4 x 2 (8)

Inventory Size

Primary

Hand Slot

Semi, Auto, Safety

Firemodes

200m

Range

13.89 RPS

Firerate

0.15%

Durability Loss per Shot

Sight, Tactical, Grip, Barrel

Hooks

0%

Movement Speed

-1.1 to 1.1 (50%)

Recoil X

1 to 2 (50%)

Recoil Y

Damage
Combat Damage
Head Spine Leg Arm
Player 24 17 13 13
Zombie 93 51 25 25
Animal 24 17 13 -
Structure Damage
Low Caliber
Damage
Barricade 10
Structure 10
Vehicle 23
Resource 12
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%
+
5 x
+
2 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.

Tempest 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
Research High Guns 15.4 %
Research High Stash 3.8 %
Research High 1.8 %
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
4285 CA Research High Guns 15.38 % 11
4563 CA Research High Stash 3.78 % 38
4284 CA Research High 1.84 % 57
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 II
Run by CA Ernest #2 (With a gun)
Locked behind progression in quest Zone Trekker. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Zone Trekker — milestone 1 of 6 reached
You give
800 Exp
You get
Tempest ×1
You give
Tempest ×1
You get
240 Exp
CA_Tempest.dat
GUID 698a787ef24a49318e0e101b66932e12
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 6046

Size_X 4
Size_Y 2

Instantiated_Item_Name_Override CA_Fissure
EquipableModelParent SpineHook
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Fissure/Hammer.ogg


Use_Auto_Icon_Measurements true

Sight 6047
Magazine 4732

Hook_Sight
Hook_Tactical
Hook_Barrel
Hook_Grip

Ammo_Min 25
Ammo_Max 50

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 4730

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 0.7

Range 200
Firerate 3
Action Trigger
Unplace 0.45
Replace 0.5

Bullet_Gravity_Multiplier 6.049984

Player_Damage 22
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 85
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 22
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1

Barricade_Damage 10
Structure_Damage 10
Vehicle_Damage 23
Resource_Damage 12
Object_Damage 15

Durability 0.15

Spread_Angle_Degrees 12.41
Spread_Aim 0.03

Recoil_Min_X -1.1
Recoil_Min_Y 1
Recoil_Max_X 1.1
Recoil_Max_Y 2

Recover_X 0.5
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 2
			}
			{
				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
	}
]