5×2 (10)

Inventory size

Primary

Hand slot

Semi, Safety

Firemodes

400 m

Range

59 RPM

Fire rate

1%

Durability loss per shot

Sight, Tactical

Attachment hooks

Damage
Combat damage
Skull Spine Leg Arm
Player 121 77 49.5 55
Zombie 200 150 120 120
Animal 165 77 55
Other damage
High caliber
Barricade 35
Structure 35
Vehicle 100
Resource 200
Object 150
Range & ballistics
Full damage at every distance up to 400 m. No falloff curve.
100%0%50%0 m400 m
Max range
400 m
Alert radius
48 m
Bullet drop
×4
Recoil
10°20°30°aim
Control
Wild
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
5.5°
Side kick / shot
±1.5°
Recovery
70% / 70%
2 blueprints
Repair
Repair lvl.2
0%
+
4 x
=
100%
Tool
=
5 x
Other ways to get this gun Off-map sources rolled from a loot pool
Horde beacons (1)
Unturned Horde Beacon icon 0.52 %
Spawn tables (3)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
4362 California PMC Special High Guns 40.00 % 3
4361 California PMC Special High 0.61 % 22
4405 California Horde 0.52 % 14
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_SV98.dat
GUID 8cd4c4c2907a4e629401c59fd8af0bae
Type Gun
Rarity Legendary
Useable Gun
Slot Primary
ID 4097

Size_X 5
Size_Y 2
Size_Z 0.4

Sight 4095
Magazine 4096

Hook_Sight
Hook_Tactical

Ammo_Min 1
Ammo_Max 7

Safety
Semi

Caliber 4097

Range 400
Firerate 50
Replace 0.477
Action Bolt

Player_Damage 110
Player_Leg_Multiplier 0.45
Player_Arm_Multiplier 0.5
Player_Spine_Multiplier 0.7
Player_Skull_Multiplier 1.1

Zombie_Damage 200
Zombie_Leg_Multiplier 0.6
Zombie_Arm_Multiplier 0.6
Zombie_Spine_Multiplier 0.75
Zombie_Skull_Multiplier 1.0

Animal_Damage 110
Animal_Leg_Multiplier 0.5
Animal_Spine_Multiplier 0.7
Animal_Skull_Multiplier 1.5

Barricade_Damage 35
Structure_Damage 35
Vehicle_Damage 100
Resource_Damage 200
Object_Damage 150

Invulnerable

Durability 1
Wear 2

Spread_Aim 0.001
Spread_Hip 0.35

Ballistic_Steps 20
Ballistic_Travel 20
Ballistic_Drop 0.0015

Recoil_Min_X -1
Recoil_Min_Y 5
Recoil_Max_X 2
Recoil_Max_Y 6

Recover_X 0.7
Recover_Y 0.7

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 4

Blueprints 2
Blueprint_0_Type Repair
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 67
Blueprint_0_Supply_0_Amount 4
Blueprint_0_Tool 76
Blueprint_0_Level 2
Blueprint_0_Skill Repair
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 4097
Blueprint_1_Product 67
Blueprint_1_Products 5
Blueprint_1_Build 27