1×1 (1)

Inventory size

4 m

Blast radius

Explosive

Detonates on fuse / impact

On impact

No fuse - blows on contact

1 N

Strong throw force

1 N

Weak throw force

Damage
Combat damage
Player 10
Zombie 10
Animal 10
Other damage
Barricade 0
Structure 0
Vehicle 10
Resource 10
Object 10
3 blueprints
Tool
=
2 x
Tool
+
+
=
Tool
+
10 x
+
+
=
3 x
Smoke Grenade Where to find this Item
100%
Escalation map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Military throwables 66.7 %
Riot tools 50.0 %
PBS T6Mili 16.7 %
Police tools 10.0 %
Deadzone 8.9 %
Military 8.9 %
PBS T7Mili 8.3 %
Deadzone 2 7.6 %
Riot 7.5 %
Police 3.5 %
PBS T6 1.0 %
PBS T7 0.6 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
PBS Locker Riot 7.5%
No objects drop this on this map.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (12)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
51010 Military throwables 66.67 % 3
51039 Riot tools 50.00 % 2
51433 PBS T6Mili 16.67 % 23
51029 Police tools 10.00 % 7
51135 Deadzone 8.89 % 69
51005 Military 8.89 % 42
51440 PBS T7Mili 8.33 % 33
51141 Deadzone 2 7.64 % 71
51035 Riot 7.50 % 30
51025 Police 3.50 % 36
51427 PBS T6 1.00 % 74
51434 PBS T7 0.58 % 81
How loot works in Unturned Sections that apply to this throwable 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.
SmokeGrenade.dat
GUID e8c7aa7d3ea6486c885f6520f9ba553c
Type Throwable
Rarity Uncommon
Useable Throwable
ID 51316

Size_X 1
Size_Y 1
Size_Z 0.4

Player_Damage 10
Zombie_Damage 10
Animal_Damage 10
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 10
Resource_Damage 10
Object_Damage 10

Range 4
Explosion 51015

Explosive
Fuse_Length 10
Explode_On_Impact

Blueprints 1
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 51316
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Outputs 1
Blueprint_0_Output_0_ID 51017
Blueprint_0_Output_0_Amount 2
Blueprint_0_Build 27