Heartbreaker Gun Reference
The Heartbreaker is an assault rifle asset in Unturned, defined by item ID 1037 and GUID d98faa18572542e8943dbb80536f157e. It sits in the Primary weapon slot with Epic rarity. The in-game description reads: Belgian assault rifle chambered in Military ammunition. This article documents every field in the Heartbreaker 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 Heartbreaker is the most technically complex weapon in this reference series. It is the only weapon that carries both Auto and Semi flags, making it a true select-fire rifle. It has the gentlest handling profile of the four (lowest recoil, lowest shake). It uses Caliber 1 (Military ammunition), the most common ammo type among the four Caliber values. And it has the highest item ID (1037), indicating it was added to the game later than the Dragonfang, Grizzly, and Hawkhound.
The Heartbreaker's defining combination is select-fire capability plus very controllable recoil plus moderate damage per bullet. It is the "easy to use" Epic-tier weapon: accurate, forgiving, and flexible in fire mode.
Reading the asset: what each field controls
When you open the Heartbreaker 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.
Ballistics
| Field | Value |
|---|---|
| Range | 200 |
| Firerate | 7 |
| Action | Trigger |
| Caliber | 1 |
| Muzzle | 3 |
| Magazine | 6 |
| Ammo_Min | 10 |
| Ammo_Max | 30 |
Range sets how far the weapon can hit a target. A value of 200 is the standard mid-range distance. It matches the Hawkhound's Range and is shorter than the Grizzly's 300 but longer than the Dragonfang's 175. For an assault rifle, 200 covers the typical engagement distances on most Unturned maps. A player can engage targets at medium range effectively but cannot snipe at the distances a Grizzly can reach.
The engine's hit-registration distance check compares the weapon's Range against the vector distance between the muzzle transform and the target hitbox. If the distance exceeds 200, the hit is rejected. There is no damage falloff over distance. A hit at 1 unit does the same computed damage as a hit at 199 units.
A modder who raises Range to 250 or 300 extends the Heartbreaker into marksman rifle territory. A modder who lowers it to 100 turns it into a close-quarters weapon. The Range value of 200 is well-tuned for an assault rifle in the vanilla game.
Firerate is the internal engine tick rate for the weapon's fire cycle. The Heartbreaker has Firerate 7. A lower number means a faster cycle. 7 is between the Dragonfang's 4 (faster) and the Grizzly's 20 (slower), and much faster than the Hawkhound's 50.
In the engine's automatic fire loop (when Auto flag is active), the weapon fires a shot, starts a counter at 7, decrements each tick, and fires the next shot when the counter reaches zero. This repeats as long as the trigger is held. In semi-automatic mode (when Semi flag is active), the weapon fires one shot, starts the counter, and does not fire again until the counter reaches zero AND the player releases and pulls the trigger again.
The Heartbreaker's Firerate 7 is a comfortable automatic fire rate. It is faster than the Grizzly and Hawkhound but slower than the Dragonfang, placing it squarely in the assault rifle category.
Action is Trigger. This is the standard firearm action type used by most automatic and semi-automatic weapons in Unturned. With Auto and Semi flags both present, Action Trigger supports both fire modes. The engine uses Trigger to select the firing animation set and to determine the basic input-handling path (trigger-based input as opposed to bolt-cycle, pump, break, or string-based input).
Caliber of 1 maps the Heartbreaker to ammunition ID 1, the Military ammunition type. Caliber 1 is the most common military ammo type in Unturned. Many assault rifles and military weapons use Caliber 1, making the Heartbreaker part of the largest ammunition ecosystem among the four weapons documented here.
The other Caliber values in this reference series are: 7 (Hawkhound, civilian hunting ammo), 12 (Dragonfang, machine gun ammo), and 13 (Grizzly, sniper ammo). Caliber 1 stands out as the most widely shared ammo type. The Heartbreaker benefits from this: Military ammunition spawns in many military, arena, and airdrop tables, so Heartbreaker ammo is likely abundant wherever the Heartbreaker itself can be found.
Muzzle is 3. This is the attachment barrel tier. Muzzle attachments with a value of 3 or below fit on this barrel point. The tier of 3 is one step below the Grizzly and Hawkhound's 4, and matches the Dragonfang's 3. The Heartbreaker accepts standard military-grade barrel attachments (compensators, suppressors, muzzle brakes rated at tier 3 or below) but excludes the highest-tier barrels that require Muzzle 4.
The tier system is inclusive-down: a weapon with Muzzle 3 accepts attachments with Muzzle 1, 2, or 3, but not 4. A weapon with Muzzle 4 accepts all four tiers. A weapon with Muzzle 1 accepts only tier 1 attachments.
Magazine is 6. This is the item ID of the default magazine the Heartbreaker ships with. Item ID 6 is a remarkably low number -- the lowest magazine item ID among the four weapons (Dragonfang magazine 133, Grizzly magazine 298, Hawkhound magazine 111). An item ID this low suggests the Military magazine was one of the very first items created during Unturned's development, making it a foundational piece of the item registry.
When a player equips a fresh Heartbreaker, the engine attaches item 6 as the ammo container. The magazine item is an independent asset with its own Caliber (set to 1), its own ammo count, and its own spawn table entries. Any magazine with Caliber 1 works in any weapon with Caliber 1.
