1×1 (1)

Inventory size

11 m

Blast radius

Explosive

Detonates on fuse / impact

3.0 s

Fuse length

1,400 N

Strong throw force

600 N

Weak throw force

Damage
Combat damage
Player 140
Zombie 1600
Animal 1600
Other damage
Barricade 0
Structure 0
Vehicle 400
Resource 222
Object 500
3 blueprints
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+
=
-
-
+
2 x
+
4 x
=
4 x
Frag 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.
Military Grenades 0 24.4 %
Package Drops Contraband 0 9.6 %
Military Low Tier Green 8.2 %
PostPackage Co 0 6.8 %
Military Low Tier 0 6.0 %
Military ZD 0 5.1 %
Military Locker 0 3.0 %
Mili Pro ZD 0 1.8 %
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 (8)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
21802 SB Military Grenades 0 24.39 % 4
21877 SB Package Drops Contraband 0 9.62 % 23
21814 SB Military Low Tier Green 8.24 % 42
22274 SB PostPackage Co 0 6.85 % 70
21815 SB Military Low Tier 0 6.01 % 42
21832 SB Military ZD 0 5.09 % 25
22184 SB Military Locker 0 3.00 % 56
22120 SB Mili Pro ZD 0 1.82 % 90
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_Frag_Grenade_0.dat
GUID 9d80aaea7e3546b8bcc462f109c77ffa
Type Throwable
Rarity Rare
Useable Throwable
ID 21636

Size_X 1
Size_Y 1
Size_Z 0.345
Use_Auto_Stat_Descriptions False

Player_Damage 140
Zombie_Damage 1600
Animal_Damage 1600
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 400
Resource_Damage 222
Object_Damage 500

Explosive

Strong_Throw_Force 1400

Weak_Throw_Force 600

Boost_Throw_Force_Multiplier 1.1

Explosion_Launch_Speed 10

Fuse_Length 3
Range 11
Explosion 21594

EquipAudioClip Sounds/Equips/EquipGrenade.ogg

Blueprints
[
	{
		CategoryTag "fc3f8cbc959e4cac8eeb615a2e7ecb68" // Explosives
		InputItems
		[
			this
			"c5f198d2ac4949068db5e01db18d8a1f" // Glue
		]
		OutputItems "8e39f68834884c9dae09af81dd1c9b36" // Sticky Grenade
		Searchable false
		Effect "5cb1b3041a47403c90ab0e8269dba17f" // SB_Explosives_Craft_00
		Map Limestone
	}
	{
		CategoryTag "7b52621f8eaa43ee8b3c0acf712013fa" // Gear Scrapping
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "4252523ccc4d4026be88471f80b8b848 x 1" // Metal
		Searchable false
		Effect "84347b13028340b8976033c08675d458" // Wrench
		Map Limestone
	}
]

Actions 2
Action_0_Type Blueprint
Action_0_Blueprints 1
Action_0_Blueprint_0_Index 0
Action_0_Text Make sticky
Action_0_Tooltip Turn into a <color=#4b64fa>Sticky Grenade</color>.
Action_1_Type Blueprint
Action_1_Blueprints 1
Action_1_Blueprint_0_Index 1
Action_1_Blueprint_0_Link 0
Action_1_Text Scrap
Action_1_Tooltip Turn into <color=#ffffff>Metal</color>.