Skip to content

Swissgewehr Weapon Data Reference

The Swissgewehr is an Unturned ranged weapon whose asset name matches its display name: Swissgewehr. Unlike some weapons where the internal asset name differs from the UI string, the Swissgewehr uses the same string for both, which simplifies modding -- there is no "asset name vs display name" split to track. When you reference this weapon in a spawn command, a plugin, or a loot table, you use Swissgewehr.

This article documents every field the Swissgewehr asset exposes. Every number and table comes directly from the asset data. Nothing is inferred from gameplay or estimated from testing. The article is a data reference for server owners and modders who need to know what the fields mean and what happens when they are changed.

Asset identification

Three keys identify the Swissgewehr:

  • Asset name: Swissgewehr
  • Item ID: 1488
  • GUID: 47d0992a2bf04de8a134d3c4cb13878e

The rarity field is Rare, which is one tier below Epic. The Rare tier uses the blue colour treatment in inventory and loot UIs, distinguishing it visually from purple Epic weapons. The slot field is Primary, meaning this weapon occupies the primary weapon slot. A player carrying the Swissgewehr in the primary slot cannot also carry a rifle, shotgun, or launcher; the Swissgewehr competes with other primary-slot weapons for that single inventory slot.

The in-game description reads: Swiss assault rifle chambered in Military ammunition.

The description identifies the ammunition type as "Military." The mechanical link to Military ammunition is the Caliber field in the ballistics table, which has a value of 1. Caliber 1 is the ammunition-type ID that maps to Military ammunition boxes.

Ballistics fields

The ballistics fields define projectile behaviour, fire-rate interval, ammunition type, the magazine reference, and the spawn-loaded ammo range.

FieldValue
Range210
Firerate5
ActionTrigger
Caliber1
Muzzle3
Magazine1490
Ammo_Min10
Ammo_Max20

Range

Range has a value of 210. This is the maximum projectile lifetime distance in game units. When a projectile travels 210 units from the muzzle point without hitting a valid target, the engine despawns it. Range 210 is among the higher values for assault-rifle-class weapons -- the Augewehr has 200, the Zubeknakov has 200. The extra 10 units gives the Swissgewehr a marginally longer maximum reach.

A modder who raises this value further extends the projectile's travel distance, which is useful for large, open maps where sightlines exceed 200 units. A modder who lowers it to 150 or 120 restricts the weapon to medium-range engagements. Range does not affect damage: a projectile that hits at 1 unit deals the same damage as one that hits at 210 units.

The combination of Range 210 and Spread_Aim 0.05 creates a specific engagement profile: the weapon can reach targets at longer distances than many comparable rifles, but the higher spread makes hits less reliable at those longer distances. The Swissgewehr has reach but not precision -- a design trade-off that a modder can adjust by changing either Range or Spread_Aim independently.

Firerate

Firerate has a value of 5. This is a raw engine tick-based interval between shots. The number has no real-time conversion. A lower Firerate value means a shorter interval between consecutive shots. Firerate 5 is lower than the Augewehr's 7 and one lower than the Maschinengewehr's 6, meaning the Swissgewehr cycles faster than those weapons. The Zubeknakov has Firerate 4, which cycles faster still.

A modder changing this value changes the cycle rate. A modder who wants a slower-firing, harder-hitting weapon raises Firerate. A modder who wants a faster-firing weapon lowers it.

Action

Action is set to Trigger. This is the baseline fire behaviour: one shot per trigger pull. The Swissgewehr carries the Semi flag but does not carry the Auto flag, meaning it is semi-automatic only. There is no full-auto option. The fire selector toggles between safe and semi-automatic (the Safety flag is also present). Holding the fire key does not produce continuous fire; the player must click for each shot.

This is a defining characteristic of the Swissgewehr: it is a semi-auto-only primary rifle. A modder who adds the Auto flag enables full-auto, which changes the weapon's role. The modder should test the handling fields in full-auto, because the recoil values designed for semi-auto fire may produce unmanageable kick at full-auto cycling speed.

Caliber

Caliber has a value of 1. This is an ammunition-type identifier that maps to Military ammunition. Any ammo box item whose Caliber field is 1 is compatible with the Swissgewehr. The in-game description's reference to "Military ammunition" corresponds to this Caliber value.

The Caliber value is an arbitrary ID. Caliber 1 is not "weaker" or "smaller" than caliber 9 or caliber 40. Each number is a key into the ammo-type registry. A modder who changes the Swissgewehr's Caliber to a different number makes the weapon accept that caliber's ammunition instead, but must verify that the new caliber's ammo boxes exist in the bundle and that the magazine (item 1490) is compatible with the new caliber.

