4×2 (8)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

300 m

Range

375 RPM

Fire rate

0.6%

Durability loss per shot

Sight, Tactical, Barrel

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 63.2 38.5 27.5 27.5
Zombie 148.5 59.4 29.7 29.7
Animal 120 48 36
Other damage
Standard caliber
Barricade 40
Structure 30
Vehicle 40
Resource 30
Object 35
Range & ballistics
Full damage at every distance up to 300 m. No falloff curve.
100%0%50%0 m300 m
Max range
300 m
Alert radius
48 m
Bullet drop
×4
Recoil
25°50°aim
Control
Wild
Simulation
Semi, 5 taps · 6.3 rps
Side bias
Kicks right
Up kick / shot
9.5°
Side kick / shot
±6.5°
Recovery
75% / 50%
2 blueprints
Repair
Repair lvl.1
0%
+
3 x
=
100%
Tool
=
4 x
Spawn tables (5)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4389 California Special Low Guns 100.00 % 1
4387 California Special Low 28.57 % 6
4390 California Special High 15.23 % 14
4408 California Carepackage Armory 13.07 % 15
4409 California Carepackage 9.15 % 30
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.
CA_APC308.dat
GUID 6f83179ff2e84b46a5b82c258ea97c66
Type Gun
Rarity Epic
Useable Gun
Slot Primary
ID 4069

Size_X 4
Size_Y 2
Size_Z 0.4

Sight 4070
Magazine 4068

Hook_Sight
Hook_Tactical
Hook_Barrel

Ammo_Min 6
Ammo_Max 20

Safety
Semi

Attachment_Calibers 1
Attachment_Caliber_0 1

Magazine_Calibers 1
Magazine_Caliber_0 4068

Range 300
Firerate 7
Action Trigger

Player_Damage 55
Player_Leg_Multiplier 0.5
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.15

Zombie_Damage 99
Zombie_Leg_Multiplier 0.3
Zombie_Arm_Multiplier 0.3
Zombie_Spine_Multiplier 0.6
Zombie_Skull_Multiplier 1.5

Animal_Damage 60
Animal_Leg_Multiplier 0.6
Animal_Spine_Multiplier 0.8
Animal_Skull_Multiplier 2

Barricade_Damage 40
Structure_Damage 30
Vehicle_Damage 40
Resource_Damage 30
Object_Damage 35

Durability 0.6

Spread_Aim 0.005
Spread_Hip 0.35

Recoil_Min_X 5
Recoil_Min_Y 7
Recoil_Max_X 8
Recoil_Max_Y 12

Recover_X 0.5
Recover_Y 0.75

Shake_Min_X -0.005
Shake_Min_Y 0.005
Shake_Min_Z -0.01
Shake_Max_X 0.005
Shake_Max_Y -0.005
Shake_Max_Z -0.02

Muzzle 4

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 3
Blueprint_0_Tool 76
Blueprint_0_Level 1
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 4069
Blueprint_1_Product 67
Blueprint_1_Products 4
Blueprint_1_Build 27

Ballistic_Drop 0.001