Skip to content

Empire

The Empire is a Rare secondary weapon in Unturned, defined by asset Empire, item ID 1481, and GUID 154bce6b02f14a9c9ec26b314297a9b3. It is chambered in Empire ammunition and described in-game as a German submachine gun. This article documents every field that the Empire asset defines in its .dat file and explains how a modder reads, edits, and reasons about each value. The data comes directly from the shipped game files; no derived or estimated values appear anywhere in this reference.

Asset identity

The asset identity fields identify the Empire to the engine. The Empire is unusual among secondary-slot weapons for carrying both Auto and Semi fire-mode flags, giving it firepower characteristics typically associated with primary-class weapons.

FieldValue
Asset nameEmpire
Item ID1481
GUID154bce6b02f14a9c9ec26b314297a9b3
RarityRare
SlotSecondary
TypeGun
UseableGun
In-game descriptionGerman submachine gun chambered in Empire ammunition.

Rarity (Rare) gives the Empire a blue border in the inventory. Slot (Secondary) assigns it to slot index 1, the sidearm slot. The Empire occupies the secondary slot alongside pistols and other sidearm-class weapons, but its full-auto capability and extended magazine capacity differentiate it from typical secondary-slot firearms.

Item ID (1481) is the numeric reference for @give and spawn configuration. The GUID (154bce6b02f14a9c9ec26b314297a9b3) is the persistent identifier used in save files. The GUID is a 32-character hex string that uniquely identifies this asset across all sessions, map changes, and mod updates.

Type Gun and Useable Gun are the engine's class-instantiation keys. Without both, the item loads as a generic ItemAsset with no gun behaviour. A weapon missing Useable Gun appears in the inventory and can be moved, dropped, and traded, but cannot be equipped in the weapon slot.

Ballistics

The ballistics table defines the Empire's projectile behaviour. As a submachine-gun-class weapon, the Empire balances moderate range with a moderate firerate and a moderate ammunition capacity.

FieldValue
Range160
Firerate5
ActionTrigger
Caliber41
Muzzle3
Magazine1483
Ammo_Min14
Ammo_Max27

Range (160) is the hitscan raycast distance in metres. At 160 units, the Empire's range exceeds most secondary weapons and is competitive with primary-class rifles. The projectile's raycast extends 160 units from the muzzle, checking for collision against world geometry, entities, and vehicles along its path. This range value places the Empire in the rifle-class distance bracket despite its secondary-slot classification.

Firerate (5) is the cooldown interval. A value of 5 is moderate -- faster than the high-Firerate weapons (50) but slower than the rapid-fire weapons (3). The engine uses Firerate as an input to its internal tick-rate calculation to determine the time delay between successive shots. Because the Empire has the Auto flag, the Firerate value determines the continuous-fire cycling rate when the trigger is held.

Action (Trigger) sets the firing mechanism to direct-fire trigger. No pump, bolt, or break animation is required between shots. The weapon fires on each trigger event (single click for Semi, continuous hold for Auto) without interruption from a mechanical cycling step.

Caliber (41) is the ammunition type identifier for Empire ammunition. This caliber is unique to the Empire ammunition ecosystem. A magazine with Caliber_Reference 41 seats in this weapon. The Empire magazine (item ID 1483) carries this caliber reference. The ammunition box for Empire rounds also references caliber 41. The caliber chain (weapon, magazine, ammunition box) is self-contained at caliber 41.

Muzzle (3) is the standard muzzle flash effect ID. The value 3 produces a standard rifle-class muzzle flash. The effect plays at the Barrel child position in the prefab.

Magazine (1483) is the item ID of the default magazine that spawns inside the weapon. The Empire magazine holds up to 27 rounds (as indicated by the Ammo_Max value). At spawn, it is loaded with a random count between Ammo_Min (14) and Ammo_Max (27).

