Cannon
Statistics
Crafting recipe
100
200 Research & tech tree
To craft the Cannon you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
15 Scrap
Blueprint
15
Node
15 Scrap
Unlocked
225 Repair when placed
A damaged Cannon can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50
×100 Repair
Worn Cannon can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint. Each repair also shaves a little off the item's maximum condition.
×21
×41 Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
×50
×100
×60
×120
×75
×150
×40
×80
Homing Missile ×2512—
200
300
90
6
Timed Explosive Charge ×2550—
4,400
6,000
200
8
400
120
10
High Velocity Rocket ×3345—
600
900
60
6
Rocket ×4312.5—
5,600
7,800
160
16
400
120
Satchel Charge ×427520%
1,920
2,880
320
160
40mm HE Grenade ×1662.5—
1,360
1,920
160
16
80
24
Beancan Grenade ×166515%
1,920
2,880
320
Survey Charge ×7214—
4,320
6,480
720
1,440
360
Explosive 5.56 Rifle Ammo ×7713—
1,925
2,310
385 From full health (1000 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.
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Cannon
Statistics
Crafting recipe
100
200 Research & tech tree
To craft the Cannon you first need its blueprint: either research a found copy at a Research Table, or unlock it through the workbench Tech Tree.
1 Item
20 Scrap
Blueprint
20
Node
1 Blueprint Fragment
Unlocked
11 Repair when placed
A damaged Cannon can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50
×100 Repair
Worn Cannon can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint. Each repair also shaves a little off the item's maximum condition.
×21
×41 Reduction is how much of that damage type never lands. Damage taken is the rest: at 50% reduction a hit for 100 does 50. A negative reduction means the hit lands harder than it would bare.
×50
×100
×60
×120
×75
×150
×40
×80
Homing Missile ×2512—
200
300
90
6
Timed Explosive Charge ×2550—
4,400
6,000
200
8
400
120
10
High Velocity Rocket ×3345—
600
900
60
6
Rocket ×4312.5—
5,600
7,800
160
16
400
120
Satchel Charge ×427520%
1,920
2,880
320
160
40mm HE Grenade ×1662.5—
1,360
1,920
160
16
80
24
Beancan Grenade ×166515%
1,920
2,880
320
Survey Charge ×7214—
4,320
6,480
720
1,440
360
Explosive 5.56 Rifle Ammo ×7713—
1,925
2,310
385 From full health (1000 HP), each one placed on it: damage per hit is after its protection. Duds are throws that fizzle and need another throw, not counted in Needed. Costs are for the whole count, crafted from raw materials.