1×3 (3)

Inventory size

21 m

Blast radius

Explosive

Detonates on fuse / impact

5.0 s

Fuse length

1 N

Strong throw force

1 N

Weak throw force

Damage
Combat damage
Damage
Player 450
Zombie 1050
Animal 450
Vehicle 1050
Structure damage
Barricade 1050 Structure 1050 Vehicle 1050 Resource 1050 Object 1050
2 blueprints
Tool
=
3 x
Tool
3 x
=
Modular Grenade[x3] 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.
SC7DM Throw 6.7 %
Coalition Misc 0.7 %
SC7 Horde 0.3 %
SC7DM Primary 0.0 %
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.
Other ways to get this throwable Off-map sources rolled from a loot pool
Hunted animals (2)
Unturned CN_SC7_Soldier_Eaglefire icon 0.26 %
Unturned CN_SC7_Soldier_Fist icon 0.26 %
Spawn tables (4)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
65115 CN SC7DM Throw 6.67 % 15
61305 CN Coalition Misc 0.66 % 101
65200 CN SC7 Horde 0.26 % 60
65107 CN SC7DM Primary 0.00 % 79
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_3.dat
GUID f9eddfce2ca74e8093396d8353c31e51
Type Throwable
Rarity Mythical
Useable Throwable
ID 61850

Size_X 1
Size_Y 3
Size_Z 0.3

Player_Damage 450
Zombie_Damage 1050
Animal_Damage 450
Barricade_Damage 1050
Structure_Damage 1050
Vehicle_Damage 1050
Resource_Damage 1050
Object_Damage 1050

Range 21
Explosion 34
Fuse_Length 5

Explosive

Blueprints 2
Blueprint_0_Type Tool
Blueprint_0_Supplies 1
Blueprint_0_Supply_0_ID 61850
Blueprint_0_Supply_0_Amount 1
Blueprint_0_Product 61848
Blueprint_0_Products 3
Blueprint_0_Build 27
Blueprint_1_Type Tool
Blueprint_1_Supplies 1
Blueprint_1_Supply_0_ID 61848
Blueprint_1_Supply_0_Amount 3
Blueprint_1_Product 61850
Blueprint_1_Products 1
Blueprint_1_Build 27