2×2 (4)
Inventory size
Secondary
Hand slot
Semi, Safety
Firemodes
375 m
Range
429 RPM
Fire rate
0.2%
Durability loss per shot
Tactical
Attachment hooks
Damage
Combat damage
| Skull | Spine | Leg | Arm | |
|---|---|---|---|---|
| Player | 66 | 55 | 55 | 55 |
| Zombie | 162.5 | 125 | 125 | 125 |
| Animal | 162.5 | 125 | 125 | — |
Other damage
Standard caliber| Barricade | 30 |
|---|---|
| Structure | 30 |
| Vehicle | 150 |
| Resource | 150 |
| Object | 150 |
Range & ballistics
Recoil
- Control
- Wild
- Simulation
- Semi, 5 taps · 7.1 rps
- Side bias
- Kicks left
- Up kick / shot
- 8.5°
- Side kick / shot
- ±6°
- Recovery
- 50% ↑ / 50% ↔
Silver Hawk
Where to find this Item
Ernest #2 (With a gun)
…
| Spawn ID | Spawn Name | Drop Chance | Pool Size |
|---|---|---|---|
| 4476 | CA Whitney Military Low Guns | 40.82 % | 4 |
| 4479 | CA Whitney Military High Guns | 22.87 % | 9 |
| 4481 | CA Whitney Military Low Zombie | 9.11 % | 36 |
| 4478 | CA Whitney Military High Zombie | 4.77 % | 43 |
| 4471 | CA Whitney Military Low | 4.60 % | 43 |
Map spawn points
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
Resource harvesting
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
NPC vendors
Cases (Unbox / Open)
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
√players in the area when participant scaling is on.
Fishing rods
Consumable rewards
Hunted animals
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
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
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.).
Locked behind progression in Victor: Mesadyne / Zone Trekker. Show exact unlock rules (3 paths)
Silver Hawk ×1
GUID ca2f7d4b5b26411a917321bd4f0041f5
Type Gun
Rarity Legendary
Useable Gun
Slot Secondary
ID 4521
Instantiated_Item_Name_Override CA_Pistol
InspectAudioDef Items/Weapons/Guns/Pistols/CA_SilverHawk/Inspect.ogg
Size_X 2
Size_Y 2
Magazine 4522
Hook_Tactical
Ammo_Min 5
Ammo_Max 7
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 4521
Damage_Falloff_Multiplier 0.85
Damage_Falloff_Range 0.0571
Damage_Falloff_Max_Range 0
Range 375
Firerate 6
Action Trigger
Unplace 0
Replace 0
Player_Damage 55
Player_Leg_Multiplier 1
Player_Arm_Multiplier 1
Player_Spine_Multiplier 1
Player_Skull_Multiplier 1.2
Zombie_Damage 125
Zombie_Leg_Multiplier 1
Zombie_Arm_Multiplier 1
Zombie_Spine_Multiplier 1
Zombie_Skull_Multiplier 1.3
Animal_Damage 125
Animal_Leg_Multiplier 1
Animal_Spine_Multiplier 1
Animal_Skull_Multiplier 1.3
Barricade_Damage 30
Structure_Damage 30
Vehicle_Damage 150
Resource_Damage 150
Object_Damage 150
Durability 0.2
Spread_Angle_Degrees 11.31
Spread_Aim 0.025
Recoil_Min_X -7
Recoil_Min_Y 7
Recoil_Max_X -5
Recoil_Max_Y 10
Recover_X 0.5
Recover_Y 0.5
Shake_Min_X -0.01
Shake_Min_Y 0.01
Shake_Min_Z -0.1
Shake_Max_X 0.01
Shake_Max_Y -0.01
Shake_Max_Z -0.15
Muzzle 4056
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 3" // Metal Scrap
"0c682499fb114325b1ac7dd07dce16e4 x 2" // Metal Dust
]
Effect "84347b13028340b8976033c08675d458" // Wrench
}
]