Sabertooth Gun Reference
The Sabertooth is a sharpshooter rifle asset in Unturned, defined by item ID 1018 and GUID c4b6a5dcf4d4498e85bb7b50135770e2. It sits in the Primary weapon slot with Rare rarity. The in-game description reads: American sharpshooter rifle chambered in Sabertooth ammunition. This article documents every field in the Sabertooth 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 Sabertooth is a semi-automatic precision rifle. Its Firerate 10 sits between bolt-action rifles (which are slower) and assault rifles (which are faster). The weapon's defining characteristics are its high per-bullet damage, semi-auto-only fire mode, and the highest vertical recoil values seen among the weapons in this reference series. The Sabertooth is not a sniper rifle in the one-shot-bolt-action sense; it is a designated marksman weapon that fires follow-up shots faster than a bolt gun but slower than a battle rifle.
Reading the asset: what each field controls
When you open the Sabertooth asset in a Unity editor or a text representation of the .dat file, you see a block of fields under the [Gun] section. The [Gun] section header tells the engine which parser to use. Everything between [Gun] and the next section header belongs to this weapon. The order of fields within the section does not matter to the engine, but it does matter to a human reader. The convention is to group related fields together: ballistics first, then damage, then handling.
Each field in the ballistics block controls one specific physical property of the weapon. Some of these properties interact with other game systems. Caliber interacts with the ammo system. Magazine interacts with the inventory system. Range interacts with the hit-registration system. Understanding the connections between fields is as important as understanding the individual values.
Ballistics
| Field | Value |
|---|---|
| Range | 250 |
| Firerate | 10 |
| Action | Trigger |
| Caliber | 22 |
| Muzzle | 4 |
| Magazine | 1020 |
| Ammo_Min | 2 |
| Ammo_Max | 10 |
Range sets how far the weapon can hit a target. A value of 250 means the Sabertooth reaches targets at that distance before the engine clamps the hit. In Unturned, Range is a raw number used in the hit-registration check. It is not a meters value that modders should convert or scale externally, and it does not directly map to the game's unit system. The engine compares the weapon's Range against the distance between the shooter and the target hitbox at the moment the trigger is pulled. If the distance exceeds Range, the hit is rejected. If the distance is within Range, the engine proceeds to the damage calculation.
A Range of 250 is in the marksman-rifle bracket. It exceeds most assault rifles (typically 200) but falls short of full sniper rifles (typically 300). This is the designated-marksman sweet spot: enough range to engage at distance, but not so much that the weapon competes with dedicated sniper platforms. A modder who raises Range to 300 gives the Sabertooth sniper-tier reach. Lowering it to 200 or below moves it into assault-rifle range territory. Because Unturned does not have damage falloff over distance, a hit at 1 unit deals the same damage as a hit at 249 units.
Firerate is the internal engine tick rate for the weapon's fire cycle. A lower number means a faster cycle. The Sabertooth has Firerate 10. The engine does not convert Firerate to a real-time unit; it uses the raw integer as a count of ticks between shots. When the weapon fires, the engine starts a counter at Firerate and decrements it each tick. When the counter reaches zero, the next shot fires and the counter resets. A Firerate of 10 means 10 ticks elapse between shots.
A Firerate of 10 is deliberately slower than assault rifles (which typically sit at 4 to 8) but faster than bolt-action rifles (which sit at 20 to 50). This is the marksman-rifle firerate: fast enough for follow-up shots, slow enough to reward careful aim. A modder who lowers Firerate to 7 or 8 makes the weapon cycle closer to an assault rifle. A modder who raises it to 15 or 20 pushes it toward bolt-action territory.
Action is Trigger for the Sabertooth. This means the weapon fires one shot per trigger pull. The Action field defines the fundamental firing mechanism. The engine uses Action to determine which fire animation to play and which input-processing path to follow. When Action is Trigger and only the Semi flag is present (as is the case for the Sabertooth), the weapon fires exactly one shot per trigger pull and ignores whether the trigger is held. There is no Auto flag, so the weapon cannot fire in full-auto mode.
The Trigger action with Semi only is the standard semi-automatic rifle configuration. The weapon cycles automatically between shots (no manual bolt cycling) but requires a new trigger pull for each shot. This is mechanically different from Bolt action weapons, which require the player to manually cycle the bolt between shots.
