the Calling Card's field values as a template for the hybrid role.

The Auto-without-Semi pattern: The Calling Card demonstrates that weapons can carry Auto without Semi, locking the weapon into automatic fire. This is unusual. Most weapons with Auto also carry Semi to give the player a fire mode choice. The absence of Semi means the weapon has only one fire mode. Modders designing a weapon with a single fire mode (whether automatic, semi-automatic, or burst) should follow the Calling Card's flag pattern: include only the flag for the desired mode.

Low recoil / moderate spread balancing: The Calling Card's handling profile is a reference for balancing a weapon around sustained fire. The recoil is minimal (0.5 to 1 Y-axis), but the spread (0.5) prevents the weapon from being a laser beam at range. A modder building an LMG or SMG should consider this pattern: low recoil keeps the weapon controllable, and moderate spread imposes an accuracy ceiling that limits effective range.

The OutputItems flag: The Calling Card is the only weapon in this reference series that carries OutputItems. This flag is unusual and its engine behaviour depends on the server version. Modders building a crafting, disassembly, or item-ejection system should test whether OutputItems is required for their system to interact with the weapon. If the system does not require OutputItems, the flag can be safely ignored or removed.

Second GUID flag: The e73a23b102f24520a32ec0b2afaa6157 GUID is present on the Calling Card but not on any other weapon in this reference series. When cloning the Calling Card as a template for a custom weapon, decide whether to keep this GUID. If the custom weapon uses the same asset bundle structure as the vanilla Calling Card, keep it. If the custom weapon uses a different bundle structure, replace it with the appropriate bundle reference GUID. Removing it entirely without a replacement might cause the weapon to fail to load certain assets.

Attachment expansion: Add Hook_Barrel to let the Calling Card accept suppressors and muzzle brakes. Add Hook_Grip to let it accept grips. The sight and tactical hooks are already present. Adding both missing hooks gives the Calling Card a full attachment set comparable to most primary rifles.