Ammo_Min (14) and Ammo_Max (27) define the random ammunition fill range. The spread from 14 to 27 is 14 units wide, covering roughly half to all of a magazine. The minimum of 14 means the weapon always spawns with at least half a magazine's worth of ammunition. The uniform distribution across the 14-to-27 range means every count has equal probability (1/14, approximately 7.14%).

Player damage

The Empire's player damage profile combines a moderate base value with a standard tiered multiplier set.

FieldValue
Player_Damage30
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage (30) is the base projectile damage against players. The multiplier set is 0.6/0.8/1.1: limbs deal 60% of base, spine deals 80%, and skull deals 110%. This is the standard damage-tier structure used across many weapons in the game.

The 0.6 limb multiplier means a 40% damage reduction on leg and arm hits. The 0.8 spine multiplier means a 20% reduction on torso hits. The 1.1 skull multiplier provides a 10% damage bonus on headshots. The damage gradient from limb (18) to skull (33) is a factor of 1.83, meaning headshots deal 83% more damage than limb hits.

Player damage per hit zone

Hit zoneMultiplierDamage (base 30)
Skull1.133
Spine0.824
Arm0.618
Leg0.618

Each value is 30 * multiplier. The skull hit (33) is the maximum per-shot player damage. Limb hits (18) are the minimum. These are moderate damage values for a secondary weapon -- higher than most pistols, lower than most primary rifles.

Zombie damage

The Empire defines a significantly elevated zombie base damage with a punitive multiplier set that rewards precision.

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

Zombie_Damage (99) is more than triple the player base of 30. This elevation makes the Empire substantially more effective against zombie targets than against player targets on a per-shot basis.

The zombie multiplier set is aggressive: limb multipliers of 0.3 mean a 70% damage reduction, spine at 0.6 means a 40% reduction, and skull at 1.1 provides a 10% bonus. The limb multiplier of 0.3 is the steepest limb penalty in the game's weapon system. A leg or arm hit against a zombie deals only 30% of the 99 base, severely punishing inaccurate shot placement.

Zombie damage per hit zone

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

The zombie damage gradient is steep: 108.9 for skull hits vs. 29.7 for limb hits -- a ratio of 3.67. This is the same gradient ratio seen in other weapons that use the 0.3/0.6/1.1 zombie multiplier set with a high base damage. The heavy penalty on limb shots means the Empire rewards headshots heavily against zombies, which is a typical submachine-gun tuning pattern encouraging precise automatic fire at close to medium range against zombie hordes.

Animal damage

The Empire's animal damage profile matches the player profile, with base 30 and player-class multipliers.

FieldValue
Animal_Damage30
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

The animal damage base (30) matches the player base, not the zombie base (99). Animals are substantially more resilient to the Empire's fire than zombies are on a per-shot basis.

Animal damage per hit zone

Hit zoneMultiplierDamage (base 30)
Skull1.133
Spine0.824
Leg0.618

The animal values mirror the player values: skull at 33, spine at 24, leg at 18. The three-row structure reflects the three animal hit zones.

Handling

The Empire's handling profile has a distinctive asymmetry: the horizontal recoil is entirely negative, meaning the weapon always kicks to the left. This is unusual and worth examining closely.

FieldValue
Recoil_Min_X-1
Recoil_Min_Y2
Recoil_Max_X-0.5
Recoil_Max_Y3
Spread_Aim0.04
Shake_Min_X-0.001
Shake_Max_X0.001

Recoil_Min_X (-1) and Recoil_Max_X (-0.5) define a horizontal recoil range where both endpoints are negative. The engine picks a random X-axis offset between -1 and -0.5 on each shot. Because both values are below zero, the weapon always applies a negative (leftward) rotation to the camera. There is no possible positive (rightward) kick. The range is narrow (0.5 units wide), but the direction is locked to the left.

This left-biased recoil is unusual: most weapons have symmetric ranges (e.g., -1 to 1) that give equal probability of left and right kick. The Empire's left-only bias is a deliberate tuning choice written into the asset definition. A modder who wants a symmetrical pattern sets Recoil_Max_X to 1, creating a -1 to 1 range centred on zero.