Caliber of 22 maps the Sabertooth to ammunition ID 22. The Caliber system is a simple integer match: the weapon looks for an ammo item whose Caliber field equals the weapon's Caliber field. The ammo item is the magazine or ammunition box in the player's inventory. When the player reloads, the engine searches the inventory for any item whose Caliber matches the weapon's Caliber. The first match found (typically the one with the most rounds remaining) is loaded.
If you change the Sabertooth's Caliber to a different value, you must also create an ammo item with that same Caliber value, or the weapon cannot be reloaded. You can also change the ammo item's Caliber to a new value and change the weapon's Caliber to match, creating a custom ammo type exclusive to the custom weapon.
Muzzle is 4. This is the attachment barrel tier. The attachment system in Unturned uses a tier-based compatibility model. Each barrel attachment has its own Muzzle tier value. A barrel can attach to a weapon if the barrel's Muzzle value is less than or equal to the weapon's Muzzle value. The Sabertooth's Muzzle of 4 means it accepts any barrel attachment with a Muzzle value of 4 or lower. A barrel rated 5 does not fit; a barrel rated 3 fits.
A Muzzle of 4 is permissive and accepts most barrel attachments in the game. This is appropriate for a precision rifle, where muzzle devices like suppressors and compensators are valuable.
Magazine is 1020. This is the item ID of the default magazine the Sabertooth ships with. When a player equips a fresh Sabertooth, the engine attaches item 1020 as the ammo container automatically. The magazine item is an independent asset with its own Caliber, ammo count, and spawn table entries. It references the weapon by Caliber (22), not by item ID.
Ammo_Min and Ammo_Max set the bullet count range for loot spawns of the ammo item. Ammo_Min 2 and Ammo_Max 10 mean that when the ammo item spawns in the world, the engine randomly picks a bullet count between 2 and 10 inclusive. This is a narrow range with a very low floor. A magazine with only 2 rounds is a harsh find -- barely enough for one engagement. A full 10-round magazine is a standard marksman-rifle capacity.
The low Ammo_Min value of 2 means the weapon can sometimes be found nearly empty. This encourages players to carry multiple magazines or seek out additional ammunition before relying on the weapon. A modder who wants more generous starting ammunition can raise Ammo_Min to a value closer to Ammo_Max.
Damage values per target type
The Sabertooth asset defines three separate damage bases: one for players, one for zombies, and one for animals. Each base value has its own set of hit-zone multipliers. The multiplier fields are named by the target type and the body zone: Player_Damage, Player_Leg_Multiplier, and so on.
The damage system in Unturned is a simple multiply-and-apply model. The engine does not use damage types, armour penetration, or critical hit rolls for gun damage. A bullet hits a hitbox, the engine identifies the target type (player, zombie, or animal), reads the damage base for that type, reads the multiplier for the hitbox zone, multiplies them, and subtracts the result from the target's health. That is the entire damage pipeline.
The three damage bases are independent. Editing Player_Damage does not affect Zombie_Damage or Animal_Damage. This gives modders fine control: you can make a weapon lethal against zombies but gentle against players, or vice versa, by adjusting one base without touching the others.
Player damage
| Field | Value |
|---|---|
| Player_Damage | 60 |
| Player_Leg_Multiplier | 0.6 |
| Player_Arm_Multiplier | 0.6 |
| Player_Spine_Multiplier | 0.8 |
| Player_Skull_Multiplier | 1.1 |
The Sabertooth has a Player_Damage of 60. This is a high per-bullet value appropriate for a marksman rifle. It exceeds the Nightraider's 43 and sits below the Matamorez's 70. The engine multiplies this base by the hit-zone multiplier to produce the actual damage dealt to a player.
The multiplier pattern follows the standard Unturned convention. Legs and arms share the lowest multiplier at 0.6, meaning limb hits deal 60% of the base damage. The spine uses 0.8. The skull uses 1.1, providing a headshot bonus at 110% of base damage.
Zombie damage
| Field | Value |
|---|---|
| Zombie_Damage | 99 |
| Zombie_Leg_Multiplier | 0.3 |
| Zombie_Arm_Multiplier | 0.3 |
| Zombie_Spine_Multiplier | 0.6 |
| Zombie_Skull_Multiplier | 1.1 |
The Sabertooth has a Zombie_Damage of 99. The zombie hit-zone multipliers follow the standard pattern: 0.3 for limbs, 0.6 for spine, 1.1 for skull. The 99 base is common across many weapons, suggesting it is the standard high-tier zombie damage value in the vanilla weapon set.
