1×1 (1)

Inventory size

10 m

Blast radius

Explosive

Detonates on fuse / impact

On impact

No fuse - blows on contact

1,600 N

Strong throw force

700 N

Weak throw force

Damage
Combat damage
Player 20
Zombie 800
Animal 100
Other damage
Barricade 0
Structure 0
Vehicle 0
Resource 50
Object 50
2 blueprints
-
-
+
+
5 x
=
4 x
Stinger Grenade Where to find this Item
100%
Limestone map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
Police Throwables 60.0 %
Police Tools 12.0 %
SWAT ZD 0 5.5 %
Police Junk 4.0 %
Police Armory Proper 3.8 %
Police Office Proper 2.4 %
Police ZD 0 2.2 %
No spawns on map.
No zombie drops.
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
Spawn tables (7)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
21754 SB Police Throwables 60.00 % 2
21771 SB Police Tools 12.00 % 10
21834 SB SWAT ZD 0 5.52 % 35
21756 SB Police Junk 4.00 % 16
21757 SB Police Armory Proper 3.79 % 46
21777 SB Police Office Proper 2.40 % 21
21833 SB Police ZD 0 2.20 % 21
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.
SB_Stinger_0.dat
GUID 4d4434f5daf34c5c806352197ec074fb
Type Throwable
Rarity Rare
Useable Throwable
ID 21601

Size_X 1
Size_Y 1
Size_Z 0.345
Use_Auto_Stat_Descriptions False

Player_Damage 20
Zombie_Damage 800
Animal_Damage 100
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 0
Resource_Damage 50
Object_Damage 50

Explosive
Explode_On_Impact

Strong_Throw_Force 1600

Weak_Throw_Force 700

Boost_Throw_Force_Multiplier 1.1

Explosion_Launch_Speed 5

Fuse_Length 10
Range 10
Explosion 21577
Explode_On_Impact_Destroy_On_Client true

EquipAudioClip Sounds/Equips/EquipGrenade.ogg

Blueprints
[
	{
		CategoryTag "7b52621f8eaa43ee8b3c0acf712013fa" // Gear Scrapping
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "4252523ccc4d4026be88471f80b8b848 x 1" // Metal
		Searchable false
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Map Limestone
	}
]

Actions 1

Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Blueprint_0_Link 0
Action_0_Text Scrap
Action_0_Tooltip Turn into <color=#ffffff>Metal</color>.