5 x 2 (10)

Inventory Size

Primary

Hand Slot

Semi, Auto, Safety

Firemodes

525m

Range

5.95 RPS

Firerate

0.15%

Durability Loss per Shot

Sight, Grip, Barrel

Hooks

0%

Movement Speed

-0.7 to 1.5 (50%)

Recoil X

2.5 to 3 (50%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 44 29 22 22
Zombie 115 53 26 26
Animal 40 29 22 -
Structure Damage
Low Caliber
Damage
Barricade 30
Structure 25
Vehicle 35
Resource 35
Object 50

Magazines (4)

Magazines that can be attached to this weapon

Barrels (3)

Barrels that can be attached to this weapon

2 blueprints
Repair
0%
+
5 x
+
3 x
+
=
100%
Salvage
=
4 x
2 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.

Rebel 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 Low Guns 100.0 %
Militia Germany Guns 14.3 %
Militia Russia Guns 14.3 %
Cache PMC Guns 14.2 %
BBunker Richmans Guns 13.7 %
Mercenaries Guns 10.5 %
PMC High Guns 10.5 %
PMC Special Low 9.6 %
PMC Special High Guns 8.8 %
PMC Special High 4.6 %
Mercenaries High 1.6 %
PMC High 1.6 %
Militia Germany 0.9 %
Militia Russia 0.8 %
Militia Sawmill 0.4 %
Cache PMC Low 0.3 %
BBunker Richmans Low 0.3 %
Cache PMC High 0.3 %
BBunker Richmans High 0.3 %
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
4332 CA PMC Special Low Guns 100.00 % 1
4403 CA Militia Germany Guns 14.29 % 3
4396 CA Militia Russia Guns 14.29 % 3
4463 CA Cache PMC Guns 14.15 % 11
4468 CA BBunker Richmans Guns 13.68 % 12
4349 CA Mercenaries Guns 10.53 % 5
4306 CA PMC High Guns 10.53 % 5
4330 CA PMC Special Low 9.60 % 16
4362 CA PMC Special High Guns 8.77 % 6
4361 CA PMC Special High 4.60 % 29
4367 CA Mercenaries High 1.59 % 40
4308 CA PMC High 1.59 % 41
4402 CA Militia Germany 0.88 % 15
4395 CA Militia Russia 0.78 % 19
4399 CA Militia Sawmill 0.35 % 50
4462 CA Cache PMC Low 0.34 % 54
4466 CA BBunker Richmans Low 0.32 % 57
4461 CA Cache PMC High 0.26 % 59
4467 CA BBunker Richmans High 0.26 % 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 I
Run by CA Ernest #2 (With a gun)
You give
Rebel ×1
You get
210 Exp
CA_Rebel.dat
GUID 8d1b9d16dc504345a4c298af7c7b13de
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4076

Instantiated_Item_Name_Override CA_Palmov
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Lionfish/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Rifles/CA_Akula/Reload.ogg

Unplace 0.43
Replace 0.45

Size_X 5
Size_Y 2

Sight 4075
Magazine 4734

Hook_Sight
Hook_Barrel
Hook_Grip

Ammo_Min 5
Ammo_Max 30

Semi
Auto
Safety

Attachment_Calibers 4
// Mercenary Barrel
Attachment_Caliber_0 4006
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010

Magazine_Calibers 1
Magazine_Caliber_0 4076

Damage_Falloff_Multiplier 0.7 
Damage_Falloff_Range 0.0571 
Damage_Falloff_Max_Range 0

Range 525
Bullet_Gravity_Multiplier 2.475104

Firerate 7
Action Trigger

Player_Damage 37
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 89
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.3

Animal_Damage 37
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 30
Structure_Damage 25
Vehicle_Damage 35
Resource_Damage 35
Object_Damage 50

Durability 0.15

Spread_Angle_Degrees 14.57
Spread_Aim 0.025

Recoil_Min_X -0.7
Recoil_Min_Y 2.5
Recoil_Max_X 1.5
Recoil_Max_Y 3

Recover_X 0.5
Recover_Y 0.5

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.002
Shake_Max_X 0.0025
Shake_Max_Y -0.0025
Shake_Max_Z -0.005

Muzzle 4050
Shell 4151

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 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]