Animal damage
| Field | Value |
|---|---|
| Animal_Damage | 60 |
| Animal_Leg_Multiplier | 0.6 |
| Animal_Spine_Multiplier | 0.8 |
| Animal_Skull_Multiplier | 1.1 |
The Sabertooth has an Animal_Damage of 60, matching its player damage base. The animal multiplier pattern mirrors the player pattern: 0.6 for legs, 0.8 for spine, 1.1 for skull. There is no Animal_Arm_Multiplier field because animals use a simplified three-zone hitbox model.
Hit-zone damage tables
The computed damage tables below show the result of multiplying each damage base by each hit-zone multiplier. These tables are the direct output of the engine's damage formula. When a bullet strikes a given hitbox on a given target type, the engine looks up the damage base for that target type, reads the multiplier for that hitbox, multiplies them, and applies the result.
Player damage per hit zone
| Hit zone | Multiplier | Damage (base 60) |
|---|---|---|
| Skull | 1.1 | 66 |
| Spine | 0.8 | 48 |
| Arm | 0.6 | 36 |
| Leg | 0.6 | 36 |
The player damage table shows that a headshot deals 66 damage per bullet. A spine hit deals 48. Limb hits -- arm or leg -- deal 36 each. The identical arm and leg damage values reflect the fact that both multipliers are 0.6.
Zombie damage per hit zone
| Hit zone | Multiplier | Damage (base 99) |
|---|---|---|
| Skull | 1.1 | 108.9 |
| Spine | 0.6 | 59.4 |
| Arm | 0.3 | 29.7 |
| Leg | 0.3 | 29.7 |
The zombie damage table shows that a headshot deals 108.9 damage per bullet against zombies. A spine hit deals 59.4. Limb hits -- arm or leg -- deal 29.7 each.
Animal damage per hit zone
| Hit zone | Multiplier | Damage (base 60) |
|---|---|---|
| Skull | 1.1 | 66 |
| Spine | 0.8 | 48 |
| Leg | 0.6 | 36 |
The animal damage table shows that a headshot deals 66 damage per bullet against animals. A spine hit deals 48. A leg hit deals 36. The animal table has one fewer row than the player and zombie tables because animals lack the Arm hitbox. The damage values match the player table exactly because the animal damage base (60) equals the player damage base (60).
Handling
| Field | Value |
|---|---|
| Recoil_Min_X | -5 |
| Recoil_Min_Y | 7 |
| Recoil_Max_X | -10 |
| Recoil_Max_Y | 13 |
| Spread_Aim | 0.005 |
| Shake_Min_X | -0.005 |
| Shake_Max_X | 0.005 |
The Sabertooth's handling block defines the most extreme recoil values among the weapons in this reference series. The vertical recoil reaches 13 and the horizontal recoil reaches -10 -- both are the highest single-axis values documented here.
Recoil_Min_X and Recoil_Max_X define the horizontal recoil range. Recoil_Min_X -5 and Recoil_Max_X -10 mean that on each shot, the engine picks a random X-axis recoil value between -5 and -10 and applies it to the aim point. Both values are negative, which means the weapon always pulls to the left (in Unturned's coordinate system). The range from -5 to -10 is extremely wide and produces a strong consistent leftward drift.
The negative-only horizontal recoil means every shot pulls the aim point left by somewhere between 5 and 10 units. This is a massive horizontal displacement per shot. A modder who wants the weapon to pull right sets both to positive. A modder who wants to neutralise horizontal recoil removes or zeroes these fields. The magnitude of these values is unusually high -- most rifles use horizontal recoil values between 1 and 4.
Recoil_Min_Y and Recoil_Max_Y define the vertical recoil range. Recoil_Min_Y 7 and Recoil_Max_Y 13 mean the aim climbs by somewhere between 7 and 13 units per shot. This is the highest vertical recoil in the documented weapon set, exceeding even the Matamorez's 5 to 9 range. The range of 7 to 13 is very wide, meaning some shots produce a manageable climb while others send the aim point sharply upward.
The combination of extreme upward climb (7 to 13) and extreme leftward pull (5 to 10) creates a punishing diagonal recoil pattern. Every shot sends the aim point up and to the left by a substantial amount. This is the recoil profile of a weapon that demands careful shot pacing -- firing as fast as the Firerate allows will send the aim point far off target within a few shots.
A modder who wants the Sabertooth to be more controllable can reduce all four recoil values. Halving the values brings them closer to assault-rifle territory. A modder who wants to preserve the weapon's challenging character but reduce randomness can narrow the range by setting Min and Max closer together -- for example, Recoil_Min_Y 7 and Recoil_Max_Y 9 instead of 13.