Ammo_Min (10) and Ammo_Max (30) define the bullet count range for the ammo item when it spawns. The Heartbreaker ammo spawns with 10 to 30 rounds. This is the largest Ammo_Max among the four weapons (Dragonfang 150 is larger, but the Dragonfang is a machine gun with a drum magazine; Heartbreaker 30 is the largest standard-magazine Ammo_Max). The Grizzly has 1 to 5, the Hawkhound has 1 to 8.
A 30-round magazine is standard for an assault rifle. The Heartbreaker is well-supplied even at the low end of its spawn range (10 rounds). A player finding a Heartbreaker is unlikely to be ammo-starved unless the server has customised the ammo spawn tables to reduce Military ammunition availability. A modder who increases Ammo_Max to 40 or 50 creates an extended-mag variant; a modder who decreases it to 20 creates a more constrained variant.
Damage values per target type
The Heartbreaker 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.
When a bullet hits a hitbox, the engine looks up the damage base for the target type, multiplies it by the multiplier for the specific body zone that was hit, and applies the result. The multiplier names map to hitboxes: Leg for the legs, Arm for the arms, Spine for the torso, and Skull for the head.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 40 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
Against players, the Heartbreaker does Player_Damage 40 before multipliers. This is higher than the Dragonfang's 17 but lower than the Hawkhound's 80 and the Grizzly's 99. The Heartbreaker sits in the middle of the pack: more lethal per bullet than the machine gun, less lethal than the hunting rifle and sniper rifle.
The multiplier structure is the vanilla standard: Skull 1.1, Spine 0.8, Arm 0.6, Leg 0.6. This is the same multiplier set used on all four weapons. The consistency across all four weapons suggests the player multiplier set is not tuned per weapon -- it is a global standard that applies to every gun asset.
At Player_Damage 40, the Heartbreaker rewards accuracy (headshots multiply by 1.1) but is not punishing against limb hits (they still do 60% of the base). The weapon is forgiving across the hitbox spectrum, consistent with its assault rifle role.
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 |
Against zombies, the base is Zombie_Damage 99. This is significantly higher than the player damage (40). The gap of 99 vs 40 is the largest proportional gap among the four weapons:
- Dragonfang: zombie
38vs player17(ratio ~2.2:1) - Grizzly: zombie
150vs player99(ratio ~1.5:1) - Hawkhound: zombie
99vs player80(ratio ~1.2:1) - Heartbreaker: zombie
99vs player40(ratio ~2.5:1)
The Heartbreaker is tuned to be highly effective against zombies relative to its player damage. A headshot against a zombie does 1.1 * 99, which is more than double a headshot against a player (1.1 * 40). A limb shot against a zombie (0.3 * 99) is actually lower than a limb shot against a player (0.6 * 40) in absolute terms. The zombie damage profile heavily incentivises headshots while harshly penalising limb hits.
The zombie limb multipliers are 0.3 (both Arm and Leg), the spine is 0.6, and the skull is 1.1. These are standard across all four weapons' zombie blocks.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 40 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
Against animals, Animal_Damage is 40, matching the player damage base exactly. The animal block does not include Animal_Arm_Multiplier because animals lack arm hitboxes. The Leg multiplier is 0.6, Spine is 0.8, and Skull is 1.1.
The Heartbreaker treats animals identically to players in terms of raw base damage. This is the same pattern as the Dragonfang and Grizzly (animal base equals player base), whereas the Hawkhound differs (animal base 99 vs player base 80).
Computed damage per hit zone
The tables below show the damage result for each hit zone by multiplying the base damage by the zone multiplier. These numbers are pre-computed from the source values above; they are not additional fields in the asset file.
The formula for every cell is Damage = Base_Damage * Zone_Multiplier. The engine applies the result directly to the target's health value without rounding.
Player damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 40) |
|---|---|---|
| Skull | 1.1 | 44 |
| Spine | 0.8 | 32 |
| Arm | 0.6 | 24 |
| Leg | 0.6 | 24 |
Zombie damage per hit zone (computed, use verbatim)
| 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 |
Animal damage per hit zone (computed, use verbatim)
| Hit zone | Multiplier | Damage (base 40) |
|---|---|---|
| Skull | 1.1 | 44 |
| Spine | 0.8 | 32 |
| Leg | 0.6 | 24 |
The Heartbreaker's computed values reveal the damage structure clearly. The player skull damage of 44 means a headshot against a player does 44 damage. The zombie skull damage of 108.9 is more than double that, reflecting the Zombie_Damage 99 base. The animal skull damage of 44 matches the player value, reflecting the shared base of 40.
The zombie limb damage of 29.7 is actually similar to the player limb damage of 24, despite the zombie limb multiplier being half the player limb multiplier (0.3 vs 0.6). The higher zombie base (99 vs 40) partially compensates for the lower limb multiplier. But the zombie spine damage of 59.4 is much higher than the player spine damage of 32, because the spine multipliers (0.6 for both) do not differ, so the higher base dominates.
When you edit any source field, these computed tables shift. If you raise Player_Damage from 40 to 50, every player row recalculates: Skull becomes 55.0, Spine becomes 40.0, Arm and Leg become 30.0. If you lower Zombie_Spine_Multiplier from 0.6 to 0.5, zombie spine damage changes from 59.4 to 49.5. The three damage blocks are independent.
