3×2 (6)

Inventory size

Secondary

Hand slot

Semi, Safety

Firemodes

33 m

Range

188 RPM

Fire rate

0.25%

Durability loss per shot

Damage
Shotgun · 8 pellets/shot
Combat damage
Skull Spine Leg Arm
Player
19.6 × 8
156.8
12.8 × 8
102.4
11.9 × 8
95.2
11.9 × 8
95.2
Zombie
55 × 8
440
40 × 8
320
35 × 8
280
35 × 8
280
Animal
60 × 8
480
40 × 8
320
35 × 8
280
Other damage
Standard caliber
Barricade 12 × 8 = 96
Structure 12 × 8 = 96
Vehicle 15 × 8 = 120
Resource 20 × 8 = 160
Object 30 × 8 = 240
Range & ballistics
Full 100% damage out to 9.9 m, drops to 35% by 33 m, bullet expires at 33 m. Hover the chart to read damage at any distance.
100%0%50%35%0 m9.9 m
Max range
33 m
Alert radius
48 m
Bullet drop
×4
Recoil
50°100°150°200°250°aim
Control
Wild
Simulation
Semi, 5 taps · 3.1 rps
Side bias
Random side-to-side
Up kick / shot
37.5°
Side kick / shot
±10°
Recovery
60% / 60%
2 blueprints
Repair
0%
+
5 x
+
2 x
+
=
100%
Salvage
=
4 x
3 x
Maverick 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.
Whitney Military Low Guns 14.3 %
Whitney Military High Guns 10.6 %
Whitney Military Low 1.6 %
No spawns on map.
Whitney Military Low Zombie 3.2 %
Whitney Military High Zombie 2.2 %
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 (1)
Unturned Whitney Weapons Case icon 10.64 %
Spawn tables (5)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4476 CA Whitney Military Low Guns 14.29 % 4
4479 CA Whitney Military High Guns 10.64 % 9
4481 CA Whitney Military Low Zombie 3.19 % 36
4478 CA Whitney Military High Zombie 2.22 % 43
4471 CA Whitney Military Low 1.61 % 43
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
1,000 Exp
You get
Maverick ×1
You give
Maverick ×1
You get
210 Exp
CA_Maverick.dat
GUID 867b4e6bc0034180b9e3c92b98382d60
Type Gun
Rarity Legendary
Useable Gun
Slot Secondary
ID 6400

Size_X 3
Size_Y 2

EjectAfterHammerDelay 0.2
RechamberAfterShotDelay 0.25
RechamberAfterShooting true

Instantiated_Item_Name_Override CA_Maverick
InspectAudioDef Items/Weapons/Guns/Shotguns/CA_Maverick/Inspect.ogg

Magazine 6401

Ammo_Min 3
Ammo_Max 3

Semi
Safety

Magazine_Calibers 1
Magazine_Caliber_0 6400

Range 33
Firerate 15
Action Bolt

Damage_Falloff_Multiplier 0.35
Damage_Falloff_Range 0.3

Unplace 0.4
Replace 0.45

Player_Damage 17
Player_Leg_Multiplier 0.7
Player_Arm_Multiplier 0.7
Player_Spine_Multiplier 0.75
Player_Skull_Multiplier 1.15

Zombie_Damage 50
Zombie_Leg_Multiplier 0.7
Zombie_Arm_Multiplier 0.7
Zombie_Spine_Multiplier 0.8
Zombie_Skull_Multiplier 1.1

Animal_Damage 50
Animal_Leg_Multiplier 0.7
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 1.2

Barricade_Damage 12
Structure_Damage 12
Vehicle_Damage 15
Resource_Damage 20
Object_Damage 30

Durability 0.25

Spread_Angle_Degrees 5
Spread_Aim 0.8

Ballistic_Steps 1

Recoil_Min_X -10
Recoil_Min_Y 35
Recoil_Max_X 10
Recoil_Max_Y 40

Recover_X 0.6
Recover_Y 0.6

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 -0.1

Muzzle 4056
Shell 4049

Blueprints
[
	{
		Name Repair
		CategoryTag "732ee6ffeb18418985cf4f9fde33dd11" // Repair
		Operation RepairTargetItem
		InputItems
		[
			{
				ID "72cc2bb386714968bde623f143e73aad" // Metal Scrap
				Amount 5
			}
			{
				ID "0c682499fb114325b1ac7dd07dce16e4" // Metal Dust
				Amount 2
			}
			{
				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
	}
]