3×3 (9)

Inventory size

Secondary

Hand slot

Semi

Firemodes

12 m

Range

1,500 RPM

Fire rate

1%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 0
Structure 0
Vehicle 0
Resource 0
Object 0
Range & ballistics
Full damage at every distance up to 12 m. No falloff curve.
100%0%50%0 m12 m
Max range
12 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°75°100°125°aim
Control
Wild
Simulation
Semi, 5 taps · 25 rps
Side bias
No horizontal kick
Up kick / shot
18°
Side kick / shot
±9°
Recovery
0% / 30%
2 blueprints
Repair
0%
+
6 x
+
5 x
+
=
100%
Salvage
=
4 x
3 x
Highveld 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 Special Guns 28.6 %
Military Fort Guns 11.3 %
Military Reactor Guns 10.2 %
Military Fort Mega 7.1 %
SWAT Mega 4.6 %
SWAT Special High 4.4 %
Research Special High 3.1 %
Research Special Low 1.2 %
Military Fort 1.0 %
SWAT High 0.6 %
No spawns on map.
Military Fort Zombie 1.4 %
Military Reactor Zombie 0.4 %
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.
Other ways to get this gun Off-map sources rolled from a loot pool
Cases (1)
Unturned Reactor Weapons Case icon 10.23 %
Spawn tables (12)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4406 CA Research Special Guns 28.57 % 8
4439 CA Military Fort Guns 11.25 % 7
4446 CA Military Reactor Guns 10.23 % 7
4448 CA Military Fort Mega 7.06 % 21
4497 CA SWAT Mega 4.63 % 36
4357 CA SWAT Special High 4.44 % 10
4316 CA Research Special High 3.08 % 25
4434 CA Military Fort Zombie 1.41 % 47
4346 CA Research Special Low 1.23 % 47
4435 CA Military Fort 1.03 % 59
4335 CA SWAT High 0.63 % 31
4441 CA Military Reactor Zombie 0.37 % 51
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
Highveld ×1
You get
140 Exp
CA_Highveld.dat
GUID 2df106f94da942b48199b4a7eb807f50
Type Gun
Rarity Epic
Useable Gun
Slot Secondary
ID 4720

Size_X 3
Size_Y 3

Instantiated_Item_Name_Override Item_Highveld

Magazine 6262

Aiming_Movement_Speed_Multiplier 0.9

Should_Delete_Empty_Magazines true

Ammo_Min 1
Ammo_Max 3

Semi

Caliber 4177

Firerate 1
Action Bolt

Range 12
Explosion 45

Durability 1

Spread_Angle_Degrees 5.710593
Spread_Aim 0.8

Recoil_Min_X 9
Recoil_Min_Y 16
Recoil_Max_X -9
Recoil_Max_Y 20

Recover_X 0.3
Recover_Y 0

Shake_Min_X -0.002
Shake_Min_Y -0.0225
Shake_Min_Z -0.06
Shake_Max_X 0.002
Shake_Max_Y -0.035
Shake_Max_Z -0.08

Ballistic_Force 2000

Muzzle 4052
Shell 4048

Gunshot_Rolloff_Distance 250

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 6
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 5
			}
			{
				ID "38e6db2d54b04113adbd7da8b3e7af62" // Blowtorch
				Delete false
			}
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 4" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 3" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]