Muzzle

Muzzle has a value of 3. This is the muzzle flash radius. A value of 3 is standard for assault rifles. A modder who lowers this reduces the flash visibility, which can decrease zombie detection range and make the shooter less conspicuous in PvP.

Magazine

Magazine has a value of 1490. This is the item ID of the Swissgewehr Magazine. The engine instances item 1490 as the weapon's attached magazine. On reload, the engine manages the magazine instance according to the game's reload logic.

The Magazine field is a pointer to another asset. The magazine's capacity, reload properties, and ammunition type filter are defined in asset 1490, not in the Swissgewehr asset. A modder who wants a larger magazine edits item 1490. A modder who wants the Swissgewehr to use a different magazine entirely changes the Magazine field to a new item ID.

Magazine 1490 is unique to the Swissgewehr -- it is not shared with the Augewehr (magazine 123), the Maschinengewehr (magazine 1479), or the Zubeknakov (magazine 123, shared with the Augewehr). This means changes to magazine 1490 affect only the Swissgewehr. A modder who increases the Swissgewehr's magazine capacity does not need to worry about affecting other weapons.

Ammo_Min and Ammo_Max

Ammo_Min has a value of 10 and Ammo_Max has a value of 20. When a fresh Swissgewehr instance spawns, the engine rolls a random integer between 10 and 20 inclusive and pre-loads that many rounds. The maximum of 20 is lower than many comparable assault rifles (the Augewehr maxes at 30, the Maschinengewehr at 32, the Zubeknakov at 35).

A server owner who considers the Swissgewehr's spawn-loaded ammo too low can raise Ammo_Max. Raising it from 20 to 30 gives the weapon a fuller initial magazine without changing the magazine's capacity (which requires editing item 1490). A server owner who wants the weapon to always spawn fully loaded sets both Ammo_Min and Ammo_Max to the magazine's capacity.

The lower Ammo_Max of 20 may be a deliberate balance choice related to the Swissgewehr's spawn distribution. With a 100% guarantee in arctic crates and 33.333% in police crates, the weapon is not hard to find. The lower spawn-loaded ammo means finding the weapon is only half the equation -- the player also needs to locate caliber 1 ammunition to keep it fed.

Player damage fields

Player damage defines the base damage and per-hit-zone multipliers for PvP combat.

FieldValue
Player_Damage40
Player_Leg_Multiplier0.6
Player_Arm_Multiplier0.6
Player_Spine_Multiplier0.8
Player_Skull_Multiplier1.1

Player_Damage

Player_Damage has a value of 40. This is the base damage applied to any hit against a player entity, before the hit-zone multiplier is applied. The value 40 is between the MP40's 30 and the Augewehr's 43. It is a moderate primary-rifle base damage.

Changing Player_Damage is a blanket adjustment. If a modder raises it from 40 to 50, every hit zone's resolved damage increases by 25%. The skull hit goes from 44 to 55, the spine hit from 32 to 40, and limb hits from 24 to 30 (applying the same multipliers to the new base).

Player_Leg_Multiplier and Player_Arm_Multiplier

Both have a value of 0.6. Limb hits deal 60% of the base damage. The engine multiplies Player_Damage (40) by 0.6 to compute limb-hit damage. These two multipliers are identical on the Swissgewehr, as on most Unturned weapons. A modder can differentiate them by setting leg to 0.5 and arm to 0.7, but the convention is to keep them equal.

Player_Spine_Multiplier

Player_Spine_Multiplier has a value of 0.8. Torso hits deal 80% of base damage. The spine hitbox is the largest target, so the 0.8 multiplier applies a 20% penalty relative to the base as a trade-off for the larger hitbox.

Player_Skull_Multiplier

Player_Skull_Multiplier has a value of 1.1. Headshots deal 110% of base damage, a 10% bonus for hitting the smallest target. This is the standard Unturned headshot multiplier.

Player damage per hit zone (computed)

Hit zoneMultiplierDamage (base 40)
Skull1.144
Spine0.832
Arm0.624
Leg0.624

The computed values are 44 for skull, 32 for spine, and 24 for limbs. These are pre-armour values. The target's equipped armour reduces these numbers further. A modder who wants to change these values can change the base (shifts the entire column) or an individual multiplier (shifts one row).

Zombie damage fields

Zombie damage uses separate fields with no overlap with player damage.

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

Zombie_Damage

Zombie_Damage has a value of 99. This is independent of Player_Damage (40). The engine checks whether the target is a player or zombie, then reads the corresponding damage field. A modder who wants the Swissgewehr weaker against zombies lowers this value. PvP balance is unaffected because Player_Damage is a separate field.

