6×2 (12)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

900 m

Range

59 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical

Attachment hooks

-5%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 114.4 79.2 70.4 70.4
Zombie 375 187.5 150 150
Animal 120 56 40
Other damage
Standard caliber
Barricade 60
Structure 60
Vehicle 190
Resource 200
Object 300
Range & ballistics
Full damage at every distance up to 900 m. No falloff curve.
100%0%50%0 m900 m
Max range
900 m
Alert radius
48 m
Bullet drop
×3
Recoil
10°15°20°25°aim
Control
Hard
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
Side kick / shot
±1°
Recovery
100% / 100%
2 blueprints
Repair
0%
+
7 x
+
5 x
+
=
100%
Salvage
=
5 x
4 x
Snowfox 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 6.4 %
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 6.42 % 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
Snowfox ×1
You get
210 Exp
CA_Snowfox.dat
GUID 8a48ecd4bf9c4425b799c0612f72b8f7
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4101

EjectAfterHammerDelay 1
RechamberAfterShotDelay 0.01

// Rig
Instantiated_Item_Name_Override CA_Sniper_0
EquipableModelParent SpineHook

// Audio
EquipAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Equip.ogg
InspectAudioDef Items/Weapons/Guns/Sniper_Rifles/CA_Raven/Inspect.ogg
HammerAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Snowfox/Hammer.ogg
ReloadAudioClip Items/Weapons/Guns/Sniper_Rifles/CA_Snowfox/Reload.ogg

Size_X 6
Size_Y 2

Sight 4099
Magazine 4010

Hook_Sight
Hook_Tactical
// Hook_Barrel
Ammo_Min 3
Ammo_Max 5

Semi
Safety

Attachment_Calibers 3
// Grip
Attachment_Caliber_0 4003
// Scopes
Attachment_Caliber_1 4009
// Electronic Sights
Attachment_Caliber_2 4010

Magazine_Calibers 1
Magazine_Caliber_0 4101

Range 900

Bullet_Gravity_Multiplier 3
Ballistic_Travel 15

Firerate 50
Action Bolt
Unplace 0
Replace 0

Equipable_Movement_Speed_Multiplier 0.95
Aim_In_Duration 0.4

Player_Damage 88
Player_Leg_Multiplier 0.8
Player_Arm_Multiplier 0.8
Player_Spine_Multiplier 0.9
Player_Skull_Multiplier 1.3

Zombie_Damage 250
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.5

Animal_Damage 80
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5

Barricade_Damage 60
Structure_Damage 60
Vehicle_Damage 190
Resource_Damage 200
Object_Damage 300

Durability 1
Wear 2

Spread_Angle_Degrees 21.8
Spread_Aim 0.001

Recoil_Min_X -1
Recoil_Min_Y 4
Recoil_Max_X 1
Recoil_Max_Y 4

Recover_X 1
Recover_Y 1

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.07
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.1

Muzzle 4052
Shell 4076

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 7
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 5
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 4" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]