1×2 (2)

Inventory size

2.3 m

Blast radius

Explosive

Detonates on fuse / impact

On impact

No fuse - blows on contact

1,700 N

Strong throw force

1,000 N

Weak throw force

Damage
Combat damage
Player 80
Zombie 1600
Animal 1000
Other damage
Barricade 0
Structure 0
Vehicle 0
Resource 50
Object 50
1 blueprints
-
=
2 x
Tomahawk 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.
Gunshop Melee 65.3 %
Cursed Eagle 00 5.2 %
Surplus Store Melee 0 4.3 %
Surplus Store 0 1.3 %
Stomach Misc 0.5 %
Stomach 1 0.1 %
Stomach 0 0.1 %
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
22039 SB Gunshop Melee 65.31 % 5
21943 SB Cursed Eagle 00 5.22 % 122
22109 SB Surplus Store Melee 0 4.27 % 10
22056 SB Surplus Store 0 1.28 % 85
22286 SB Stomach Misc 0.52 % 186
22269 SB Stomach 1 0.12 % 215
22268 SB Stomach 0 0.06 % 215
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_Tomahawk_0.dat
GUID 5e0712b37325416290682d2e8131c762
Type Throwable
Rarity Rare
Useable Throwable
ID 21771

Size_X 1
Size_Y 2
Size_Z 0.5
Use_Auto_Stat_Descriptions False

Player_Damage 80
Zombie_Damage 1600
Animal_Damage 1000
Barricade_Damage 0
Structure_Damage 0
Vehicle_Damage 0
Resource_Damage 50
Object_Damage 50

Explosive
Explode_On_Impact

Strong_Throw_Force 1700

Weak_Throw_Force 1000

Boost_Throw_Force_Multiplier 1.1

Explosion_Launch_Speed 2

Fuse_Length 30
Range 2.3
Explosion 21593
Explode_On_Impact_Destroy_On_Client true

EquipAudioClip Sounds/Equips/EquipTomahawk.ogg

Blueprints
[
	{
		CategoryTag "7b52621f8eaa43ee8b3c0acf712013fa" // Gear Scrapping
		InputItems
		[
			{
				ID this
				Critical true
			}
		]
		OutputItems "4252523ccc4d4026be88471f80b8b848 x 2" // 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>.