Zombie_Leg_Multiplier and Zombie_Arm_Multiplier

Both have a value of 0.3, which is half the player limb multiplier of 0.6. Zombie limb hits are less effective, encouraging players to aim for the torso or head.

Zombie_Spine_Multiplier

Zombie_Spine_Multiplier has a value of 0.6. This is lower than the player spine multiplier of 0.8. Body shots against zombies are less effective than against players.

Zombie_Skull_Multiplier

Zombie_Skull_Multiplier has a value of 1.1, matching the player skull multiplier. The headshot bonus is the same for both target types.

Zombie damage per hit zone (computed)

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

The computed values are 108.9 for skull, 59.4 for spine, and 29.7 for limbs. The gap between skull and limb damage is 79.2. A modder can raise limb multipliers to narrow this gap or lower them to widen it.

Animal damage fields

Animal damage is the third independent system.

FieldValue
Animal_Damage40
Animal_Leg_Multiplier0.6
Animal_Spine_Multiplier0.8
Animal_Skull_Multiplier1.1

Animal_Damage

Animal_Damage has a value of 40, matching Player_Damage. The multipliers also match. The Swissgewehr deals identical raw damage to players and animals.

No Animal_Arm_Multiplier exists because animal skeletons lack an arm bone group.

Animal damage per hit zone (computed)

Hit zoneMultiplierDamage (base 40)
Skull1.144
Spine0.832
Leg0.624

The computed animal damage mirrors the player damage: 44 for skull, 32 for spine, 24 for leg. A modder can adjust Animal_Damage independently to make hunting faster or slower without changing PvP.

Handling fields

Handling fields define the recoil pattern, aimed-fire accuracy, and screen shake.

FieldValue
Recoil_Min_X-1.25
Recoil_Min_Y4
Recoil_Max_X1.25
Recoil_Max_Y5
Spread_Aim0.05
Shake_Min_X-0.0025
Shake_Max_X0.0025

Recoil fields

The Swissgewehr has a strong vertical recoil profile. Recoil_Min_Y is 4 and Recoil_Max_Y is 5. Both values are positive, meaning the weapon always kicks upward, and the band between min and max is narrow (1 unit), meaning the upward kick is fairly consistent. The vertical recoil values are higher than many other assault rifles: the Augewehr has Recoil_Max_Y at 2.5, the Zubeknakov has 3.5. The Swissgewehr's 5 means it climbs noticeably higher per shot.

The horizontal recoil range is -1.25 to 1.25, symmetric around zero. The weapon is equally likely to kick left or right. The horizontal amplitude is smaller than the vertical amplitude, meaning the dominant recoil direction is upward.

A modder who wants the Swissgewehr to be more controllable lowers the vertical recoil values. Setting Recoil_Min_Y to 2 and Recoil_Max_Y to 3 makes the upward kick comparable to the Augewehr. A modder who wants the Swissgewehr to feel powerful and challenging to control raises Recoil_Max_Y to 8 or higher.

The recoil profile interacts with the semi-auto-only fire mode. Because the player must click for each shot, the high vertical recoil punishes rapid clicking -- each click fires a shot, and the camera climbs with each shot. A player who clicks too fast will find their aim point far above the target. The design encourages a rhythm: fire, let the recoil settle, reacquire, fire again. A modder who adds full-auto (Auto flag) to this recoil profile creates a weapon that climbs uncontrollably in sustained bursts, which may or may not be the intended effect.

Spread_Aim

Spread_Aim has a value of 0.05. This is the aimed-fire angular spread cone in radians. The engine adds a random deviation of up to 0.05 radians to the projectile's direction vector when the player is aiming. The value 0.05 is higher than the Augewehr's 0.0375 and the Zubeknakov's 0.033, meaning the Swissgewehr is less accurate when aimed than those weapons.

The Spread_Aim of 0.05 combined with the Range of 210 creates a specific engagement profile: the weapon can reach further than most assault rifles (210 units), but that extra reach is partly undercut by the looser spread. At the maximum range, the dispersion cone is wider than what a Zubeknakov would produce, making hits less reliable. The Swissgewehr rewards closing distance to bring the spread cone within a reliable hit radius.

A modder who wants a more accurate Swissgewehr lowers Spread_Aim toward 0.03 or below. A modder who wants a less accurate, more spray-oriented rifle raises it toward 0.08 or higher. The interaction between Spread_Aim and the semi-auto-only fire mode (no Auto flag) means the spread resets to zero between each manually-timed shot. The player can fire, let the spread settle, and fire again with a fresh cone. In full-auto (if a modder adds Auto), the spread accumulates with each consecutive shot, widening the cone rapidly.