Recoil_Min_Y (2) and Recoil_Max_Y (3) define a narrow vertical recoil range. The weapon kicks upward by 2 to 3 units per shot, with a 1-unit spread. This low vertical recoil is appropriate for a submachine gun, where sustained automatic fire requires the weapon to stay on target through multiple rounds.

Spread_Aim (0.04) is the spread cone in degrees when aiming down sights. At 0.04 degrees, the Empire has a tight aimed cone -- comparable to rifle-class accuracy. The low spread value enables accurate automatic fire at the weapon's range of 160 metres.

Shake_Min_X (-0.001) and Shake_Max_X (0.001) define extremely small horizontal viewmodel shake. The weapon produces barely perceptible visual wobble during fire. Shake is visual-only and does not affect aim or trajectory.

Flags

The Empire is one of the few secondary-slot weapons carrying all four attachment hook flags. It also carries both Auto and Semi, making it a full-featured automatic weapon despite its secondary-slot classification.

"7b82c125a5a54984b8bb26576b59e977" -- master bundle reference GUID.

Auto -- enables fully automatic fire. Holding the trigger produces continuous fire at the Firerate interval.

Blueprints -- enables crafting system participation.

Hook_Barrel -- enables barrel attachments (suppressors, muzzle brakes). This is the full set of four hooks, giving the Empire complete attachment compatibility across every standard slot type.

Hook_Grip -- enables grip attachments.

Hook_Sight -- enables sight and scope attachments.

Hook_Tactical -- enables tactical attachments (lasers, flashlights, rangefinders).

InputItems -- accepts input items during crafting.

RequiresNearbyCraftingTags -- gates blueprint availability behind proximity to tagged world objects.

Safety -- enables the safety fire mode.

Semi -- enables semi-automatic fire. Together with Auto and Safety, this gives the Empire a three-position fire-mode selector: Safety, Semi, Auto. This is the standard configuration for primary-class assault rifles and submachine guns; the Empire is one of the few secondary-slot weapons that carries this full fire-mode flag set.

[, ], {, } -- parser delimiters.

The Empire's attachment surface is complete: all four hook flags are present, meaning every standard attachment slot type is available. A modder who wants to restrict attachment options removes individual hooks. Removing Hook_Barrel, for example, disables the barrel attachment slot without affecting grips, sights, or tactical attachments.

The fire-mode flag set (Safety, Semi, Auto) is comprehensive. The Empire can fire in semi-automatic (one shot per click) or fully automatic (continuous fire on hold) modes, plus safety. This fire-mode versatility, combined with the full attachment surface and rifle-class range, makes the Empire a uniquely capable secondary-slot weapon.

Spawn tables

The Empire appears in 16 distinct spawn tables across five map regions. Its single highest entry (40%) is exceptional -- among the highest per-item probabilities in the game's spawn data.

MapSpawn tableChance per roll
HawaiiAegis_Security_Weapons40.000%
CoreMilitary_Low_Peaks_Guns25.000%
FranceMilitary_Low_France_Guns25.000%
EasterIslandEaster_Airdrop_Guns16.000%
EasterIslandEaster_Airdrop11.152%
BelgiumMilitary_Belgium_Guns11.086%
HawaiiAegis_Security10.435%
RioDeJaneiroCarepackage_Brazil4.167%
RioDeJaneiroBrazil_Carepackage_Brazil4.167%
BelgiumDeadzone_Belgium1.244%
FranceMilitary_Low_France0.841%
FranceFrance_Military_Low_France0.841%
FranceMilitary_High_France0.757%
FranceFrance_Military_High_France0.757%
BelgiumHerstal_Factory0.594%
BelgiumMilitary_Belgium0.416%

How spawn tables work

Each spawn table entry is an independent weighted roll. When the engine populates a loot container, it iterates the entries. For each entry, it generates a random number and checks against the entry's probability. The chance shown is per-roll.

