1×1 (1)

Inventory size

Explosive

Detonates on fuse / impact

On impact

No fuse - blows on contact

800 N

Strong throw force

600 N

Weak throw force

Damage
Combat damage
Player 0
Zombie 0
Animal 0
Other damage
Barricade 0
Structure 0
Vehicle 0
Resource 0
Object 0
Drill Bomb Where to find this Item
100%
Southern China map chart
Hidden location
Spawn points exist outside the visible map area.
Outside the map
This spawn is outside the visible chart area.
No spawns on map.
No zombie drops.
【中国】霓虹毒蛇5-1
【中国】测试人
【中国】霓虹日后谈结局艾萨克
【中国】辽宁号-特殊武器专家
【中国】联盟军需官
霓虹毒蛇结局
No vendors trade this.
No airdrops on this map drop this.
Points = locations on map. Chance = drop chance per spawn. × = avg items per harvest.
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.
How vendor trading works in Unturned

NPCs on a map can run one or more vendors. Each vendor offers a fixed list of items they sell to you and items they buy from you. Each card below covers one (NPC, vendor) pair and lists every offer involving this item.

Price units: when no currency is configured the vendor uses your skill experience; otherwise an in-game currency item (its name appears next to the cost). Either way, the number reflects what changes hands per transaction.

Conditions (orange) gate the offer — quest progress, a skillset, reputation, etc. Rewards (green) are extras granted on top of the trade itself: bonus reputation, a quest flag flip, XP, etc. Hover any badge for the resolved name and exact rule.

Pre-equipped on a gun means the vendor sells it with specific attachments already mounted (a particular scope, magazine, ammo type, etc.).

Trading with Viper
Run by 【中国】霓虹毒蛇5-1
You give
800 Exp
You get
Drill Bomb ×1
Trading with Viper
Run by 【中国】测试人
You give
800 Exp
You get
Drill Bomb ×1
Trading with Viper
Run by 【中国】霓虹日后谈结局艾萨克
You give
800 Exp
You get
Drill Bomb ×1
Resupplying special weapons
Run by 【中国】辽宁号-特殊武器专家
You give
800 Exp
You get
Drill Bomb ×1
Resupplying advanced weapons
Run by 【中国】联盟军需官
Locked behind progression in quest (Upgrade to tier-5 base). Show exact unlock rules (1 path)
Conditions inside this path must all be true together for the NPC to offer the shop.
Quest: (Upgrade to tier-5 base)
You give
800 Exp
You get
Drill Bomb ×1
霓虹蓝物资商店
Run by 霓虹毒蛇结局
You give
800 Exp
You get
Drill Bomb ×1
54036-钻地炸弹.dat
GUID c87e3bdc70e94109be6685e651a1624e

Type Throwable
Rarity Legendary
Useable Throwable
ID 54036

Size_X 1
Size_Y 1
Size_Z 0.3

Exclude_From_Master_Bundle


Range 0
Explosion 0

Strong_Throw_Force 800
Weak_Throw_Force 600
Boost_Throw_Force_Multiplier 1

Explosive
Fuse_Length 30
Explode_On_Impact