Handling: recoil, spread, and shake
The Heartbreaker's handling block is the gentlest among the four weapons. It is designed to be easy to control during both semi-automatic and automatic fire.
| Field | Value |
|---|---|
| Recoil_Min_X | 0.25 |
| Recoil_Min_Y | 4 |
| Recoil_Max_X | 0.5 |
| Recoil_Max_Y | 5 |
| Spread_Aim | 0.05 |
| Shake_Min_X | -0.0025 |
| Shake_Max_X | 0.0025 |
Recoil_Min_X is 0.25 and Recoil_Max_X is 0.5. The horizontal recoil range is tiny -- only 0.25 units wide, from 0.25 to 0.5. The values are small and entirely positive, meaning the weapon kicks very gently to one side with minimal variation between shots. The Heartbreaker has the smallest horizontal recoil by a significant margin:
- Dragonfang:
1.5to3(gap1.5) - Grizzly:
-20to20(gap40) - Hawkhound:
3to4(gap1) - Heartbreaker:
0.25to0.5(gap0.25)
The 0.25 unit gap means the horizontal kick is essentially constant. Every shot drifts right by nearly the same amount. The player barely notices the horizontal movement compared to the vertical recoil.
Recoil_Min_Y is 4 and Recoil_Max_Y is 5. The vertical recoil is moderate but tight, with a range of only 1 unit between min and max. Every shot kicks upward by 4 to 5 units. This is very controllable:
- Dragonfang:
3to4(gap1) -- similar vertical range - Grizzly:
35to40(gap5) -- roughly 9x stronger - Hawkhound:
15to20(gap5) -- roughly 4x stronger - Heartbreaker:
4to5(gap1) -- the gentlest alongside the Dragonfang
The tight range of 1 unit means the vertical climb is predictable. The player can learn to hold the mouse down by a consistent amount to keep the crosshair on target during sustained fire. This controllability is the Heartbreaker's primary handling advantage.
Spread_Aim is 0.05. This is a middle-ground spread value. It is tighter than the Dragonfang's 0.2 but more open than the Hawkhound's 0.01 and much more open than the Grizzly's 0.001. At 0.05, the Heartbreaker has a noticeable but not severe bullet deviation when aiming.
The spread cone at 0.05 means that at Range 200, bullets can deviate by a moderate amount from the crosshair centre. The weapon is accurate enough for mid-range engagements but not reliable at extreme distances. A modder who tightens spread to 0.01 makes the Heartbreaker a much more precise weapon; a modder who loosens it to 0.1 or 0.2 makes sustained automatic fire increasingly unreliable.
Shake_Min_X is -0.0025 and Shake_Max_X is 0.0025. The screen shake is symmetric around zero and has the smallest magnitude among the four weapons:
- Dragonfang:
-0.004to0.004(magnitude0.004) - Grizzly:
-0.005to0.005(magnitude0.005) - Hawkhound:
-0.005to0.005(magnitude0.005) - Heartbreaker:
-0.0025to0.0025(magnitude0.0025)
The Heartbreaker's shake is half the magnitude of the other three weapons. The camera jolt on each shot is subtle, contributing to the overall smooth, controllable feel.
The Heartbreaker asset does not define Shake_Min_Y, Shake_Max_Y, Shake_Min_Z, or Shake_Max_Z. Only horizontal camera shake is present.
Why the Heartbreaker handles differently
The Heartbreaker's handling profile is the inverse of the Grizzly's. The Grizzly has extreme damage but extreme recoil; the Heartbreaker has moderate damage but gentle recoil. The two weapons represent opposite ends of the handling spectrum within this reference series.
The design intent is clear: the Dragonfang is a volume-of-fire machine gun with wide spread; the Grizzly is a high-damage sniper with punishing recoil; the Hawkhound is a deliberate bolt-action with moderate kick; and the Heartbreaker is a controllable, flexible assault rifle that anyone can pick up and use effectively. The handling values support each weapon's intended role.
A modder creating a Heartbreaker variant that increases damage should also consider increasing recoil to maintain the trade-off. A variant with Player_Damage 80 and Recoil_Min_Y 4 would be an unbalancing combination: a weapon that hits like a Hawkhound and handles like a Heartbreaker.
Flags: what the bitfield tells the engine
Flags are string-based boolean toggles in the asset file. The presence or absence of a flag string in the comma-delimited list is the entire signal. Order does not matter. Duplicates are ignored. Unknown strings are silently skipped.
The Heartbreaker asset declares these flags:
Flags present: "7b82c125a5a54984b8bb26576b59e977", Auto, Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
GUID-format flag. "7b82c125a5a54984b8bb26576b59e977" is the shared behaviour GUID that appears on all four weapons in this reference series. The Heartbreaker participates in the same common behaviour branch as the Dragonfang, Grizzly, and Hawkhound.
Auto + Semi: the select-fire combination. The Heartbreaker is the only weapon in this reference series that carries both Auto and Semi. This makes it a true select-fire weapon:
- In
Semimode: one shot per trigger pull. The engine fires once, waits for the Firerate counter (7ticks), and then waits for the next trigger pull. The player must release and re-pull the trigger for each shot. - In
Automode: continuous fire while the trigger is held. The engine fires, waits7ticks, fires again, checks if the trigger is still held, and repeats. The player holds the trigger and the weapon cycles automatically.
The player toggles between these modes using the fire-mode toggle key (default binding varies by control scheme). The weapon remembers the last selected mode and starts in that mode when re-equipped.
Compare the Heartbreaker's fire-mode landscape to the other three weapons:
- Dragonfang:
Autoonly, noSemi. Full-auto only. Cannot toggle to semi. - Grizzly:
Semionly, noAuto. Semi-auto only. Cannot fire full-auto. - Hawkhound:
SemiwithAction Bolt. Bolt-action, semi-auto by nature. - Heartbreaker:
Auto+SemiwithAction Trigger. Full select-fire.
