4 x 2 (8)

Inventory Size

Primary

Hand Slot

Semi, Auto, Safety

Firemodes

250m

Range

10.42 RPS

Firerate

0.2%

Durability Loss per Shot

Sight, Tactical, Grip, Barrel

Hooks

0%

Movement Speed

-1.1 to 1.1 (25%)

Recoil X

1.5 to 2 (25%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 27 20 15 15
Zombie 82 45 22 22
Animal 27 20 15 -
Structure Damage
Low Caliber
Damage
Barricade 15
Structure 15
Vehicle 25
Resource 15
Object 15

Magazines (1)

Magazines that can be attached to this weapon

Barrels (6)

Barrels that can be attached to this weapon

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

Viper 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
SWAT Guns High 11.3 %
SWAT High 1.6 %
SWAT Mega 1.5 %
No spawns on map.
No zombie drops.
Ernest #2 (With a gun)
Bikers Vendor
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
4355 CA SWAT Guns High 11.32 % 5
4335 CA SWAT High 1.61 % 31
4497 CA SWAT Mega 1.51 % 36
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
Viper ×1
You get
180 Exp
Nighttime Bikers Armory
Run by CA Bikers Vendor
Locked behind progression in quest CA Bikers Austy (Bar - Night#1 - Hat)'s dialogue. The shop opens at 3 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
600 Exp
You get
Viper ×1
Bikers Armory Tokens are a custom shop currency: earn them at Daytime Bikers Armory, spend at Nighttime Bikers Armory. Higher-tier offers may be hidden until you have enough.
CA_Viper.dat
GUID a6d9e5e9a6204f4aa326d2a8765028bd
Type Gun
Rarity Rare
Useable Gun
Slot Primary
ID 4523

Instantiated_Item_Name_Override CA_Quicksilver
EquipableModelParent SpineHook
ReloadAudioClip Items/Weapons/Guns/SMGs/CA_Viper/Reload.ogg
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Lionfish/Inspect.ogg

Size_X 4
Size_Y 2

Magazine 4525
Barrel 4736

Hook_Sight
Hook_Tactical
Hook_Grip
Hook_Barrel

Ammo_Min 10
Ammo_Max 30

Semi
Auto
Safety

Attachment_Calibers 4
// SMG Barrel
Attachment_Caliber_0 4011
// Grip
Attachment_Caliber_1 4003
// Large Scopes
Attachment_Caliber_2 4009
// Electronic Sights
Attachment_Caliber_3 4010

Magazine_Calibers 1
Magazine_Caliber_0 4523

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.4
Damage_Falloff_Max_Range 0.56

Range 250
Firerate 4
Action Trigger
Unplace 0
Replace 0

Player_Damage 25
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 75
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 25
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15

Durability 0.2

Spread_Angle_Degrees 8.531
Spread_Aim 0.08

Recoil_Min_X -1.1
Recoil_Min_Y 1.5
Recoil_Max_X 1.1
Recoil_Max_Y 2

Recover_X 0.25
Recover_Y 0.25

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

Muzzle 4050
Shell 4047

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 4
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 2
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 3" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]