2×2 (4)

Inventory size

Any

Hand slot

Semi, Safety

Firemodes

12 m

Range

59 RPM

Fire rate

0.3%

Durability loss per shot

Damage
Combat damage
Skull Spine Leg Arm
Player 0 0 0 0
Zombie 0 0 0 0
Animal 0 0 0
Other damage
Standard caliber
Barricade 0
Structure 0
Vehicle 800
Resource 1000
Object 500
Range & ballistics
Full damage at every distance up to 12 m. No falloff curve.
100%0%50%0 m12 m
Max range
12 m
Alert radius
48 m
Bullet drop
×4
Recoil
aim
Control
Easy
Simulation
Semi, 5 taps · 1 rps
Side bias
Random side-to-side
Up kick / shot
1.25°
Side kick / shot
±1°
Recovery
1500% / 500%
3 blueprints
Utilities
=
2 x
Utilities
=
3 x
Repair
0%
+
2 x
=
100%
Grenade Launcher Where to find this Item
100%
A6 Polaris map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Boss 29.4 %
Guns Guns 3.6 %
Airdrop 2.2 %
Guns 0.6 %
Cache 0.2 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Cache #1 0.2%
No objects drop this on this map.
Cache #1 ~0×
No resources yield this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (5)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
36104 Frost Boss 29.41 % 4
36074 Frost Guns Guns 3.62 % 19
36019 Frost Airdrop 2.20 % 41
36073 Frost Guns 0.65 % 48
36014 Frost Cache 0.22 % 66
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.
Grenade_Launcher.dat
GUID e86be70b1a194ee0a64eb104db3aec71

Type Gun
Rarity Epic
Useable Gun
Slot Any
ID 36002

Size_X 2
Size_Y 2

Magazine 36571

Ammo_Min 1
Ammo_Max 1

Safety
Semi

Caliber 36011

Firerate 50
Replace 0.5
Action Rocket

Player_Damage 185
Zombie_Damage 1000
Animal_Damage 600
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 800
Resource_Damage 1000
Object_Damage 500

Range 12
Explosion 34

Durability 0.3

Spread_Aim 0.1
Spread_Hip 0.1

Ballistic_Force 1500

Recoil_Min_X -1
Recoil_Min_Y 1
Recoil_Max_X 1
Recoil_Max_Y 1.5

Recover_X 5
Recover_Y 15

Shake_Min_X -0.0025
Shake_Min_Y 0.0025
Shake_Min_Z -0.01
Shake_Max_X 0.0025
Shake_Max_Y 0.005
Shake_Max_Z -0.02

Blueprints 3
Blueprint_0_Type Utilities
Blueprint_0_Supply_0_ID 36002
Blueprint_0_Build 27
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 36011
Blueprint_0_Output_0_Amount 2

Blueprint_0_Conditions 1
Blueprint_0_Condition_0_Type Flag_Short
Blueprint_0_Condition_0_ID 36013
Blueprint_0_Condition_0_Value 0
Blueprint_0_Condition_0_Logic Equal
Blueprint_0_Condition_0_Allow_Unset

Blueprint_1_Type Utilities
Blueprint_1_Supply_0_ID 36002
Blueprint_1_Build 27
Blueprint_1_Outputs 1
Blueprint_1_Output_0_ID 36011
Blueprint_1_Output_0_Amount 3

Blueprint_1_Conditions 1
Blueprint_1_Condition_0_Type Flag_Short
Blueprint_1_Condition_0_ID 36013
Blueprint_1_Condition_0_Value 1
Blueprint_1_Condition_0_Logic Equal

Blueprint_2_Type Repair
Blueprint_2_Supplies 1
Blueprint_2_Supply_0_ID 36011
Blueprint_2_Supply_0_Amount 2
Blueprint_2_Build 32