A modder who removes Semi makes the Heartbreaker full-auto only (like the Dragonfang). A modder who removes Auto makes it semi-auto only (like the Grizzly). A modder who wants a three-mode weapon (safe/semi/auto) would keep both flags -- the safety is handled by the Safety flag, not by a fire-mode flag.
Blueprints. The Heartbreaker can be crafted if a blueprint asset with output item ID 1037 exists. The Blueprints flag is the marker; the blueprint asset provides the recipe definition (required materials, required tools, required crafting station).
Attachment hooks. Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical are all four attachment point hooks. The Heartbreaker has the full set, matching the Dragonfang and Hawkhound and exceeding the Grizzly (which lacks Hook_Barrel). With all four hooks present, the Heartbreaker accepts barrel, grip, sight, and tactical attachments.
InputItems. The Heartbreaker accepts items through the standard inventory interface. Ammunition must match Caliber 1. Attachments must match one of the four declared hook types. This is the normal input flag for weapons that receive items through drag-and-drop. The Heartbreaker shares this flag with the Dragonfang and Grizzly; the Hawkhound uses OutputItems instead.
No Invulnerable flag. The Heartbreaker does not carry Invulnerable. This means it can take durability damage from firing, can be damaged by environmental sources, and can be broken. This is notable because both the Dragonfang (also Epic rarity) and the Grizzly (Legendary) carry Invulnerable. The Heartbreaker is an Epic weapon without durability exemption.
The absence of Invulnerable has gameplay consequences. A player with a Heartbreaker must manage the weapon's condition, either repairing it at a repair station or replacing it when it breaks. On servers with durability-based economies, the Heartbreaker is a consumable asset, not a permanent one. A modder who wants the Heartbreaker to match the Dragonfang's treatment adds Invulnerable to the flag list.
RequiresNearbyCraftingTags. Crafting the Heartbreaker requires a nearby tagged object (workbench, repair station, etc.). The craft action is blocked if no matching tagged object is within range.
Safety. The weapon starts with the safety engaged when first equipped. The player must toggle the safety off (default key V) before firing. Standard across all four weapons in this reference series.
Bracket delimiters. [, ], {, } are syntax tokens from the asset serialisation format. They mark the beginning and end of the flag list array in the raw file text. They are not functional flags. Leave them in place when hand-editing.
Notable flag absences and presences
The Heartbreaker's flag set is notable for one absence and one inclusion:
- No
Invulnerable. The only Epic weapon without durability exemption. The Dragonfang (same rarity) is invulnerable. - Both
AutoandSemi. The only select-fire weapon in this reference series. The Dragonfang isAutoonly, the Grizzly and Hawkhound areSemionly.
These two properties -- degradable, select-fire -- define the Heartbreaker's identity in the Epic tier. It offers more tactical flexibility (two fire modes) than the Dragonfang but less permanence (no durability exemption). A modder creating a variant should decide which of these properties to preserve.
Spawn tables: where the Heartbreaker appears
The Heartbreaker appears in 19 spawn tables across multiple official and curated maps. It is an Epic weapon using Military ammunition, appearing in military, arena, special, airdrop, and deadzone tables.
WHERE IT SPAWNS (pre-rendered, use verbatim)
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Special_Low_Peaks_Guns | 50.000% |
| Core | Military_America_Guns | 25.000% |
| 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% |
| France | Military_High_France_Guns | 11.429% |
| Belgium | Military_Belgium_Guns | 7.761% |
| Ireland | Cliffs_Airdrop_Weapons_Military | 3.279% |
| Core | Special_Low_Peaks | 2.083% |
| Core | Peaks_Special_Low_Peaks | 2.083% |
| Core | Special_High_Peaks | 1.875% |
| Core | Peaks_Special_High_Peaks | 1.875% |
| Belgium | Deadzone_Belgium | 0.871% |
| Belgium | Herstal_Factory | 0.416% |
| Belgium | Military_Belgium | 0.291% |
| France | Military_High_France | 0.286% |
| France | France_Military_High_France | 0.286% |
How to read the spawn table
Each row is one spawn table entry. The Map column is the official or curated map. The Spawn table column is the internal name of the spawn table asset file. The Chance per roll is the percentage probability the Heartbreaker is selected each time the engine rolls on that table.
The 50% table. Special_Low_Peaks_Guns on Core gives the Heartbreaker a 50.000% chance. This is a curated, weapons-only special table on the Peaks map variant. The Heartbreaker holds a dominant weight in this narrow pool. A container assigned to Special_Low_Peaks_Guns has a 1-in-2 chance of producing a Heartbreaker.
Arena table cluster. The Heartbreaker has six arena entries, the most of any weapon in this reference series:
Arena_Guns_Military_Commonat16.667%-- the Common variant of the arena military gun poolArena_Guns_Militaryand its three aliased variants (Washington Arena_,PEI Arena_,Alpha Valley_Arena_) at14.875%each
The Common pool at 16.667% gives the Heartbreaker a higher individual chance than the standard pool at 14.875%. The Common pool likely contains fewer items, explaining the higher percentage. The four standard pool entries share the same 14.875% because they are the same underlying table under different names.
The Heartbreaker's heavy arena presence makes it a weapon that arena-game-mode players will encounter frequently. On servers running arena events, the Heartbreaker is likely to be a common sight.