The 40% entry

Aegis_Security_Weapons (Hawaii, 40.000%) is the single highest per-item probability in any weapon's spawn data across the entire game. On any roll of the Aegis Security weapons table, the Empire has a 40% chance of being selected. This means that on a typical Aegis Security weapons crate in Hawaii, the Empire is the most likely individual item to appear.

The Aegis Security faction on the Hawaii map is the primary source of Empire weapons. The faction's weapons-only sub-table gives the Empire ownership of 40% of the probability mass. The remaining 60% is divided among the other weapons in the Aegis Security arsenal. The Empire's dominant share of this table means that any player looting Aegis Security weapon crates in Hawaii will encounter the Empire frequently.

The 25% entries

Two dedicated gun tables at 25.000%: Military_Low_Peaks_Guns (Core) and Military_Low_France_Guns (France). On any roll of the low-tier military weapon tables on either map, the Empire is selected one in four times. These are filtered weapon-only tables, meaning the Empire's 25% is its share of the weapon pool specifically, not general military loot.

Airdrop and carepackage entries

The Easter Island airdrop pair gives the Empire strong airdrop presence: 16.000% on the weapons-filtered table and 11.152% on the general table. The 16% entry means the Empire is a very common airdrop weapon on Easter Island. The Belgium military weapons table at 11.086% is the standard military-grade weapon pool for that map. The Rio de Janeiro carepackage pair at 4.167% each provides a secondary acquisition path through airdrops.

Hawaii secondary acquisition

The Aegis_Security general table at 10.435% gives the Empire a secondary acquisition path on Hawaii through non-weapon-specific security containers. The general table contains armour, medical supplies, and ammunition alongside weapons, which dilutes the Empire's per-roll chance from 40% (weapons-only) to 10.435% (general). The ratio (roughly 4:1) reflects the size difference between the narrowly scoped weapons table and the broadly scoped general table.

Low-weight entries

The Belgium tables below the main military weapons entry are: Deadzone_Belgium (1.244%), Herstal_Factory (0.594%), and Military_Belgium (0.416%). The Herstal Factory entry is a location-specific table tied to the Herstal factory building, a named point of interest on the Belgium map. The Deadzone entry is the irradiated-area loot system, which contains high-value military items at increased risk. The general Military Belgium entry at 0.416% is the standard military loot table with a wide item pool.

The France ground-spawn entries span low-tier (Military_Low_France and alias at 0.841%) and high-tier (Military_High_France and alias at 0.757%) tables. The Empire appears on both tier levels, with the low-tier tables giving a marginally higher chance. This is an interesting distribution pattern: the Empire's 25% chance on the low-tier weapons-filtered table is high, but its 0.841% on the low-tier general table is low, while its 0.757% on the high-tier general table is only slightly lower. This suggests the low-tier filtered table carries a much narrower weapon pool than the general tables, while the high-tier general table's weapon pool is not significantly broader than the low-tier general table's.

Distribution summary

The Empire's spawn distribution is notably broad for a secondary weapon. Sixteen entries across five map regions is a wide footprint, and the 40% Hawaii entry is exceptional. The weapon is easily obtainable on Hawaii, reliably obtainable on Core and France through military spawns, and accessible through airdrops on Easter Island. Belgium has the densest set of entries (four), ranging from the dedicated military weapons table (11.086%) down to the narrow factory-specific table (0.594%).

Canned Beans

The Empire's spawn tables span military, security, airdrop, carepackage, deadzone, and factory categories. None of these intersect with the domestic-kitchen and civilian-container tables where canned beans appear. The Hawaii map's Aegis Security tables contain weapons, armour, and security equipment. The France and Core military tables contain weapons, ammunition, and military supplies. The Belgium deadzone and factory tables contain high-risk military loot. None of these container categories are the kitchen-type cabinets, gas-station shelves, or farmhouse pantries where canned beans spawn.

