2×2 (4)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

210 m

Range

429 RPM

Fire rate

0.2%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 42 28 21 21
Zombie 128.7 99 79.2 79.2
Animal 45.5 28 21
Other damage
Standard caliber
Barricade 12
Structure 12
Vehicle 25
Resource 15
Object 15
Range & ballistics
Full damage at every distance up to 210 m. No falloff curve.
100%0%50%0 m210 m
Max range
210 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°aim
Control
Moderate
Simulation
Semi, 5 taps · 7.1 rps
Side bias
Kicks left
Up kick / shot
Side kick / shot
±2°
Recovery
40% / 20%
2 blueprints
Repair
0%
+
3 x
+
=
100%
Salvage
=
2 x
2 x
Romeo 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.
Research Guns 22.7 %
Research Special Guns 8.1 %
Research High Guns 5.8 %
Research 4.1 %
Research Special Low 2.8 %
Research High Stash 1.4 %
Research Special High 0.9 %
Research High 0.7 %
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 (8)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4347 CA Research Guns 22.73 % 6
4406 CA Research Special Guns 8.12 % 8
4285 CA Research High Guns 5.83 % 11
4315 CA Research 4.08 % 31
4346 CA Research Special Low 2.80 % 47
4563 CA Research High Stash 1.41 % 39
4316 CA Research Special High 0.88 % 25
4284 CA Research High 0.70 % 57
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 II
Run by CA Ernest #2 (With a gun)
Locked behind progression in quest Zone Trekker. Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: Zone Trekker — milestone 1 of 6 reached
You give
Romeo ×1
You get
70 Exp
CA_Romeo.dat
GUID cae8950860fb4f269e40b6495c088022
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 4520

Instantiated_Item_Name_Override CA_Pistol
InspectAudioDef Items/Weapons/Guns/Handguns/Semi_Automatic/CA_Emperor/Inspect.ogg

Size_X 2
Size_Y 2

Magazine 6077

Hook_Barrel
Hook_Tactical
Hook_Sight

Ammo_Min 5
Ammo_Max 21

Semi
Safety

Attachment_Calibers 4
Attachment_Caliber_0 4002
Attachment_Caliber_1 4003
Attachment_Caliber_2 4004
Attachment_Caliber_3 4005

Magazine_Calibers 1
Magazine_Caliber_0 4119

Damage_Falloff_Multiplier 0.85 
Damage_Falloff_Range 0.0571 
Damage_Falloff_Max_Range 0

Range 210
Firerate 6
Action Trigger

Unplace 0
Replace 0

Player_Damage 35
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.2

Zombie_Damage 99
Zombie_Leg_Multiplier 0.8
Zombie_Arm_Multiplier 0.8
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.3

Animal_Damage 35
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.3

Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15

Durability 0.2

Spread_Angle_Degrees 11.31
Spread_Aim 0.018

Recoil_Min_X -4
Recoil_Min_Y 1.5
Recoil_Max_X 0
Recoil_Max_Y 2.5

Recover_X 0.2
Recover_Y 0.4

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.05
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.075

Muzzle 4050
Shell 4047

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