1×1 (1)

Inventory size

Flash

Blinds players in line of sight

2.5 s

Fuse length

1 N

Strong throw force

1 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
1 blueprints
Salvage
=
2 x
Spawn tables (29)
Useful for modders. Each row links to the spawn table's page.
Spawn ID Spawn Name Drop Chance Pool Size
1020 Greece Police Throwables High 100.00 % 1
4375 California SWAT Supply 25.00 % 3
6659 Vermillin Special 17.24 % 14
4345 California SWAT Low 14.29 % 16
38000 S IO Grenade 12.50 % 6
10064 Cliffs Military High Utility 11.76 % 11
354 Special America Grenades 10.00 % 2
140 Special Canada Grenades 10.00 % 2
666 Special Low Grenades 10.00 % 2
10075 Cliffs Special Low Utility 8.89 % 19
4335 California SWAT High 7.20 % 26
6628 Vermillin Mega 4.11 % 44
347 Special America 2.31 % 34
346 Washington Special America 2.31 % 32
132 PEI Special Canada 2.31 % 29
133 Special Canada 2.31 % 31
10035 Cliffs Special Low Cliffs 1.90 % 43
10006 Cliffs Military High Cliffs 1.81 % 45
697 Peaks Special Low Peaks 1.67 % 30
554 Russia Special Low 1.67 % 29
555 Special Low 1.67 % 30
689 Special Low Peaks 1.67 % 36
1018 Greece Police High 1.55 % 12
698 Peaks Special High Peaks 1.50 % 42
556 Russia Special High 1.50 % 39
557 Special High 1.50 % 45
688 Special High Peaks 1.50 % 44
6600 Vermillin Low 1.29 % 31
6609 Vermillin High 0.86 % 40
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.
Flashbang.dat
GUID 99fdab8202c64f5c8dcb8278d5e5a8ae
Type Throwable
Rarity Rare
Useable Throwable
ID 1346

Size_X 1
Size_Y 1
Size_Z 0.375

Flash

Blueprints
[
	{
		Name Salvage
		CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
		InputItems this
		OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2" // Metal Scrap
		Effect "84347b13028340b8976033c08675d458" // Wrench
	}
]