5 x 2 (10)

Inventory Size

Primary

Hand Slot

Semi, Auto, Safety

Firemodes

550m

Range

4.17 RPS

Firerate

0.55%

Durability Loss per Shot

Sight, Tactical, Grip, Barrel

Hooks

0%

Movement Speed

-1.5 to 1.5 (25%)

Recoil X

3 to 5 (50%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 45 30 19 19
Zombie 148 59 29 29
Animal 100 40 30 -
Structure Damage
Low Caliber
Damage
Barricade 30
Structure 30
Vehicle 100
Resource 100
Object 100

Magazines (2)

Magazines that can be attached to this weapon

Barrels (6)

Barrels that can be attached to this weapon

2 blueprints
Repair
0%
+
5 x
+
3 x
+
=
100%
Salvage
=
4 x
3 x
How item spawns work

Each dot is a fixed loot point. The map is split into a grid of regions, and every region has its own respawn timer (Items.Respawn_Time, configured by the server). When the timer fires, the region tops up its loot up to a fraction of its points (Items.Spawn_Chance, usually 10–50%), so most points stay empty between refreshes.

Each chosen point rolls its table in two steps: first picks a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column above is the combined odds. A 100% entry only means this item is the sole candidate in that table — it does not mean the point will always be filled with it.

Items can also drop from killed zombies. The hollow squares on the map are zombie spawn zones whose loot table contains this item.

Phantom Where to find this Item
100%
California 2 map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Tap to open full map
PMC Special High Guns 16.7 %
BBunker Richmans Guns 7.6 %
PMC Special High 1.1 %
BBunker Richmans Low 0.2 %
BBunker Richmans High 0.1 %
No spawns on map.
No zombie drops.
Ernest #2 (With a gun)
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn Tables
Spawn Id Spawn Name Drop Chance Map Points Pool Size
4362 CA PMC Special High Guns 16.67 % 6
4468 CA BBunker Richmans Guns 7.60 % 12
4361 CA PMC Special High 1.05 % 29
4466 CA BBunker Richmans Low 0.18 % 57
4467 CA BBunker Richmans High 0.14 % 61
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Weapons III
Run by CA Ernest #2 (With a gun)
Locked behind progression in quest Zone Trekker. The shop opens at 3 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
Phantom ×1
You get
270 Exp
CA_Phantom.dat
GUID b149e0475a6c448d954879bfaf94c4fa
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4072

Instantiated_Item_Name_Override CA_Fissure
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Rifles/CA_Fissure/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Rifles/CA_Delta/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Delta/Hammer.ogg


Size_X 5
Size_Y 2
Use_Auto_Icon_Measurements true

Magazine 4068
Barrel 4534

Hook_Sight
Hook_Tactical
Hook_Barrel
Hook_Grip

Ammo_Min 6
Ammo_Max 20


Semi
Auto
Safety

Attachment_Calibers 4
// Military Barrel
Attachment_Caliber_0 4001
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010

Magazine_Calibers 1
Magazine_Caliber_0 4072

Damage_Falloff_Multiplier 1.15
Damage_Falloff_Range 0.182
Damage_Falloff_Max_Range 0.25

Range 550
Bullet_Gravity_Multiplier 1.25
Firerate 10
Action Trigger
Unplace 1
Replace 1

Player_Damage 38
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5

Animal_Damage 50
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 2

Barricade_Damage 30
Structure_Damage 30
Vehicle_Damage 100
Resource_Damage 100
Object_Damage 100

Durability 0.55

Spread_Angle_Degrees 19.29
Spread_Aim 0.004

Recoil_Min_X -1.5
Recoil_Min_Y 3
Recoil_Max_X 1.5
Recoil_Max_Y 5

Recover_X 0.25
Recover_Y 0.5

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.001
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.005

Muzzle 4050
Shell 4075

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 5
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 3
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 4" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]