2 x 2 (4)
Inventory Size
Secondary
Hand Slot
Semi, Safety
Firemodes
195m
Range
6.95 RPS
Firerate
0.2%
Durability Loss per Shot
Sight, Tactical, Barrel
Hooks
0%
Movement Speed
0 to 4 (20%)
Recoil X
1 to 2 (40%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 36 | 24 | 18 | 18 |
| Zombie | 104 | 80 | 64 | 64 |
| Animal | 33 | 24 | 18 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 12 |
| Structure | 12 |
| Vehicle | 25 |
| Resource | 15 |
| Object | 15 |
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.
Sentinel
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4302 | CA PMC Low Guns | 30.77 % | — | 4 |
| 4310 | CA Richmans Guns | 28.57 % | — | 5 |
| 4349 | CA Mercenaries Guns | 26.32 % | — | 5 |
| 4306 | CA PMC High Guns | 26.32 % | — | 5 |
| 4362 | CA PMC Special High Guns | 21.93 % | — | 6 |
| 4313 | CA Richmans High | 7.14 % | — | 12 |
| 4367 | CA Mercenaries High | 4.53 % | — | 40 |
| 4308 | CA PMC High | 4.53 % | — | 41 |
| 4352 | CA Mercenaries Low | 1.96 % | — | 30 |
| 4304 | CA PMC Low | 1.96 % | — | 30 |
| 4361 | CA PMC Special High | 1.39 % | — | 29 |
| 4314 | CA Richmans Low | 1.07 % | — | 39 |
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.).
Sentinel ×1
Locked behind progression in quest Zone Trekker. Show exact unlock rules (1 path)
Sentinel ×1
GUID 8534f568ec5d4190aea03b37c727bce4
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 6211
Instantiated_Item_Name_Override CA_Pistol
InspectAudioDef Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Emperor/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Veneta/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Veneta/Hammer.ogg
Size_X 2
Size_Y 2
Magazine 4118
Hook_Barrel
Hook_Tactical
Hook_Sight
Ammo_Min 5
Ammo_Max 17
Semi
Safety
Attachment_Calibers 4
Attachment_Caliber_0 4002
Attachment_Caliber_1 4003
Attachment_Caliber_2 4004
Attachment_Caliber_3 4005
Magazine_Calibers 1
Magazine_Caliber_0 4119
Damage_Falloff_Multiplier 0.85
Damage_Falloff_Range 0.0571
Damage_Falloff_Max_Range 0
Range 195
Firerate 6
Action Trigger
Unplace 0
Replace 0
Player_Damage 30
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2
Zombie_Damage 80
Zombie_Leg_Multiplier 0.8
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.3
Animal_Damage 30
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15
Durability 0.2
Spread_Angle_Degrees 15.11
Spread_Aim 0.018
Recoil_Min_X -4
Recoil_Min_Y 1
Recoil_Max_X 0
Recoil_Max_Y 2
Recover_X 0.2
Recover_Y 0.4
Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.075
Muzzle 4050
Shell 4047
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 3
}
{
ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
Delete false
}
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems
[
"72cc2bb386714968bde623f143e73aad x 2" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]