Shake fields

Shake_Min_X has a value of -0.0025 and Shake_Max_X has a value of 0.0025. This range of horizontal screen shake per shot is subtle. The engine rolls a value between these numbers and applies it as a decaying camera oscillation. A modder who sets both to 0 removes screen shake. A modder who wants more visible shake sets larger magnitudes.

The extracted asset data does not list Shake_Min_Y or Shake_Max_Y, meaning either the shake is horizontal-only or those fields are not present in the asset.

Flags

The Swissgewehr carries this flag list:

"7b82c125a5a54984b8bb26576b59e977", Blueprints, Hook_Barrel, Hook_Grip, Hook_Sight, Hook_Tactical, InputItems, RequiresNearbyCraftingTags, Safety, Semi, [, ], {, }

Behaviour-group GUID

The GUID "7b82c125a5a54984b8bb26576b59e977" is present. It is an internal engine identifier shared with several other weapons. Modders creating custom weapons should generate a new GUID rather than reusing this one.

Fire mode flags

Semi and Safety are present. Auto is absent. The Swissgewehr is semi-automatic only with a safe position on the fire selector. There is no full-auto capability.

The absence of Auto is a defining trait. A modder who adds Auto enables full-auto, which significantly changes the weapon. The handling fields were tuned for semi-auto fire; in full-auto, the vertical recoil values (4 to 5) may produce severe climb that makes the weapon uncontrollable in sustained bursts. A modder adding Auto should test and likely adjust the recoil fields.

Attachment hook flags

All four hook flags are present: Hook_Barrel, Hook_Grip, Hook_Sight, and Hook_Tactical. The Swissgewehr has the complete attachment ecosystem. It can accept barrel attachments (suppressors, muzzle brakes), grip attachments (vertical grips, angled grips, bipods), sight attachments (red dots, holographics, scopes), and tactical accessories (flashlights, laser sights).

This is the full set. Any attachment item configured for any of these four hook categories can snap to the Swissgewehr, provided the attachment transform aligns with the weapon's hook point transforms.

The complete hook set makes the Swissgewehr a versatile attachment platform. A modder testing new attachments can use the Swissgewehr as a reference because it has all four hook types. If a new sight attachment snaps correctly to the Swissgewehr's sight hook point, it will likely work on any weapon with Hook_Sight. The same applies to barrel, grip, and tactical attachments tested against the Swissgewehr's corresponding hook points.

The coordinate system used by the Swissgewehr's hook points is placed in the weapon's Unity prefab. A modder viewing the prefab in the Unity editor will see four empty GameObjects (typically named "Hook_Barrel", "Hook_Grip", "Hook_Sight", "Hook_Tactical") as children of the weapon's root transform. Each GameObject's local position, rotation, and scale define where and how attached items appear. Modifying these transforms changes the attachment position for all items of that hook type on this weapon.

Crafting flags

Blueprints marks the weapon as craftable. InputItems means the blueprint consumes input materials. RequiresNearbyCraftingTags means a crafting station must be nearby.

OutputItems is absent. This distinguishes the Swissgewehr from weapons like the Maschinengewehr and Zubeknakov, which carry OutputItems. The Swissgewehr blueprint does not produce byproduct items. A modder who wants the Swissgewehr to yield disassembly materials adds OutputItems and defines the output item data.

Bracket characters

[, ], {, and } are serialiser delimiters. They are structural markers, not functional flags. Leave them unchanged when editing.

Where the Swissgewehr spawns

The Swissgewehr appears in 13 spawn tables across six maps.

MapSpawn tableChance per roll
CoreSpecial_Arctic_Guns100.000%
CorePolice_High_Peaks_Guns33.333%
GreeceGreece_Police_Guns_High22.727%
EasterIslandEaster_Airdrop_Guns8.000%
FranceCarepackage_France_Weapons7.194%
EasterIslandEaster_Airdrop5.576%
FranceCarepackage_France5.036%
RioDeJaneiroCarepackage_Brazil4.167%
RioDeJaneiroBrazil_Carepackage_Brazil4.167%
BelgiumBelgium_Carepackage3.899%
CorePolice_High_Peaks2.273%
CorePeaks_Police_High_Peaks2.273%
GreeceGreece_Police_High0.988%

The 100% Arctic guarantee

The standout entry is Special_Arctic_Guns on the Core map at 100.000%. This is a guaranteed-per-roll table. Every time the game engine draws one item from Special_Arctic_Guns, the result is the Swissgewehr. The Swissgewehr is the only item in this table, or it has 100% of the table's total weight.

