5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

550 m

Range

375 RPM

Fire rate

0.6%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 66 44 27.5 27.5
Zombie 148.5 59.4 29.7 29.7
Animal 120 48 36
Other damage
Standard caliber
Barricade 30
Structure 30
Vehicle 100
Resource 100
Object 100
Range & ballistics
Full damage at every distance up to 550 m. No falloff curve.
100%0%50%0 m550 m
Max range
550 m
Alert radius
48 m
Bullet drop
×1.5
Recoil
10°15°20°aim
Control
Hard
Simulation
Semi, 5 taps · 6.3 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±1.2°
Recovery
75% / 10%
2 blueprints
Repair
0%
+
5 x
+
3 x
+
=
100%
Salvage
=
4 x
2 x
Rackstack 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.
Carepackage Armory 9.5 %
SWAT Mega 8.0 %
Carepackage 3.9 %
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 (3)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4408 CA Carepackage Armory 9.51 % 32
4497 CA SWAT Mega 8.02 % 36
4409 CA Carepackage 3.92 % 48
How loot works in Unturned Sections that apply to this gun are open by default
Map spawn points
Each dot is a fixed loot point. The map is split into a grid of regions; each region tops up its loot on a server-set timer (Items.Respawn_Time) up to a fraction of its points (Items.Spawn_Chance, usually 10–50%). When a point fills, the table rolls a rarity tier (Common / Rare / Epic / Legendary) by cumulative chance, then picks one item uniformly from that tier. The Drop Chance column is the combined odds — 100% means the item is the sole candidate, not that the point will always be filled.
Zombie kill drops
Zombies on certain map regions can drop items when killed. Drop chance is the per-roll weight from that zombie's loot table. Boss / Mega / Flanker variants run higher-tier tables.
Resource harvesting
Trees, rocks, metal nodes, and forageable bushes drop items when harvested with a tool. Trees yield Log + Stick per hit; rocks / nodes / forage roll a spawn table once per harvest. Forage bushes are single-use until the server resets them.
Object destruction & droppers
Some world objects drop items when destroyed (rubble loot — fixed roll count from a spawn table) or when interacted with. Dropper objects (printers, cash registers, etc.) dispense one item per use with a cooldown; some require power.
NPC vendors
Shopkeepers offer fixed lists of items they sell to you and items they buy from you. Costs use either skill experience (default) or an in-game currency item. Some offers gate behind quest progress, skillsets, or reputation.
Cases (Unbox / Open)
Supply / barricade items with an Unbox-style action that triggers a blueprint. The blueprint's Item_Random reward rolls a configured number of items from a spawn table — your case shows its action name and roll count on its own page.
Horde beacons
Place a beacon and a wave of zombies attacks. Defeating the wave drops loot at the beacon location, with rewards scaling roughly by √players in the area when participant scaling is on.
Fishing rods
Cast a rod into water and reel in. Each successful catch rolls one random item from the rod's catch pool and grants skill XP. Higher-tier rods can have different pools and faster bite times.
Consumable rewards
Event consumables (Birthday Cake, Lottery Scratchers, Easter Egg, etc.) roll between min and max items from a spawn table when used, on top of any normal food / water / health effects.
Hunted animals
Killing an animal either rolls items from its Reward_ID spawn pool (Reward_Min-Reward_Max rolls) or, when no reward pool is set, drops a fixed 2-4 of Meat and 2-4 of Pelt. Hunting skill influences XP, not loot.
Vehicle wrecks
When a vehicle is destroyed (explosion, decay, water), its Drops_Table_ID spawn pool rolls Drops_Min-Drops_Max items at the wreck location. Most vehicles default to vanilla table 962 with 3-7 rolls; mods can override.
Airdrops
Random in-game events that drop a crate of high-tier loot at a marked airdrop location. Crates spawn on server-side timers and are independent of regular item spawn points.
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 I
Run by CA Ernest #2 (With a gun)
You give
Rackstack ×1
You get
150 Exp
CA_Rackstack.dat
GUID b2cab1c4c61e4cd1a0c373ef8b7da5e9
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4069

Instantiated_Item_Name_Override CA_Fissure
EquipableModelParent SpineHook
InspectAudioDef Items/Weapons/Guns/Rifles/CA_Fissure/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Rifles/CA_Delta/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Rifles/CA_Delta/Hammer.ogg


Size_X 5
Size_Y 2
Use_Auto_Icon_Measurements true

Magazine 4068
Barrel 4534

Hook_Sight
Hook_Tactical
Hook_Barrel

Ammo_Min 6
Ammo_Max 20


Semi
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 4072

Range 550
Bullet_Gravity_Multiplier 1.5

Firerate 7
Action Trigger
Unplace 1
Replace 1

Player_Damage 55
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 99
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 2

Barricade_Damage 30
Structure_Damage 30
Vehicle_Damage 100
Resource_Damage 100
Object_Damage 100

Durability 0.6

Aim_In_Duration 0.35
Spread_Angle_Degrees 19.29
Spread_Aim 0.004

Recoil_Min_X -1.2
Recoil_Min_Y 2
Recoil_Max_X 1.2
Recoil_Max_Y 4

Recover_X 0.1
Recover_Y 0.75

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 -0.007

Muzzle 4050
Shell 4075

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 5
			}
			{
				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 2" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]