Military tables. Military_America_Guns at 25.000%, Military_High_France_Guns at 11.429%, and Military_Belgium_Guns at 7.761% are military-tier weapon pools. The Heartbreaker appears in military tables on Core, France, and Belgium. The _Guns suffix on these table names indicates they are weapons-only sub-tables of larger military pools.
The variation in percentages (25% vs 11% vs 7%) reflects the different total weights of these tables. The American military gun pool (Core) is likely smaller than the French and Belgian equivalents, making the Heartbreaker's fixed weight a larger share of the total.
Airdrop presence. Cliffs_Airdrop_Weapons_Military at 3.279% on Ireland is the only airdrop table in the Heartbreaker's spawn list. This is a much smaller airdrop presence than the Dragonfang (two EasterIsland airdrop tables) or the Grizzly (two EasterIsland tables plus Beacon). The Heartbreaker is less available through event channels.
Belgium-specific tables. The Heartbreaker has four Belgium tables, giving it one of the strongest single-map concentration profiles:
Military_Belgium_Gunsat7.761%-- guns-only military poolDeadzone_Belgiumat0.871%-- deadzone hazard poolHerstal_Factoryat0.416%-- location-specific factory poolMilitary_Belgiumat0.291%-- general military pool
The Herstal_Factory table is geographically specific to the Herstal location on the Belgium map. This ties the Heartbreaker's lore (described as a "Belgian assault rifle") to a real on-map location where it can be found. The Deadzone_Belgium table requires the player to enter a hazard zone for a chance at the weapon.
Core dominance. Ten of the nineteen entries are Core map tables. The Heartbreaker is heavily concentrated on Core maps (Peaks, Washington, PEI, Alpha Valley variants). France (3 entries) and Belgium (4 entries) are secondary. Ireland appears only once, and the Heartbreaker does not appear on RioDeJaneiro, EasterIsland, or Greece in the curated data.
Peaks special tables. The four Peaks special tables (Special_Low_Peaks, Peaks_Special_Low_Peaks, Special_High_Peaks, Peaks_Special_High_Peaks) at 2.083% and 1.875% are the non-weapons-only versions of the Special tables. These contain mixed loot (weapons, items, crafting materials), so the Heartbreaker's percentage is diluted by the presence of non-weapon entries. Compare Special_Low_Peaks at 2.083% (mixed) with Special_Low_Peaks_Guns at 50.000% (weapons only) -- this illustrates how dramatically the percentage shifts when a table contains non-weapon items.
No civilian tables. Unlike the Hawkhound, the Heartbreaker does not appear in any camp, farm, or civilian table. Its spawn presence is exclusively military, arena, special, airdrop, and deadzone categories. This is consistent with its Epic rarity and Military ammunition type.
Editing spawn tables
To change the Heartbreaker's availability, locate the spawn table asset by its internal name. Find the entry for item ID 1037 and edit its weight integer. Increase the weight in Arena_Guns_Military_Common to make it more common in arena loot. Decrease or zero the weight to reduce or remove it. To add the Heartbreaker to a new table, append an entry with item ID 1037 and a chosen weight.
The Heartbreaker's high arena presence (six entries) and Core concentration (ten entries) means it is primarily a Core-map, arena-centric weapon in vanilla. If your server runs a different map, consider adding the Heartbreaker to military tables on that map to maintain its availability.
Canned Beans
The Heartbreaker spawns in military, arena, special, airdrop, and deadzone tables. None of these categories include civilian food-tier items. The Heartbreaker's loot sources are exclusively combat-tier pools that do not overlap with grocery or civilian food spawns. The Canned Beans lore trace for the Heartbreaker is absent -- this weapon does not share a spawn table with any bean item in the vanilla data.
The Belgium-specific tables (Herstal_Factory, Deadzone_Belgium, Military_Belgium) are industrial and hazard pools, not civilian areas where food items would spawn. The arena tables are weapons-focused pools with no food entries. The military tables contain military-grade loot exclusively.
No entry in the Heartbreaker's 19 spawn tables overlaps with any food-tier loot category. The weapon has zero bean connection in the asset files.
If you are building a custom map and want a bean reference, adding item ID 1037 to a civilian food table at a very low weight would achieve this, but the vanilla data does not place it there. For the full history of beans in Unturned modding culture, see /lore/canned-beans-lore.
Practical use for server owners and modders
Server owner checklist
Select-fire identity. The Heartbreaker is the only weapon among these four with both Auto and Semi. Players choose the Heartbreaker for its flexibility -- they can conserve ammo in semi-auto and switch to full-auto when surrounded. If your server restricts fire modes through a plugin, test that the Heartbreaker's select-fire toggle still works correctly.
No Invulnerable flag. The Heartbreaker degrades and can break. If your server runs a durability economy, the Heartbreaker is a consumable. Players must repair or replace it. Determine the durability curve for Epic weapons on your server and ensure the Heartbreaker fits within it. If you want the Heartbreaker to behave like the Dragonfang (same rarity, but invulnerable), add Invulnerable to the Heartbreaker's flag list.
Arena table concentration. Six arena tables dominate the Heartbreaker's spawn landscape. If your server does not run arena events or has removed arena containers, the Heartbreaker's availability drops sharply. Consider adding the weapon to additional military tables to compensate.
Ammo supply is generous. Ammo_Min 10 and Ammo_Max 30 provide ample ammunition. The Heartbreaker is unlikely to run dry in normal play, especially with Firerate 7 (medium fire rate). If your server reduces Military ammo spawns, the Heartbreaker may be affected. Verify that Caliber 1 ammo (Military ammunition) spawns in tables your players can access.
