5 x 2 (10)
Inventory Size
Primary
Hand Slot
Semi, Safety
Firemodes
600m
Range
1.89 RPS
Firerate
0.6%
Durability Loss per Shot
Sight, Tactical, Grip
Hooks
0%
Movement Speed
-1 to 2 (-25%)
Recoil X
3 to 5 (50%)
Recoil Y
Damage
Combat Damage
| Head | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 66 | 48 | 30 | 30 |
| Zombie | 210 | 84 | 42 | 42 |
| Animal | 66 | 48 | 36 | - |
Structure Damage
| Damage | |
|---|---|
| Barricade | 20 |
| Structure | 20 |
| Vehicle | 25 |
| Resource | 100 |
| Object | 100 |
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.
Chukavin
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn Id | Spawn Name | Drop Chance | Map Points | Pool Size |
|---|---|---|---|---|
| 4463 | CA Cache PMC Guns | 9.43 % | — | 11 |
| 4462 | CA Cache PMC Low | 0.23 % | — | 54 |
| 4461 | CA Cache PMC High | 0.17 % | — | 59 |
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.).
Chukavin ×1
GUID 8722eb9c30b846e5a07f46fde0980d1b
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 6405
Instantiated_Item_Name_Override CA_Lapua_DMR
ReloadAudioClip Items/Weapons/Guns/DMRs/CA_Mirage/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Rebel/Hammer.ogg
InspectAudioDef Items/Weapons/Guns/Sniper_Rifles/CA_Tacit/Inspect.ogg
Size_X 5
Size_Y 2
Sight 6407
Magazine 6406
Hook_Sight
Hook_Tactical
Hook_Grip
Ammo_Min 5
Ammo_Max 10
Semi
Safety
Aim_In_Duration 0.3
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 6087
Range 600
Bullet_Gravity_Multiplier 1.25
Firerate 22
Action Trigger
Unplace 0.45
Replace 0.5
Player_Damage 60
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1
Zombie_Damage 140
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5
Animal_Damage 60
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.1
Barricade_Damage 20
Structure_Damage 20
Vehicle_Damage 25
Resource_Damage 100
Object_Damage 100
Durability 0.6
Spread_Angle_Degrees 12.407
Spread_Aim 0.003
Recoil_Min_X -1
Recoil_Min_Y 3
Recoil_Max_X 2
Recoil_Max_Y 5
Recover_X -0.25
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 -0.01
Muzzle 4102
Shell 4076
Blueprints
[
{
Name Repair
CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
Operation RepairTargetItem
InputItems
[
{
ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
Amount 6
}
{
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 3" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]