5×3 (15)

Inventory size

Primary

Hand slot

Semi

Firemodes

6 m

Range

1,500 RPM

Fire rate

1%

Durability loss per shot

-20%

Move speed while equipped

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
High caliber
Barricade 1800
Structure 1800
Vehicle 2500
Resource 1100
Object 9000
Range & ballistics
Full damage at every distance up to 6 m. No falloff curve.
100%0%50%0 m6 m
Max range
6 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°aim
Control
Hard
Simulation
Semi, 5 taps · 25 rps
Side bias
Kicks left
Up kick / shot
Side kick / shot
±5°
Recovery
0% / 30%
1 blueprints
Salvage
=
5 x
4 x
Carolus 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.
Mesadyne Mega 6.4 %
Whitney Military Mega 6.4 %
Whitney Military High Guns 1.1 %
Mesadyne High Guns 0.9 %
No spawns on map.
Whitney Military High Zombie 0.2 %
Mesadyne High Zombie 0.2 %
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 (2)
Unturned Whitney Weapons Case icon 1.06 %
Unturned Mesadyne Weapons Case icon 0.88 %
Spawn tables (6)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4526 CA Mesadyne Mega 6.36 % 27
4527 CA Whitney Military Mega 6.36 % 27
4479 CA Whitney Military High Guns 1.06 % 9
4488 CA Mesadyne High Guns 0.88 % 9
4478 CA Whitney Military High Zombie 0.22 % 43
4491 CA Mesadyne High Zombie 0.18 % 50
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 IV
Run by CA Ernest #2 (With a gun)
Locked behind progression in Victor: Mesadyne / Zone Trekker. Show exact unlock rules (3 paths)
Each path below is one dialogue branch written by the map's creator, gated to a particular quest state. The shop opens through whichever path's conditions your save currently matches; you only need one path satisfied. Each chip summarises how far along you must be in the quest it names ("not started yet", "partway through", or "finished").
Path 1 Quest: Victor: Mesadyne — milestone 1 of 4 reached + Quest: Zone Trekker — milestone 5 of 6 not yet
Path 2 Quest: Victor: Mesadyne — milestone 1 of 4 not yet + Quest: Zone Trekker — milestone 5 of 6 reached
Path 3 Quest: Victor: Mesadyne — milestone 1 of 4 reached + Quest: Zone Trekker — milestone 5 of 6 reached
You give
Carolus ×1
You get
420 Exp
CA_Carolus.dat
GUID 7dd69f0d547d4493a94db3b581560a0e
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 6253

Size_X 5
Size_Y 3

Instantiated_Item_Name_Override CA_Carolus

Magazine 6254
Sight 6255

Equipable_Movement_Speed_Multiplier 0.8

Aiming_Movement_Speed_Multiplier 0.3
Unplace 0
Replace 0

Should_Delete_Empty_Magazines true

Should_Delete_At_Zero_Quality true

Deleted_At_Zero_Quality_Effect 43b5eac3f37d4435a3e9e5449e3f390c

Ammo_Min 0
Ammo_Max 0

Semi

Caliber 6253

Firerate 1
Action Bolt

Range 6
Player_Damage 120
Zombie_Damage 3000
Animal_Damage 3000
Barricade_Damage 1800
Structure_Damage 1800
Vehicle_Damage 2500
Resource_Damage 1100
Object_Damage 9000
Explosion 4099
Explosion_Launch_Speed 40
Explosive

Invulnerable

Durability 1
Wear 6

Spread_Angle_Degrees 11.31
Spread_Aim 0.01

// Aim speed
Aim_In_Duration 0.5

Recoil_Min_X -5
Recoil_Min_Y 5
Recoil_Max_X -5
Recoil_Max_Y 5

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 4000

Muzzle 0
Shell 0

Gunshot_Rolloff_Distance 700

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems
		[
			"72cc2bb386714968bde623f143e73aad x 5" // Metal Scrap
			"0c682499fb114325b1ac7dd07dce16e4 x 4" // Metal Dust
		]
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]