1×1 (1)

Inventory size

5 rounds

Magazine capacity

0%

Damage

0%

Spread

Guns (4)
7 blueprints
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Winchester Magazine 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.
Special Low Mags 57.1 %
Military Fort Mags 14.8 %
Military Reactor Mags 14.8 %
Special High Mags 14.8 %
Cache PMC Mags 8.8 %
Whitney Military Low Mags 6.2 %
Carepackage Armory 5.3 %
Special Low 5.0 %
Military Reactor 3.8 %
Mesadyne Low Mags 3.3 %
Launch Rig Special High 3.0 %
Special High 3.0 %
Whitney Military High Mags 2.7 %
Military Fort 2.7 %
Carepackage 2.2 %
Whitney Military Low 1.9 %
Cache PMC Low 1.6 %
Cache PMC High 1.3 %
Mesadyne Low 1.2 %
Whitney Military High 1.0 %
SWAT Mega 0.5 %
Mesadyne High Mags 0.5 %
Mesadyne High 0.2 %
No spawns on map.
Military Reactor Zombie 2.3 %
Whitney Military Low Zombie 2.2 %
Military Fort Zombie 1.5 %
Mesadyne Low Zombie 1.2 %
Whitney Military High Zombie 1.0 %
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.
Spawn tables (29)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4388 CA Special Low Mags 57.14 % 2
4437 CA Military Fort Mags 14.81 % 5
4444 CA Military Reactor Mags 14.81 % 5
4391 CA Special High Mags 14.81 % 5
4464 CA Cache PMC Mags 8.82 % 14
4474 CA Whitney Military Low Mags 6.17 % 8
4408 CA Carepackage Armory 5.29 % 32
4387 CA Special Low 4.97 % 13
4442 CA Military Reactor 3.84 % 34
4484 CA Mesadyne Low Mags 3.29 % 13
4591 CA Launch Rig Special High 2.97 % 43
4390 CA Special High 2.97 % 43
4480 CA Whitney Military High Mags 2.74 % 10
4435 CA Military Fort 2.71 % 59
4441 CA Military Reactor Zombie 2.33 % 51
4481 CA Whitney Military Low Zombie 2.20 % 36
4409 CA Carepackage 2.18 % 48
4471 CA Whitney Military Low 1.86 % 43
4462 CA Cache PMC Low 1.63 % 47
4434 CA Military Fort Zombie 1.48 % 47
4461 CA Cache PMC High 1.32 % 52
4483 CA Mesadyne Low 1.20 % 49
4490 CA Mesadyne Low Zombie 1.20 % 42
4478 CA Whitney Military High Zombie 1.03 % 43
4472 CA Whitney Military High 0.98 % 38
4497 CA SWAT Mega 0.53 % 36
4487 CA Mesadyne High Mags 0.50 % 17
4491 CA Mesadyne High Zombie 0.19 % 50
4486 CA Mesadyne High 0.16 % 45
How loot works in Unturned Sections that apply to this magazine 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
400 Exp
You get
Winchester Magazine ×1
CA_Winchester_5.dat
GUID 18295778aba7425e92ab2a2f0cc52083
Type Magazine
Rarity Epic
ID 4010

Size_X 1
Size_Y 1

Amount 5
Count_Min 4
Count_Max 5

Calibers 2
Caliber_0 4101
Caliber_1 4062

Tracer 4145

Explosion 4211
Explosive

Blueprints
[
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "1d9486c0e95d45f9b07149718669b2ce" // Large Ammo Box
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "1eb965ccae1c435faad420c2106eca81" // Large Ammo Crate
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems this
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "84eaa0ffe9404391866ed41849d538d7" // Winchester Magazine
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
]