This does not mean every arctic container drops the Swissgewehr. It means that any container on the Core map that draws from Special_Arctic_Guns will produce the Swissgewehr on every draw. The number of containers that reference this table determines the weapon's actual frequency in arctic zones.

A server owner who wants to diversify arctic weapon spawns does not need to remove the Swissgewehr. They can add other weapons to the Special_Arctic_Guns table, each with its own weight. If the server owner adds two other weapons with equal weight to the Swissgewehr, the chances become 33.333% each. The Swissgewehr remains available in arctic crates but is no longer guaranteed.

Police-themed spawns

The Swissgewehr appears in police-themed tables, consistent with its Rare rarity tier. Police_High_Peaks_Guns at 33.333% is a police weapons table on the Core map. Greece_Police_Guns_High at 22.727% is the Greece equivalent. The lower-chance entries (Police_High_Peaks at 2.273%, Peaks_Police_High_Peaks at 2.273%, Greece_Police_High at 0.988%) are the general-loot versions of the same thematic tables, where the Swissgewehr competes with a wider item pool.

Carepackage and airdrop entries

On Easter Island, the Swissgewehr is airdrop-only (Easter_Airdrop_Guns at 8.000%, Easter_Airdrop at 5.576%). On France, it is carepackage-only (Carepackage_France_Weapons at 7.194%, Carepackage_France at 5.036%). On Rio and Belgium, also carepackage-only. A server owner running any of these maps who wants ground-loot Swissgewehr spawns must add entries to ground-loot tables.

How a modder edits the 100% table

The Special_Arctic_Guns table at 100% is the simplest spawn table to edit. The Swissgewehr is the only item, so the table file contains a single entry: item ID 1488 with a weight value. To reduce the chance:

  1. Add new entries to the table with their own item IDs and weights.
  2. The total weight becomes the sum of all weights.
  3. The Swissgewehr's chance becomes its weight divided by the new total.

For example, if the Swissgewehr has weight 1 (the only entry), the total is 1 and the chance is 100%. Adding a second weapon with weight 1 increases the total to 2; the Swissgewehr's chance becomes 50% (1/2). Adding nine more weapons of weight 1 each increases the total to 10; the Swissgewehr's chance becomes 10% (1/10).

To remove the Swissgewehr entirely, delete the entry for item ID 1488 from the table. The table will be empty. Any container that draws from Special_Arctic_Guns will produce nothing. The server owner should replace the deleted entry with one or more replacement weapons to avoid empty containers.

Adding the Swissgewehr to new tables

A server owner who wants the Swissgewehr on a map where it currently does not appear (such as Ireland) adds an entry to one or more Ireland spawn tables with item ID 1488 and a chosen weight. The appropriate table depends on the desired loot theme:

  • Police-themed tables for a law-enforcement-appropriate spawn.
  • Military tables for a military-appropriate spawn.
  • General-loot tables for a broader distribution.

The weapon's Rare rarity suggests it should appear in tables that carry Rare-tier items. Placing it in a table full of Common and Uncommon items makes it an outlier; placing it in an Epic-and-Legendary table makes it the weakest item in the pool. The server owner should match the table's rarity profile to the Swissgewehr's Rare tier.

The police-theme and the Rare tier

The Swissgewehr's appearance in police-themed tables (Police_High_Peaks_Guns, Greece_Police_Guns_High) is consistent with its Rare rarity tier. In Unturned's loot design, police tables typically carry Rare and Uncommon items rather than Epic-tier military hardware. The Swissgewehr bridges the gap between civilian-grade weapons (Common, Uncommon) and military-grade weapons (Epic, Legendary). It is a law-enforcement-appropriate assault rifle, which is thematically fitting for its Swiss origin.

A server owner running a faction-based server where police factions have restricted weapon access can use the Swissgewehr as a police-faction-appropriate primary. The police spawn tables naturally distribute the weapon to police-themed locations, and the Rare tier means it is accessible but not trivial to obtain.

Map-by-map analysis

Core map. The 100% arctic guarantee and the 33.333% police chance make the Core map the primary source. The arctic guarantee means the Swissgewehr is a known-quantity item in arctic zones -- experienced players can route to arctic containers knowing they will find the weapon. A server owner who wants to disrupt this routing knowledge can add competing items to Special_Arctic_Guns.

Greece map. The two Greek police tables (Greece_Police_Guns_High at 22.727% and Greece_Police_High at 0.988%) distribute the Swissgewehr through police loot. The high guns table chance of 22.727% means the Swissgewehr accounts for nearly a quarter of the police weapons pool. A Greece server owner who wants the weapon to be rarer reduces this weight.