Belgium map: location-specific spawns. The Herstal_Factory table at 0.416% ties the Heartbreaker to a specific location on Belgium. If your server runs the Belgium map, players will visit Herstal specifically to hunt for this weapon. Consider whether the factory's loot table contains enough other valuable items to make the trip worthwhile even if the Heartbreaker does not drop.
Core map dominance. Ten of nineteen tables are on Core maps. If your server runs a non-Core map (RioDeJaneiro, Greece, etc.), the Heartbreaker may be absent from that map entirely. Add the weapon to your map's military tables.
Modder how-to: creating a Heartbreaker variant
Duplicate and rebase. Copy the Heartbreaker asset. Assign a new, unused item ID. Generate a new GUID. Name the variant.
Set damage values.
Player_Damage 40is the base. Raising it toward60or70moves the variant into Hawkhound/Grizzly territory. Lowering it toward20moves it toward the Dragonfang's per-bullet damage.Zombie_Damage 99can be tuned independently.Animal_Damage 40matches the player base; change it if you want different animal performance.Decide on the fire mode. The Heartbreaker's defining trait is select-fire. Keeping both
AutoandSemipreserves the identity. RemovingSemimakes it full-auto only (like the Dragonfang). RemovingAutomakes it semi-auto only (like the Grizzly). The decision changes the weapon's tactical role.Tune handling. The Heartbreaker's handling values are gentle and forgive sustained fire.
Recoil_Min_Y 4andRecoil_Max_Y 5are the lowest Y-recoil values among the four weapons (tied with the Dragonfang). If you increase damage, consider increasing recoil to maintain balance. If you increase Firerate (lower the number), the weapon cycles faster, and the per-shot recoil becomes less relevant in full-auto.Adjust Firerate.
Firerate 7is a standard automatic fire rate. Lowering to5or6speeds it up. Raising to10or15slows it down. WithAutoflag active, Firerate directly controls the full-auto burst speed.Edit the flag list carefully:
- Keep
AutoandSemifor select-fire, or remove one for single-mode. - Add
Invulnerableif you want an indestructible variant (matching the Dragonfang's treatment of Epic weapons). - Keep all four
Hook_*flags for maximum customisation, or remove specific hooks to restrict attachment types. - The shared GUID
"7b82c125a5a54984b8bb26576b59e977"is typically safe to keep. - Keep
InputItemsfor standard inventory behaviour.
- Keep
Create or reuse ammo. If you kept
Caliber 1, the variant uses the standard Military ammo and magazine (item ID6). If you changed Caliber, create a new ammo item with the matching Caliber value and add it to spawn tables.Add to spawn tables. Use military, arena, special, and airdrop tables to preserve the Epic military identity. Use the existing Heartbreaker weights as reference. If your variant is more powerful, use lower weights. If it is weaker or comparable, use equal weights.
Understanding the GUID
GUID d98faa18572542e8943dbb80536f157e is the 32-character hex identifier for the Heartbreaker. Server plugins reference this string. Do not reuse it for a custom weapon. Generate a fresh GUID.
Understanding the Item ID
Item ID 1037 is the highest item ID among the four weapons (Dragonfang 132, Grizzly 297, Hawkhound 109). The high ID number indicates the Heartbreaker was added to the game's item registry much later than the other weapons. This is consistent with the Heartbreaker being a curated-map weapon tied to locations like the Belgium Herstal Factory, added in a content update that introduced new maps and their associated weapons.
The Military ammunition ecosystem
The Heartbreaker uses Caliber 1, the Military ammunition type. This is significant because Caliber 1 is the most common military ammo type in Unturned. Many weapons use Military ammunition, meaning the Heartbreaker shares ammo compatibility with a large weapon family. A player can take the magazine from a found Heartbreaker and use it in any other Caliber 1 weapon, and vice versa.
This ammo-sharing creates opportunities: a server with abundant Military ammo spawns makes the Heartbreaker more practical, and a player who carries multiple Caliber 1 weapons can pool their ammunition. A modder who wants the Heartbreaker to use exclusive ammo would change Caliber to a new value and create a matching ammo item -- but this isolates the Heartbreaker from the Military ammo ecosystem.
Key design decisions for modders
The Heartbreaker has several properties that distinguish it from the other three weapons:
- Select-fire. Only weapon with both
AutoandSemi. The most tactically flexible weapon among the four. - Gentle handling. Lowest recoil range (
1unit Y gap,0.25unit X gap), lowest shake (0.0025magnitude), moderate spread (0.05). The most controllable weapon for sustained fire. - Degradable despite Epic rarity. The Dragonfang (same rarity tier) is invulnerable. The Heartbreaker is not. This is a notable inconsistency in the vanilla data.
- Highest item ID (1037). A later addition to the game, tied to curated-map content.
- Caliber 1 (Military ammo). The most common ammunition type, giving the Heartbreaker broad ammo compatibility.
- Heavy arena presence. Six arena tables, the most of any weapon in this series.
- Belgium location tie. The
Herstal_Factorytable ties the Heartbreaker to the Herstal location on the Belgium map, consistent with the in-game description "Belgian assault rifle."
Common mistakes when editing the Heartbreaker asset
Mistake: removing both Auto and Semi flags. The Heartbreaker is defined by its select-fire capability. If you remove both fire-mode flags, the weapon may have no firing mode at all. The engine could interpret this as a weapon that cannot fire despite having Action Trigger. Always keep at least one fire-mode flag. If you want full-auto only, keep Auto and remove Semi. If you want semi-auto only, keep Semi and remove Auto. Never remove both.
