1×1 (1)

Inventory size

7 m

Blast radius

Explosive

Detonates on fuse / impact

2.0 s

Fuse length

1 N

Strong throw force

1 N

Weak throw force

Damage
Combat damage
Damage
Player 150
Zombie 350
Animal 150
Vehicle 350
Structure damage
Barricade 350 Structure 350 Vehicle 350 Resource 350 Object 350
6 blueprints
Tool
Craft lvl.3
+
2 x
+
4 x
=
Tool
Craft lvl.3
+
2 x
+
4 x
=
Tool
=
3 x
Tool
3 x
=
Tool
=
2 x
Tool
2 x
=
Modular Grenade[x1] 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.
CN Coalition Misc 1.3 %
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 (1)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
61305 CN Coalition Misc 1.32 % 101
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.
CN_Grenade_Modular_1.dat
GUID fd694d6771c74a668fc223ce6e61dac7
Type Throwable
Rarity Epic
Useable Throwable
ID 61848

Size_X 1
Size_Y 1
Size_Z 0.3

Player_Damage 150
Zombie_Damage 350
Animal_Damage 150
Barricade_Damage 350
Structure_Damage 350
Vehicle_Damage 350
Resource_Damage 350
Object_Damage 350

Range 7
Explosion 34
Fuse_Length 2

Explosive

Blueprints 2
Blueprint_0_Type Tool
Blueprint_0_Supplies 3
Blueprint_0_Supply_0_ID 60254
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Supply_1_ID 61645
Blueprint_0_Supply_1_Amount 2
Blueprint_0_Supply_2_ID 61663
Blueprint_0_Supply_2_Amount 4
Blueprint_0_Tool 63207
Blueprint_0_Level 3
Blueprint_0_Skill Craft
Blueprint_0_Product 61847
Blueprint_0_Products 1
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 3
Blueprint_1_Supply_0_ID 60255
Blueprint_1_Supply_0_Amount 1
Blueprint_1_Supply_1_ID 61645
Blueprint_1_Supply_1_Amount 2
Blueprint_1_Supply_2_ID 61663
Blueprint_1_Supply_2_Amount 4
Blueprint_1_Tool 63207
Blueprint_1_Level 3
Blueprint_1_Skill Craft
Blueprint_1_Product 61847
Blueprint_1_Products 1
Blueprint_1_Build 27