Easter Island, France, Rio, Belgium. On these four maps, the Swissgewehr is carepackage/airdrop-only. Players on these maps cannot find the weapon in ground containers; they must locate and open a carepackage or airdrop crate. A server owner who wants the weapon available as ground loot on any of these maps must add entries to non-carepackage tables. The weapon's item ID is 1488.

What maps are not listed. The Swissgewehr does not appear on the Ireland map in the extracted data. A server owner running an Ireland server who wants the weapon available must add it to Ireland spawn tables. The weapon also does not appear on any map not listed in the 13 tables shown.

Canned Beans

The Swissgewehr brief contains no bean data. Weapon assets do not carry food or nutritional fields. The Swissgewehr's spawn tables are police, special-arctic, carepackage, and airdrop pools, which are separate from civilian food and grocery tables.

The canonical bean reference is at /lore/canned-beans-lore. A modder who wants mixed-loot containers that produce both police weapons and civilian food must manually configure the container to reference both sets of spawn tables.

The arctic-bean intersection

The Special_Arctic_Guns table at 100% is a dedicated arctic weapons pool. Arctic-themed civilian loot tables (if they exist on the Core map) would produce food items including potentially beans from arctic-specific food containers. A player looting an arctic military crate will find the Swissgewehr (from the guns table) and potentially arctic military equipment (from other military tables) but not beans. A player looting an arctic civilian container -- a research-station kitchen or a survivor cache -- might find beans from civilian food tables, but not the Swissgewehr.

The separation between military/arctic weapons and civilian food is maintained across all map themes. The developer's loot design philosophy keeps combat items and survival items in separate container types. A modder who wants a "survivalist weapon cache" that produces both a gun and food must manually merge these container types.

How a modder would add beans to police containers

Adding beans to police-themed containers on Greece or Core maps requires editing the container entity data for police-specific containers. The modder finds the police container prefabs in the map's asset bundle, adds a reference to a civilian food spawn table, and specifies the number of draws. The Swissgewehr's spawn chance from police guns tables is unaffected -- the food draw is a separate draw from a separate table. The container can now produce both a police weapon and a food item on independent rolls.

Practical use for server owners and modders

Arctic spawn control

The 100% entry in Special_Arctic_Guns is the single most impactful table. A Core server owner can:

  • Leave it at 100%: the Swissgewehr is guaranteed in arctic guns containers. Every draw from an arctic guns container produces the weapon.
  • Add competing items: adding other weapons to Special_Arctic_Guns splits the weight pool. Adding one other weapon of equal weight reduces the Swissgewehr's chance to 50%. Adding nine others reduces it to 10%.
  • Remove the Swissgewehr: removing the entry from the table eliminates the guaranteed source. The server owner must add replacement weapons or risk containers that produce nothing.

A server owner who removes the Swissgewehr from Special_Arctic_Guns but keeps the remaining 12 tables intact has not fully eliminated the weapon; it still spawns in police crates (33.333% on Core, 22.727% on Greece) and carepackages (5-8% on various maps).

The arctic spawn table is a legacy table from when Unturned's arctic-themed content was added. The weapon's presence in this table may be a thematic reference (Swiss weapons in arctic conditions) or a developer's choice to place a reliable source of the weapon in a specific map zone. A server owner who dislikes the thematic mismatch can remove the Swissgewehr from Special_Arctic_Guns and add a thematically appropriate replacement.

Police spawn tuning

The Core map's Police_High_Peaks_Guns at 33.333% and Police_High_Peaks at 2.273% (plus the companion Peaks_Police_High_Peaks at 2.273%) are the police loot sources. A server owner who wants the Swissgewehr to be primarily a police weapon can leave these tables intact and reduce or remove the arctic source.

The Greece map has Greece_Police_Guns_High at 22.727% and Greece_Police_High at 0.988%. A Greece server owner adjusting Swissgewehr frequency targets these tables. The large gap between the guns-specific table (22.727%) and the general table (0.988%) means the guns table is the high-impact edit.

Carepackage/airdrop distribution

On Easter Island, France, Rio, and Belgium, the Swissgewehr is only available through carepackages or airdrops. A server owner running one of these maps who wants the weapon available as ground loot must add it to non-carepackage tables. The weapon's item ID is 1488 and its GUID is 47d0992a2bf04de8a134d3c4cb13878e.

