2×2 (4)

Inventory size

80

Stack size

18

Blueprints

18 blueprints
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Gear
5 x
+
10 x
=
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Ammunition
Small Ammo Box 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.
Police Ammo 100.0 %
Richmans Ammo 100.0 %
Military Low Ammo 44.4 %
Hunting Ammo 42.9 %
PMC Low Ammo 41.2 %
Tier2 Ammo 23.2 %
Police High 13.8 %
Police Low 10.8 %
Research High Stash 7.2 %
Hunting 7.1 %
Richmans High 6.1 %
Research Mags 5.0 %
Fishing Crate 1 4.9 %
Military Low 0 4.0 %
Military Low 1 3.7 %
Research High 3.5 %
Mercenaries Low 3.5 %
PMC Low 3.5 %
Cache PMC Low 3.2 %
BBunker Richmans High 3.0 %
Cache PMC High 3.0 %
Research Special Mags 3.0 %
BBunker Richmans Low 3.0 %
Military High 0 1.5 %
Military High 1 1.4 %
Research 1.3 %
Mercenaries High 1.0 %
PMC High 1.0 %
Richmans Low 0.9 %
Research Special Low 0.8 %
Military Fort 0.3 %
No spawns on map.
Military Zombie Ammo 44.4 %
Military Zombie 0 6.0 %
Military Zombie 1 6.0 %
Military Zombie Elite 1 4.3 %
Military Zombie Elite 0 2.4 %
Military Fort Zombie 0.5 %
Military Reactor Zombie 0.1 %
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 supply Off-map sources rolled from a loot pool
Cases (1)
Unturned Metal Fishing Crate icon 4.93 %
Spawn tables (38)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4453 CA Police Ammo 100.00 % 1
4312 CA Richmans Ammo 100.00 % 1
4379 CA Military Low Ammo 44.44 % 3
4412 CA Military Zombie Ammo 44.44 % 3
4341 CA Hunting Ammo 42.86 % 4
4301 CA PMC Low Ammo 41.18 % 3
4470 CA Tier2 Ammo 23.19 % 8
4323 CA Police High 13.81 % 26
4354 CA Police Low 10.81 % 17
4563 CA Research High Stash 7.17 % 39
4344 CA Hunting 7.10 % 17
4313 CA Richmans High 6.10 % 13
4411 CA Military Zombie 0 5.95 % 16
4418 CA Military Zombie 1 5.95 % 16
4348 CA Research Mags 5.00 % 9
4566 CA Fishing Crate 1 4.93 % 18
4419 CA Military Zombie Elite 1 4.33 % 31
4376 CA Military Low 0 4.04 % 23
4295 CA Military Low 1 3.70 % 23
4284 CA Research High 3.54 % 57
4352 CA Mercenaries Low 3.50 % 30
4304 CA PMC Low 3.50 % 30
4462 CA Cache PMC Low 3.21 % 47
4467 CA BBunker Richmans High 3.03 % 54
4461 CA Cache PMC High 3.03 % 52
4407 CA Research Special Mags 3.00 % 9
4466 CA BBunker Richmans Low 3.00 % 50
4413 CA Military Zombie Elite 0 2.38 % 30
4381 CA Military High 0 1.50 % 42
4294 CA Military High 1 1.37 % 43
4315 CA Research 1.28 % 31
4367 CA Mercenaries High 0.99 % 40
4308 CA PMC High 0.99 % 41
4314 CA Richmans Low 0.91 % 40
4346 CA Research Special Low 0.77 % 47
4434 CA Military Fort Zombie 0.48 % 47
4435 CA Military Fort 0.27 % 59
4441 CA Military Reactor Zombie 0.12 % 51
How loot works in Unturned Sections that apply to this supply 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
250 Exp
You get
Small Ammo Box ×1
CA_Small_Box.dat
GUID 9236ba59d2814af2a44257b01f9d8de4
Type Supply
Rarity Uncommon
ID 4143

Size_X 2
Size_Y 2

Amount 80
Count_Min 60
Count_Max 80

Blueprints
[
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems this
		Effect "c6330fb1d74e4805b298de4c10510bed" // CA_Refill_Ammobox
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "ce4fc7b260954e60b0b08e37ce5d8242" // Small Ammo Crate
		Effect "c6330fb1d74e4805b298de4c10510bed" // CA_Refill_Ammobox
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "9db42e8a5f1242c392758f2e56ddaf3e" // Lebel Magazine
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "0e957063cd4846fbb39b76c3efa3655f" // Viper Magazine
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "fb8ec88301a6444a9baaeed431e2f896" // Silver Magazine
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "d68e8d8cb9bb41b6b766e15d48be83a3" // Whirlwind Magazine
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "2282fbf0eaee48c881cc44ca4ca23320" // Lebel Magazine
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "5bb9f8abf12a48888388e775da34e1da" // .357 Speedloader
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
	{
		CategoryTag "d739926736374e5ba34b4ac6ffbb5c8f" // Ammunition
		Operation FillTargetItem
		InputItems "d4df11b47e154704a3f344cc9e3e1b15" // Extended Lebel Magazine
		Effect "7c8f83ff39864322a11f27e0081042d2" // CA_Refill_Magazine
	}
]

InventoryAudio core.masterbundle:Sounds/Inventory/SmallGunAttachment.asset