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
Low Caliber
Damage
Barricade 20
Structure 20
Vehicle 25
Resource 100
Object 100

Magazines (2)

Magazines that can be attached to this weapon

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

Chukavin 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
Cache PMC Guns 9.4 %
Cache PMC Low 0.2 %
Cache PMC High 0.2 %
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
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.).

Weapons III
Run by CA Ernest #2 (With a gun)
Locked behind progression in quest Zone Trekker. The shop opens at 3 different stages of that quest with slightly different dialogue lines, but the offers are the same.
You give
Chukavin ×1
You get
300 Exp
CA_Chukavin.dat
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
	}
]