3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

30 m

Range

73 RPM

Fire rate

0.25%

Durability loss per shot

Damage
Shotgun · 8 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
19.6 × 8
156.8
12.2 × 8
97.6
10.2 × 8
81.6
10.2 × 8
81.6
Zombie
38.5 × 8
308
28 × 8
224
24.5 × 8
196
24.5 × 8
196
Animal
42 × 8
336
28 × 8
224
24.5 × 8
196
Other damage
Standard caliber
Barricade 10 × 8 = 80
Structure 7 × 8 = 56
Vehicle 10 × 8 = 80
Resource 10 × 8 = 80
Object 30 × 8 = 240
Range & ballistics
Full 100% damage out to 6 m, drops to 50% by 30 m, bullet expires at 30 m. Hover the chart to read damage at any distance.
100%0%50%0 m6 m
Max range
30 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 1.2 rps
Side bias
Random side-to-side
Up kick / shot
37.5°
Side kick / shot
±10°
Recovery
60% / 60%
2 blueprints
Repair
0%
+
4 x
+
2 x
+
=
100%
Salvage
=
3 x
3 x
Shorty 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.
Militia Germany Guns 28.6 %
Militia Russia Guns 28.6 %
Mercenaries Guns 21.1 %
PMC High Guns 21.1 %
PMC Low Guns 20.5 %
PMC Special High Guns 17.5 %
Richmans Guns 14.3 %
Mercenaries High 3.5 %
PMC High 3.5 %
Richmans High 3.5 %
Militia Germany 1.8 %
Militia Russia 1.6 %
Mercenaries Low 1.3 %
PMC Low 1.3 %
PMC Special High 1.1 %
Militia Sawmill 0.7 %
Richmans Low 0.5 %
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 (17)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4403 CA Militia Germany Guns 28.57 % 3
4396 CA Militia Russia Guns 28.57 % 3
4349 CA Mercenaries Guns 21.05 % 5
4306 CA PMC High Guns 21.05 % 5
4302 CA PMC Low Guns 20.51 % 4
4362 CA PMC Special High Guns 17.54 % 6
4310 CA Richmans Guns 14.29 % 5
4367 CA Mercenaries High 3.55 % 40
4308 CA PMC High 3.55 % 41
4313 CA Richmans High 3.48 % 13
4402 CA Militia Germany 1.77 % 15
4395 CA Militia Russia 1.56 % 19
4352 CA Mercenaries Low 1.31 % 30
4304 CA PMC Low 1.31 % 30
4361 CA PMC Special High 1.11 % 29
4399 CA Militia Sawmill 0.71 % 50
4314 CA Richmans Low 0.52 % 40
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
Shorty ×1
You get
85 Exp
CA_Shorty.dat
GUID 7e81162c4bcd47a08da5904109eb371d
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 4098

InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Doorkicker/Inspect.ogg
ReloadAudioClip Items/Weapons/Guns/Shotguns/CA_Doorkicker/Reload.ogg
HammerAudioClip Items/Weapons/Guns/Shotguns/CA_Doorkicker/Hammer.ogg

EjectAfterHammerDelay 0.1
RechamberAfterShotDelay 0.01
RechamberAfterShooting true
Stop_Aiming_After_Shooting true
RechamberAfterMagazineAttached Never
RechamberAfterMagazineDetached Never

Instantiated_Item_Name_Override CA_Shotgun_0
EquipableModelParent SpineHook

Size_X 3
Size_Y 2

Magazine 4198

Ammo_Min 1
Ammo_Max 6

Semi
Safety

Magazine_Calibers 2
// 6x Shells Caliber
Magazine_Caliber_0 4008

Range 30
Firerate 40
Action Bolt

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.2

Unplace 0
Replace 0

Player_Damage 17
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.72
Player_Skull_Multiplier 1.15

Zombie_Damage 35
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 35
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 10
Structure_Damage 7
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 30

Durability 0.25

Spread_Angle_Degrees 5.71
Spread_Aim 0.8

Ballistic_Steps 1
Ballistic_Travel 30

Recoil_Min_X -10
Recoil_Min_Y 35
Recoil_Max_X 10
Recoil_Max_Y 40

Recover_X 0.6
Recover_Y 0.6

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.3
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.4

Muzzle 4052
Shell 4049

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 4
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 2
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 3" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]