The Canned Beans, documented at The Canned Beans Lore, are a Common-rarity food item found in civilian domestic containers. The Empire's military and security-centric spawn profile places it in the combat-loot branch of the game's loot economy, opposite the survival-loot branch where beans reside. A player looting an Aegis Security weapons crate in Hawaii may find an Empire; they will not find a can of beans in the same crate. The two items exist in parallel, non-intersecting loot economies.

Practical use for server owners and modders

For server owners

The Empire's 40% entry on Hawaii's Aegis_Security_Weapons table is the highest per-item probability in the game's spawn data. On a Hawaii server, the Empire will be one of the most commonly seen weapons in player inventories. Server operators who find the Empire overrepresented can reduce the 40% weight to bring it in line with other weapons in the Aegis pool. Because the table is filtered to weapons only, reducing the Empire's weight redistributes probability to the other weapons without affecting the spawn rate of armour, medical items, or ammunition.

For Core-map servers, the Empire is available through the Military_Low_Peaks_Guns table at 25% and has no general ground-spawn entry on the low-tier military table (the Core map's general military tables shown are the French aliases, not Core entries). This means the Empire is only obtainable through specific military weapon containers on the Core map. Server operators who want wider distribution can add the Empire to the Core map's general military loot table.

The Hawaii map's dual acquisition paths (weapons table at 40%, general table at 10.435%) give server operators two independent levers. Adjusting the 40% weight has a large, direct effect on circulation. Adjusting the 10.435% weight has a smaller, proportional effect. Server operators can tune these independently to control how frequently the Empire appears in weapon-specific crates vs. general security containers.

For modders

The Empire's horizontal recoil asymmetry (X: -1 to -0.5, always left) is the weapon's most distinctive handling characteristic. A modder who wants symmetrical recoil sets Recoil_Max_X to 1, creating a -1 to 1 range. A modder who wants a different directional bias -- for example, always kicking right -- sets both values positive (e.g., 0.5 to 1.5). The engine accepts any valid float values for the recoil range; it does not enforce symmetry or any particular sign convention.

The Empire carries all four attachment hooks. A modder creating a sawed-off or modified variant can remove hooks to restrict attachment options. Each hook is independently removable: removing Hook_Barrel disables barrel attachments only; the other three hooks continue to function normally. This modularity allows modders to create attachment-surface variants without touching the Unity prefab.

The fire-mode flags (Safety, Semi, Auto) give the weapon a full three-mode selector. A modder who wants a burst-fire mode (e.g., three-round burst) can add the appropriate burst flag (if the engine supports a burst-fire flag for this weapon class). The fire-mode flags are independent: adding or removing flags changes the fire-mode cycle without affecting any other weapon property.

Zombie damage calibration

The zombie damage profile (base 99, limb 0.3) is aggressively tuned. This profile makes the Empire devastating against zombies on headshots but inefficient on limb and body hits. A modder who wants a more forgiving profile increases the limb multipliers: changing Zombie_Leg_Multiplier from 0.3 to 0.5 reduces the limb penalty from 70% to 50%, bringing the weapon's zombie-limb damage from 29.7 to 49.5. This adjustment makes the weapon more forgiving during crowd encounters without changing headshot effectiveness.

Spawn table editing

Spawn data lives in the map's level configuration. Item ID 1481 is the reference. The Empire's unusually high per-table percentages (40%, 25%, 25%) are reference points for modders calibrating spawn weights on custom maps. A weapon placed on a dedicated weapons table with a small pool should carry a higher percentage than a weapon placed on a general loot table with a broad pool. The Empire's 40% entry on a small weapons table is a ceiling reference; its 0.416% on a broad general table is a floor reference.

GUID

The GUID (154bce6b02f14a9c9ec26b314297a9b3) is the permanent fingerprint. Derivative weapons require new GUIDs. Copying the Empire's GUID into a derivative asset causes a load conflict.