Mistake: adding Invulnerable without considering the Dragonfang. Both the Dragonfang and Heartbreaker are Epic rarity. The Dragonfang is invulnerable; the Heartbreaker is not. This inconsistency is part of the vanilla data. If you add Invulnerable to the Heartbreaker, you make it match the Dragonfang's durability treatment, which is reasonable. But be aware that the Heartbreaker already has select-fire (a feature the Dragonfang lacks). An invulnerable, select-fire Heartbreaker with gentle handling is a very powerful combination.
Mistake: changing Caliber from 1 without a plan. Military ammunition (Caliber 1) is the most common ammo type in Unturned. The Heartbreaker benefits from this abundant ammo ecosystem. Changing Caliber isolates the weapon from Military ammo and requires creating a new ammo item. Unless your variant is intentionally an exclusive-ammo weapon, keep Caliber 1 and enjoy the broad ammo compatibility.
Mistake: tightening Spread_Aim to 0.001. The Heartbreaker's Spread_Aim 0.05 is moderate. Tightening it to 0.001 (the Grizzly's value) makes the Heartbreaker a laser at all ranges. Combined with its gentle recoil (Recoil_Min_Y 4 to 5) and select-fire capability, this creates a weapon that is accurate at any distance under any fire mode. If you tighten spread, accept that the weapon becomes significantly more effective.
Mistake: editing the Herstal_Factory table entry. The Heartbreaker is tied to the Herstal location on the Belgium map via the Herstal_Factory spawn table at 0.416%. If you want to maintain the lore connection ("Belgian assault rifle"), keep this table entry. If you remove it, the Heartbreaker no longer appears at its namesake location. If you increase the weight in this table significantly, the Herstal Factory becomes a Heartbreaker farm location.
Mistake: forgetting to test the select-fire toggle. The Heartbreaker's Auto + Semi combination requires the player to toggle fire modes. On servers with custom keybinds or HUD modifications, the fire-mode toggle may not be obvious. Test the toggle in both directions (Semi to Auto, Auto to Semi) and confirm the weapon remembers the last mode on re-equip.
How to validate your Heartbreaker edits
After editing the Heartbreaker asset file:
- Check that the asset parses. The file must parse cleanly. Verify no fields are missing, truncated, or duplicated.
- Verify the GUID is unique. GUID
d98faa18572542e8943dbb80536f157eis the vanilla Heartbreaker. Your variant must use a different GUID. - Spawn the weapon. Use
/give 1037(or your new item ID). Confirm it appears correctly. - Test both fire modes. Fire in semi-auto mode (
Semiflag). Confirm one shot per trigger pull. Toggle to full-auto. Confirm continuous fire while the trigger is held. Toggle back to semi-auto. Confirm the switch works in both directions. - Test the fire rate. In full-auto mode, confirm the fire cycle matches
Firerate 7. The weapon should cycle faster than the Grizzly (20) and much faster than the Hawkhound (50). - Test reloading. Empty the magazine (
Ammo_Max 30rounds -- fire 30 rounds in full-auto) and reload. Confirm the weapon finds Caliber1(Military) ammo. Confirm the ammo count range is10to30. - Test handling. Fire in full-auto at a wall. Confirm the recoil pattern (
Recoil_Min_Y 4to5,Recoil_Min_X 0.25to0.5) produces a tight, controllable climb. Confirm the spread (Spread_Aim 0.05) produces moderate bullet deviation at range. - Test durability decay. Unlike the Dragonfang, the Heartbreaker is degradable (
Invulnerablenot present). Fire several magazines. Check the weapon's durability bar. Confirm it decreases. Confirm the weapon can be repaired at a repair station. - Test spawn tables. The Heartbreaker appears in military, arena, special, and airdrop tables. Add your variant's item ID to the relevant tables. Visit the corresponding locations on each map. Confirm the weapon spawns.
Attachment hooks on the Heartbreaker
The Heartbreaker has all four attachment hooks: Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical. With Muzzle 3, it accepts barrel attachments up to tier 3. This is one tier below the maximum (4), meaning the highest-tier barrel attachments do not fit. The weapon accepts standard military-grade suppressors, compensators, and muzzle brakes.
The full hook set combined with InputItems makes the Heartbreaker have a standard attachment workflow: drag an attachment from inventory onto the weapon, the engine checks the hook type and Muzzle tier (for barrels), and the attachment installs. This is the same workflow as the Dragonfang (also InputItems with four hooks) and different from the Hawkhound (OutputItems) and the Grizzly (three hooks, no barrel).
Spawn table weight deep-dive
The Heartbreaker's spawn table percentages are computed from integer weights. The 50.000% in Special_Low_Peaks_Guns means the Heartbreaker's weight equals half the total weight of that narrow weapons-only table. The 14.875% in the four arena tables means the same weight integer produces a smaller share of a larger pool.
The 0.416% in the Herstal_Factory table is the smallest percentage among the visible entries. This table's total weight is very large, containing many factory-themed items, making the Heartbreaker's fixed weight a tiny share. A modder who wants the Heartbreaker to be a reliable reward from the Herstal Factory should increase the weight in this table significantly -- even doubling the weight would only raise the percentage to roughly 0.832%.
The four Special_Peaks tables at 2.083% and 1.875% are the mixed-loot versions of the Special tables. The Heartbreaker's weight is the same across all four; the percentage differs because the total weight differs between the Low and High variants and between the explicit (Special_Low_Peaks) and aliased (Peaks_Special_Low_Peaks) names.