Spread_Aim is 0.005. This is a very tight spread value, matching the Matamorez. Despite the punishing recoil, the Sabertooth's first shot or a carefully aimed single shot is extremely accurate. The bullet goes almost exactly where the crosshair points. The tight spread combined with the high recoil creates a weapon that is surgically precise on the first shot but requires significant aim correction for follow-up shots.
Shake_Min_X and Shake_Max_X define the camera shake range. Shake_Min_X -0.005 and Shake_Max_X 0.005 mean the camera shakes horizontally by a random value between -0.005 and 0.005 units per shot. This is a moderate symmetric shake range, larger than the 0.0025 used by most assault rifles. The 0.005 shake matches the weapon's high-recoil character -- the camera shakes more noticeably with each shot, reinforcing the sense of firing a powerful round.
Flags
The asset file records the following flags present on the Sabertooth:
"7b82c125a5a54984b8bb26576b59e977", Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }
Semi is the semi-automatic fire flag. The Sabertooth is semi-auto only -- there is no Auto flag. Each trigger pull fires exactly one shot, regardless of whether the trigger is held. The engine routes fire logic through the semi-automatic path when only Semi is present.
Safety is the safety mode flag. When present, the weapon has a safety mode that the player can toggle on and off. In safety mode, the weapon cannot fire.
Blueprints means the weapon is part of the blueprint crafting system. Players can find or learn blueprints that use this weapon as a crafting ingredient. The weapon itself can appear as an output of certain blueprint recipes.
Hook_Barrel is the barrel attachment hook. Combined with the Muzzle value of 4, the Sabertooth accepts barrel attachments with Muzzle tier 4 or lower. Hook_Grip accepts foregrips, angled grips, and bipods. Hook_Sight accepts scopes, red dot sights, holographic sights, and iron sights. Hook_Tactical accepts tactical lights, laser sights, and rangefinders.
With four attachment hooks plus a Muzzle value of 4, the Sabertooth has the full standard attachment suite. This is the maximum attachment configuration for a precision rifle.
InputItems means the weapon can receive items as input in crafting or repair recipes. RequiresNearbyCraftingTags means crafting operations involving this weapon require the player to be near a crafting station with the matching tag.
The GUID string "7b82c125a5a54984b8bb26576b59e977" and the bracket/brace characters [, ], {, } are structural markers used by the asset serialisation system. They are not gameplay flags.
Notable absent flags: There is no Auto flag, confirming the Sabertooth is semi-auto only. There is no Invulnerable flag, so the weapon is subject to normal item loss conditions. There is no OutputItems flag, which means the Sabertooth cannot be produced as output from crafting recipes (it can only be consumed as input).
Where the Sabertooth spawns
The spawn table below lists every loot table the Sabertooth appears in, the map each table belongs to, and the chance per roll of the weapon being selected. This data comes directly from the game's spawn configuration files.
Understanding loot tables is essential for server owners and modders. Each spawn table is a list of items with associated weights. When the engine rolls on a spawn table, it sums the weights of all eligible items and picks one at random. The "Chance per roll" column is the percentage probability that any single roll picks the Sabertooth.
| Map | Spawn table | Chance per roll |
|---|---|---|
| Core | Military_America_Guns | 25.000% |
| Core | Military_Low_Peaks_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% |
| Hawaii | Coastguard_America_Guns | 10.000% |
| Core | Militia_Russia_Special | 9.091% |
| France | Carepackage_France_Weapons | 7.194% |
| France | Carepackage_France | 5.036% |
| Belgium | Belgium_Carepackage | 3.899% |
| Hawaii | Coastguard_America | 0.819% |
| Core | Russia_Militia_Russia | 0.159% |
| Core | Militia_Russia | 0.159% |
The Sabertooth appears in 15 spawn tables across four maps. The weapon is concentrated on Core, with 12 of the 15 entries. France has two carepackage entries, Belgium has one, and Hawaii has two Coastguard entries.
The highest chances are Military_America_Guns and Military_Low_Peaks_Guns, both at 25.000%. These are gun-filtered military tables. The Military_America_Guns entry aligns with the Sabertooth's in-game description as an American weapon -- it spawns from America-themed military loot specifically.
The arena entries form a cluster. Arena_Guns_Military_Common at 16.667% is the general arena military guns table. The location-specific variants -- Washington Arena_Arena_Guns_Military, PEI Arena_Arena_Guns_Military, and Alpha Valley_Arena_Guns_Military -- all share the same 14.875% rate. These are separate tables that use the same underlying item pool but are accessed from different arena maps. The slight drop from 16.667% to 14.875% suggests the location-specific variants have slightly deeper item pools.