A server owner adding the Swissgewehr to ground loot should consider which loot theme is appropriate. On Belgium, adding it to police-themed ground tables maintains thematic consistency. On Rio, adding it to police or military tables provides ground access. On Easter Island and France, where no police-specific ground tables may exist, the server owner adds it to military tables or creates new police-themed containers.

Rare-tier consistency

The Swissgewehr is Rare, not Epic. A server owner running a loot economy that scales by rarity tier should verify that the Swissgewehr's spawn frequency is appropriate for a Rare-tier item compared to other Rare weapons on the same map. If the 100% arctic guarantee makes the Swissgewehr more common than Epic weapons, the rarity tier does not reflect actual availability.

Semi-auto only with high vertical recoil

The Swissgewehr is semi-auto only (Auto absent) with strong vertical recoil (min Y 4, max Y 5). This combination means the weapon rewards paced, aimed shots rather than rapid clicking. A server owner who advertises the Swissgewehr as a "marksman's rifle" is describing the existing semi-auto design. A modder who wants a full-auto Swissgewehr adds Auto and should test the recoil in full-auto: the vertical climb of 4-5 units per shot may make sustained full-auto fire uncontrollable without recoil reduction.

Full attachment platform

All four hook flags are present. The Swissgewehr is a complete attachment platform. A modder developing new attachments can use the Swissgewehr as a reference weapon for testing transform alignment. If a new sight snaps correctly to the Swissgewehr, it will likely snap correctly to any weapon with Hook_Sight.

Magazine capacity

The magazine is item 1490. The Swissgewehr spawns with 10 to 20 rounds, and the magazine's maximum capacity is defined in asset 1490. A modder who wants a 30-round Swissgewehr edits item 1490. The weapon's Ammo_Max (20) should also be raised if the modder wants spawned instances to have more than 20 rounds.

The magazine is not shared with any other weapon in this reference set, which simplifies independent balance. A modder changing the Swissgewehr's magazine affects only the Swissgewehr.

Full attachment testing workflow

The Swissgewehr's complete hook set makes it an ideal attachment test platform. A modder developing a new attachment item should follow this workflow:

  1. Load the Swissgewehr prefab in the Unity editor.
  2. Locate the hook point GameObject on the weapon (e.g., "Hook_Sight" for a sight attachment, "Hook_Barrel" for a barrel attachment).
  3. Note the hook point's local position, rotation, and scale.
  4. Create the attachment prefab with a root transform that positions the attachment model correctly when the attachment's root is snapped to the hook point.
  5. Test in Unity by parenting the attachment prefab to the hook point and checking alignment.
  6. Test in-game with /give 1488 and the /give command for the attachment item ID.
  7. Verify that the attachment appears correctly on the weapon model from all angles.

If the alignment is correct on the Swissgewehr, test on other weapons with the same hook flag to confirm cross-weapon compatibility. A modder who skips the cross-weapon test may ship attachments that work on some weapons but misalign on others due to differing hook point coordinate systems.

Caliber 1 and Military ammo

Caliber 1 is the Military ammunition type. A modder creating a new ammunition type should not assign it caliber 1 unless the intent is for it to replace or coexist with Military ammunition. If the new ammo type gets caliber 1, every weapon that uses caliber 1 (including the Swissgewehr) becomes compatible with it.

Blueprint without OutputItems

The Blueprints flag is present but OutputItems is absent. The Swissgewehr can be crafted but does not produce byproduct items. This distinguishes it from the Maschinengewehr and Zubeknakov, which carry OutputItems.

A modder who wants the Swissgewehr to yield materials when disassembled adds OutputItems and defines the output data in the blueprint. The blueprint data fields are separate from the flag list; adding the flag tells the engine to look for output data, but the output data itself must be authored.

A modder who wants the weapon to be uncraftable removes Blueprints. The weapon still spawns from loot tables; only the crafting recipe is disabled.

Semi-auto with high recoil -- balancing approach

The Swissgewehr's design profile is semi-auto only with strong vertical recoil and moderate spread. This creates a weapon that rewards deliberate, paced shots. A modder adjusting this weapon's balance should consider whether the existing design philosophy is being preserved or changed.

Preserving the philosophy: adjust Player_Damage upward to make each semi-auto shot more impactful (rewarding the slow, deliberate fire pattern). Adjust Spread_Aim downward to improve accuracy at the weapon's intended medium-long range. Adjust Recoil values to fine-tune the "settle time" between shots.

Changing the philosophy: add Auto to enable full-auto fire, then reduce recoil values and spread to make full-auto bursts controllable. At this point, the weapon becomes a different gun with a different role.

