3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Auto, Safety

Firemodes

150 m

Range

1,000 RPM

Fire rate

0.25%

Durability loss per shot

Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 19.8 14.4 10.8 10.8
Zombie 55 30 15 15
Animal 18 14.4 10.8
Other damage
Standard caliber
Barricade 15
Structure 15
Vehicle 25
Resource 15
Object 15
Range & ballistics
Full 100% damage out to 75 m, drops to 50% by 105 m, bullet expires at 150 m. Hover the chart to read damage at any distance.
100%0%50%0 m75 m105 m150 m
Max range
150 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°aim
Control
Moderate
Simulation
Auto, 12 rounds · 16.7 rps
Side bias
Random side-to-side
Up kick / shot
2.3°
Side kick / shot
±1.15°
Recovery
50% / 50%
2 blueprints
Repair
0%
+
3 x
+
2 x
+
=
100%
Salvage
=
2 x
3 x
Whopper 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.
PMC Low Guns 17.9 %
Mercenaries Guns 15.8 %
PMC High Guns 15.8 %
PMC Special High Guns 13.2 %
Mercenaries High 2.7 %
PMC High 2.7 %
Mercenaries Low 1.1 %
PMC Low 1.1 %
PMC Special High 0.8 %
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 (9)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4302 CA PMC Low Guns 17.95 % 4
4349 CA Mercenaries Guns 15.79 % 5
4306 CA PMC High Guns 15.79 % 5
4362 CA PMC Special High Guns 13.16 % 6
4367 CA Mercenaries High 2.71 % 40
4308 CA PMC High 2.71 % 41
4352 CA Mercenaries Low 1.15 % 30
4304 CA PMC Low 1.15 % 30
4361 CA PMC Special High 0.83 % 29
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
Whopper ×1
You get
85 Exp
CA_Whopper.dat
GUID af59dfa7506441cbb5629da8415a39a4
Type Gun
Rarity Rare
Useable Gun
Slot Secondary
ID 6043

Instantiated_Item_Name_Override CA_Whopper

Size_X 3
Size_Y 2

Magazine 4726
Barrel 6265

Hook_Barrel

Ammo_Min 10
Ammo_Max 30

Fire_Delay_Seconds 0.0625

Semi
Auto
Safety

Attachment_Calibers 1
Attachment_Caliber_0 6043

Magazine_Calibers 1
Magazine_Caliber_0 4724

Damage_Falloff_Multiplier 0.5
Damage_Falloff_Range 0.5
Damage_Falloff_Max_Range 0.7

Range 150
Firerate 2
Action Trigger
Unplace 1
Replace 1

Player_Damage 18
Player_Leg_Multiplier 0.6
Player_Arm_Multiplier 0.6
Player_Spine_Multiplier 0.8
Player_Skull_Multiplier 1.1

Zombie_Damage 50
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.1

Animal_Damage 18
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1

Barricade_Damage 15
Structure_Damage 15
Vehicle_Damage 25
Resource_Damage 15
Object_Damage 15

Durability 0.25

Spread_Angle_Degrees 5.71
Spread_Aim 0.45

Recoil_Min_X -0.5
Recoil_Min_Y 2.3
Recoil_Max_X 1.8
Recoil_Max_Y 2.3

Recover_X 0.5
Recover_Y 0.5

Shake_Min_X -0.007
Shake_Min_Y 0.001
Shake_Min_Z -0.005
Shake_Max_X 0.007
Shake_Max_Y -0.003
Shake_Max_Z -0.02

Muzzle 4050
Shell 4047

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