1×1 (1)

Inventory size

8 m

Blast radius

1 HP

Health (placed)

No

Repairable

Damage
Combat damage
Player 200
Zombie 200
Animal 200
Other damage
Barricade 1000
Structure 1000
Vehicle 500
Resource 2000
Object 1000
6 blueprints
Tool
Craft lvl.2
+
+
=
Tool
Craft lvl.3
Salvage
Craft lvl.2
Tool
Craft lvl.3
Tool
Craft lvl.2
+
=
Tool
Craft lvl.2
+
=
Spawn tables (20)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
526 Construction Explosives 50.00 % 2
358 Special America Explosives 20.00 % 5
144 Special Canada Explosives 20.00 % 5
657 Special Low Explosives 20.00 % 5
10580 Cliffs Special High Clothes 14.29 % 10
680 Carepackage Peaks 7.75 % 17
679 Peaks Carepackage Peaks 7.75 % 17
540 Carepackage America 4.85 % 30
541 Washington Carepackage America 4.85 % 30
961 Xmas Presents 4.13 % 58
542 Carepackage Canada 4.07 % 34
543 PEI Carepackage Canada 4.07 % 34
615 Carepackage Russia 3.90 % 33
614 Russia Carepackage Russia 3.90 % 33
10037 Cliffs Special High Cliffs 3.30 % 36
6659 Vermillin Special 2.46 % 14
444 Yukon Construction 0.98 % 26
6628 Vermillin Mega 0.59 % 44
6600 Vermillin Low 0.18 % 31
6609 Vermillin High 0.12 % 40
How loot works in Unturned Sections that apply to this charge 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.
Charge.dat
GUID 2e15a98da9e34774b961d636c0e88cc9
Type Charge
Rarity Epic
Useable Barricade
Build Charge
ID 1241

Size_X 1
Size_Y 1
Size_Z 0.325

Health 1
Range 4
Offset 0.05

Player_Damage 200
Zombie_Damage 200
Animal_Damage 200
Barricade_Damage 1000
Structure_Damage 1000
Vehicle_Damage 500
Resource_Damage 2000
Object_Damage 1000

Range2 8
Explosion2 45

Explosion 36
Vulnerable
Unrepairable
Proof_Explosion

Blueprints
[
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems
		[
			"ebb61f2e64f24351a6ab905b5516060b" // Wire
			"8ce5c560166545499432d6e01ce399cc" // Raw Explosives
			"57d8bb26e4d8424bb5679651c9582cca" // Sticky Grenade
		]
		OutputItems this
		Skill Craft
		Skill_Level 2
		RequiresNearbyCraftingTags
		[
			"99896da563a748148460c67b9962874f" // Pharmaceutical
		]
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tools
		InputItems "182e94a79d4b4d3bab9baac0d1d76b23" // Precision Charge
		OutputItems this
		Skill Craft
		Skill_Level 3
		Effect "7eceb9f7751d4634b572c8e236355104" // Rip
	}
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "8ce5c560166545499432d6e01ce399cc" // Raw Explosives
		Skill Craft
		Skill_Level 2
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]

Has_Clip_Prefab false