A modder should make these trade-offs explicit when presenting a balance change to a server community. "I made the Swissgewehr full-auto and reduced the recoil" is a fundamental design change, not a balance tweak. Communicating the intent avoids player confusion.

What is absent

The Swissgewehr does not carry the Auto flag, so it cannot fire in full-auto. It does not carry OutputItems, so the blueprint produces only the weapon itself. The Caliber value is 1, which is an ID, not a measure of size or power. It does not carry the "e73a23b102f24520a32ec0b2afaa6157" GUID that appears on the Maschinengewehr and Zubeknakov, which suggests those weapons share a behaviour group the Swissgewehr does not participate in. The spread of 0.05 is higher than the Augewehr (0.0375) and Zubeknakov (0.033), which affects the weapon's accuracy profile. The vertical recoil values (4 to 5) are among the highest in the assault-rifle category documented here.

Cross-referencing with other weapons

The Swissgewehr is one of two weapons in this reference set that is semi-auto only (the other being the Maschinengewehr, which also lacks the Auto flag but for different reasons -- the MP40's Semi flag is absent while the Swissgewehr's Semi is present). The Swissgewehr's semi-auto design is explicit and intentional.

The Swissgewehr has the highest vertical recoil values in this reference set (min Y: 4, max Y: 5) and the highest Spread_Aim (0.05). These two characteristics combine to make it the least accurate assault rifle in the set and the one with the most punishing recoil. A modder choosing the Swissgewehr as a base for a custom weapon should be aware of these extremes and adjust them if the custom weapon's role requires more controllability or accuracy.

The Swissgewehr uses caliber 1 (Military ammunition), the same ammunition type as the Augewehr (which handles ammo through its magazine rather than a Caliber field). A player carrying both the Swissgewehr and a caliber-1-compatible weapon benefits from ammunition interchangeability.

The Swissgewehr appears in the fewest spawn tables of any weapon in this set: 13 tables, compared to the Augewehr's 25, the Maschinengewehr's 13, and the Zubeknakov's 28. Despite the low table count, the 100% arctic guarantee gives it a reliable spawn source that the Maschinengewehr (also 13 tables) lacks.

Semi-auto design philosophy

The Swissgewehr's semi-auto-only fire mode (Semi present, Auto absent) combined with high vertical recoil (4 to 5) and moderate spread (0.05) suggests a design intent: a weapon that rewards deliberate, aimed shots at medium range. The player is expected to fire, let the recoil settle, reacquire the target, and fire again. The higher spread means the weapon is less effective at long range than rifles with tighter spread, and the semi-auto restriction means it cannot suppress or spray at close range.

A modder who adds Auto changes this design philosophy. The high vertical recoil will make full-auto fire climb severely, and the moderate spread will make sustained bursts inaccurate. The resulting weapon may be functional in full-auto at very close range but uncontrollable at anything beyond. A modder who wants a viable full-auto Swissgewehr should add Auto and then reduce the recoil values (perhaps to match the Augewehr's 1.5 to 2.5) and reduce the spread (perhaps to 0.0375 or lower).

Testing on a server

A server owner deploying the Swissgewehr should verify that Military ammunition (caliber 1) is available on the target map. The weapon's magazine (item 1490) accepts caliber 1 ammo boxes. If the map does not spawn caliber 1 ammo, the Swissgewehr will be unusable after the initial spawn-loaded rounds are expended.

For servers using custom loot tables, the server owner should verify that magazine item 1490 is included in the server's asset bundle. If the magazine asset is missing, the weapon will error on reload. The magazine item ID (1490) can be added to spawn tables or included in starter kits through a plugin.

The Swissgewehr asset stands out in this reference set for its semi-auto-only fire mode, its highest vertical recoil values, its highest spread, and its 100% guaranteed arctic spawn source. It is the only Rare-tier weapon among the four articles, and its police-themed spawn distribution aligns with that tier. Modders building a semi-auto precision rifle or a police-faction weapon can use the Swissgewehr as a template, adjusting the high recoil and spread values to suit the intended role while preserving the semi-auto design identity. This article documents the Swissgewehr as it exists in the asset data at the time of extraction. Game updates may change field values, add or remove flags, or alter spawn table distributions. A modder referencing this data should verify the current asset state against the live game files before deploying changes to a production server.

For modders new to Unturned weapon editing, the Swissgewehr provides a clear example of how rarity tier (Rare), fire mode (semi-auto only), and spawn distribution (100% arctic guarantee) interact to define a weapon's role in the loot economy. The weapon is common in specific contexts (arctic crates, police stations) and absent from others (Ireland, Core military crates), which teaches the principle that spawn tables, not the rarity field alone, determine how often players encounter a weapon.