6 x 2 (12)
Inventory Size
Primary
Hand Slot
Semi, Safety
Firemodes
750m
Range
0.83 RPS
Firerate
0.35%
Durability Loss per Shot
Sight, Tactical, Grip
Hooks
-8%
Movement Speed
-1 to 1 (100%)
Recoil X
5 to 6 (100%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 115 | 62 | 57 | 57 |
| Zombie | 325 | 187 | 150 | 150 |
| Animal | 133 | 62 | 44 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 60 |
| Structure | 60 |
| Vehicle | 100 |
| Resource | 200 |
| Object | 200 |
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.
Sabotage
Where to find this Item
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4463 | CA Cache PMC Guns | 3.14 % | — | 11 |
| 4462 | CA Cache PMC Low | 0.08 % | — | 54 |
| 4461 | CA Cache PMC High | 0.06 % | — | 59 |
GUID ebb1933e2d0b4d57b6677a4ccfc4ddb8
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4536
InspectAudioDef Items/Weapons/Guns/Sniper_Rifles/CA_Sabotage/Inspect.ogg
Instantiated_Item_Name_Override CA_Sabotage
Size_X 6
Size_Y 2
Magazine 4010
Sight 4099
Barrel 4203
Hook_Sight
Hook_Tactical
Hook_Grip
Ammo_Min 3
Ammo_Max 5
Semi
Safety
Range 750
Bullet_Gravity_Multiplier 3
Ballistic_Travel 15
Firerate 50
Action Bolt
Unplace 0
Replace 0
Equipable_Movement_Speed_Multiplier 0.92
Aim_In_Duration 0.35
Attachment_Calibers 3
// Grip
Attachment_Caliber_0 4003
// Scopes
Attachment_Caliber_1 4009
// Electronic Sights
Attachment_Caliber_2 4010
Magazine_Calibers 1
Magazine_Caliber_0 4101
Player_Damage 89
Player_Leg_Multiplier 0.65
Player_Arm_Multiplier 0.65
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.3
Zombie_Damage 250
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.3
Animal_Damage 89
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5
Barricade_Damage 60
Structure_Damage 60
Vehicle_Damage 100
Resource_Damage 200
Object_Damage 200
Durability 0.35
Spread_Angle_Degrees 19.29005
Spread_Aim 0.001
Recoil_Min_X -1
Recoil_Min_Y 5
Recoil_Max_X 1
Recoil_Max_Y 6
Recover_X 1
Recover_Y 1
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.07
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1
Muzzle 0
Shell 4076
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 7
}
{
ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
Amount 4
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]