The Hawaii entries are notable because they show the Coastguard faction connection. Coastguard_America_Guns at 10.000% is the gun-filtered source; Coastguard_America at 0.819% is the general table. The large gap between the filtered and unfiltered rates is expected -- the general table includes all item types, making any single weapon much less likely per roll.
The France and Belgium entries are carepackage sources. Carepackage_France_Weapons at 7.194% is a weapons-only carepackage table. Carepackage_France at 5.036% is the broader carepackage table. Belgium_Carepackage at 3.899% is the Belgian variant. Carepackage tables are event-driven loot sources that roll when a supply crate lands.
The Militia_Russia_Special entry at 9.091% and the Russia_Militia_Russia and Militia_Russia entries at 0.159% represent the weapon's presence in Russian-themed militia tables. The 0.159% rate in the general militia tables is extremely low, making the Sabertooth a very rare find in standard militia loot despite being a Rare-tier weapon.
Canned Beans
The Sabertooth asset and all of its 15 associated spawn tables contain no reference to Canned Beans. This weapon does not spawn in any bean-related loot table, is not crafted from beans, and does not interact with the bean system in any way. The data is clear and complete on this point: there is no bean connection.
The military, arena, carepackage, and militia spawn tables the Sabertooth occupies are tactical loot sources, deliberately separate from civilian food and supply tables. A modder who wants to create a bean connection could add the Sabertooth to a food loot table or create a blueprint recipe requiring Canned Beans as an ingredient, but no such connection exists in the vanilla game data.
For the full canonical history of Canned Beans in Unturned lore, see /lore/canned-beans-lore.
Practical use for server owners and modders
Server owners who want to control the Sabertooth's availability should focus on the high-rate Core tables first. The Military_America_Guns and Military_Low_Peaks_Guns tables at 25.000% each are the primary levers. Reducing the weight in these tables has the largest impact.
The weapon's heavy concentration on Core (12 of 15 tables) means it is predominantly a Core-map weapon. Players on other maps will encounter it much less frequently. Server owners running multi-map setups should consider whether the Sabertooth's map bias is desirable. Adding the weapon to tables on other maps distributes it more evenly.
The arena entries (8 of 15 tables) mean the Sabertooth is heavily weighted toward arena game modes. In survival mode, the weapon is significantly rarer because the arena tables do not roll. A server owner running survival-only should be aware that the effective spawn table count for their players is closer to 7 tables (the non-arena ones) rather than 15.
The Ammo_Min 2 is extremely low. A magazine with only 2 rounds is barely usable. Server owners who want the weapon to be more functional when first found should raise Ammo_Min to at least 5 or 6. This ensures a freshly spawned magazine has enough rounds for a meaningful engagement without being over-generous. The Ammo_Max 10 is a standard marksman capacity and rarely needs adjustment.
The Sabertooth's recoil values are the highest in this reference series. The Recoil_Max_Y 13 and Recoil_Max_X -10 make the weapon punishing to fire rapidly. Server owners who want a more forgiving marksman experience can reduce these values. A reasonable alternative profile: Recoil_Min_X -3, Recoil_Max_X -5, Recoil_Min_Y 5, Recoil_Max_Y 8. This preserves the weapon's high-recoil identity while making it less extreme.
The Semi-only flag means the Sabertooth cannot fire in full-auto mode. Adding the Auto flag changes the weapon's character fundamentally -- a full-auto marksman rifle with 60 base damage and tight 0.005 spread is a very different weapon. If a server owner adds Auto, the recoil values should be reviewed carefully because the existing values were tuned for paced semi-auto fire, not sustained full-auto.
The Caliber 22 and Magazine 1020 pair is an isolated ammunition ecosystem. The Sabertooth uses its own dedicated ammo type. No other weapon in the vanilla set uses Caliber 22. This means Sabertooth ammunition is always exclusive to the Sabertooth. Server owners adding custom weapons with Caliber 22 create a shared ammo pool that increases the Sabertooth's practical ammunition supply.
For custom maps, adding the Sabertooth follows the standard pattern. Reference by item ID 1018. When adding to a custom map's loot tables, the Arena-heavy vanilla distribution suggests the Sabertooth works well in both arena and survival contexts. A map designer can place it in military loot, arena loot, or both, depending on the map's game mode focus.