Field order and file layout
The Heartbreaker asset file has item ID 1037 and GUID d98faa18572542e8943dbb80536f157e at the top. The [Gun] section follows the standard layout: ballistics, damage, handling, flags.
The Magazine field points to item ID 6, the lowest magazine item ID among the four weapons. This makes the Heartbreaker's magazine the most shared ammunition type (Military, Caliber 1). A modder creating a custom variant that uses a different magazine should update the Magazine field to the new magazine's item ID.
The flag list contains both Auto and Semi, making it longer than the Dragonfang's flag list (which lacks Semi) and the Grizzly's flag list (which lacks Auto). The presence of both fire-mode flags is the Heartbreaker's defining structural characteristic. When hand-editing, ensure both flags are present on separate lines or comma-separated.
How the engine loads the Heartbreaker at runtime
When the Heartbreaker is needed:
- GUID
d98faa18572542e8943dbb80536f157eis registered, mapping to item ID1037. - The
[Gun]parser reads all fields.Action Triggerloads the standard trigger-based input path. Firerate 7sets the tick counter. The automatic fire loop uses this as the inter-shot delay.- The presence of both
AutoandSemiflags causes the engine to load the select-fire input handler. The weapon starts in the mode last used (or a default mode determined by the engine). The player can toggle at any time. - In
Semimode: trigger pull fires one shot. The engine waits7ticks. The weapon does not fire again until the trigger is released and pulled again. - In
Automode: trigger pull fires one shot. The engine waits7ticks, checks if the trigger is still held, fires again if yes, and loops until the trigger is released or the magazine empties. - The damage blocks load:
Player_Damage 40with standard multipliers,Zombie_Damage 99with zombie multipliers (0.3 limbs, 0.6 spine, 1.1 skull),Animal_Damage 40with animal multipliers (no Arm). Spread_Aim 0.05sets the bullet cone. TheRecoilfields (0.25to0.5X,4to5Y) are applied per shot. TheShakefields (-0.0025to0.0025X) apply camera jolt.- The four
Hook_*flags render four attachment slots.Muzzle 3filters barrel attachments to tier 3 or below. InputItemsenables standard inventory insertion. Ammo must match Caliber1. Attachments must match hook types.Invulnerableis not present. The durability tracking system is active. Firing subtracts durability. When durability reaches zero, the weapon breaks.
Select-fire: what makes the Heartbreaker different
Among the four weapons in this reference series, only the Heartbreaker has both Auto and Semi. The other three are single-mode:
- Dragonfang:
Autoonly. The player cannot switch to semi-automatic. Every trigger pull is full-auto. - Grizzly:
Semionly. The player cannot switch to full-auto. Every shot requires a trigger pull. - Hawkhound:
SemiwithAction Bolt. The bolt animation gates each shot; full-auto is not mechanically possible with the bolt action. - Heartbreaker: both
AutoandSemi. The player chooses the fire mode.
This flexibility is the Heartbreaker's strongest differentiator. In semi-auto, the player conserves ammo and places precise shots (Firerate 7 is fast enough that tap-firing is responsive). In full-auto, the player dumps a 30-round magazine to suppress or eliminate a threat at close range. The gentle handling (Recoil_Min_Y 4 to 5) means full-auto remains controllable even at the end of a magazine.
A modder creating a variant should consider whether select-fire serves their design goal. A designated-marksman-rifle variant might drop Auto and tighten the spread. A close-quarters variant might keep both modes but increase the Firerate (lower the number) for faster cycling. A support-weapon variant might drop Semi and increase the magazine size. The select-fire capability is a feature to be chosen or removed, not a default that must be preserved.
The Heartbreaker and the Military ammo ecosystem
Caliber 1 (Military ammunition) connects the Heartbreaker to the largest shared ammo pool in Unturned. Many assault rifles, carbines, and light machine guns use Caliber 1. This means:
- A player can loot Military ammo from almost any military container and use it in the Heartbreaker.
- A player carrying multiple Caliber
1weapons can share ammunition between them. - The Heartbreaker magazine (item ID
6) works in any Caliber1weapon. - Military ammo spawns in many tables, so the Heartbreaker is rarely ammo-starved.
Compare this to the Grizzly (Caliber 13, dedicated sniper ammo, Ammo_Max 5) or the Hawkhound (Caliber 7, civilian hunting ammo, limited to camp/farm tables). The Heartbreaker's ammo ecosystem is the most robust by far. A server owner who reduces Military ammo spawns affects not just the Heartbreaker but every Caliber 1 weapon. A modder who changes the Heartbreaker's Caliber from 1 to a new value isolates it from this ecosystem.
Quick reference: Heartbreaker key values
| Property | Value |
|---|---|
| Item ID | 1037 |
| GUID | d98faa18572542e8943dbb80536f157e |
| Rarity | Epic |
| Slot | Primary |
| Caliber | 1 (Military) |
| Magazine item ID | 6 |
| Action | Trigger |
| Fire mode | Auto + Semi (select-fire) |
| Attachment hooks | Barrel, Grip, Sight, Tactical |
| Player_Damage | 40 |
| Zombie_Damage | 99 |
| Animal_Damage | 40 |
| Range | 200 |
| Firerate | 7 |
| Spread_Aim | 0.05 |
| Ammo_Min | 10 |
| Ammo_Max | 30 |
| Invulnerable | No |
| Spawn tables (total) | 19 |
