Clothing Mannequin
Statistics
30HEALTH
8 slotsSTORAGE
2dDECAY DELAY
4dDECAYS IN
100%DROPS LOOT
Crafting recipe
100
50 Workbench Not required
Craft time
NO WB 15s
WB1 −50% 7.5s
WB2 −75% 3.8s
WB3 −75% 3.8s
Repair when placed
A damaged Clothing Mannequin can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×50
×25 Repair
Worn Clothing Mannequin can be restored at a Repair Bench. A full repair costs a fraction of the original materials.
Repair bench No blueprint needed
×21
×11 Damage type Reduction Damage taken
Arrow 100% 0%
Bite 100% 0%
Radiation 100% 0%
Bullet 90% 10%
Blunt 50% 50%
Heat 50% 50%
Slash 50% 50%
Stab 50% 50%
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.
RecyclerGuaranteed outputExtra chance output
Green 50%
×50
×25 None
Green (powered) 60%
×60
×30 None
Red 75%
×75
×37
50% Yellow 40%
×40
×20 None
Explosive NeededPer hitDudsRaw cost
40mm HE Grenade ×162.5—
85
120
10
5
2
1
Beancan Grenade ×16515%
120
180
20
High Velocity Rocket ×1195—
200
300
20
2
Homing Missile ×1262—
100
150
45
3
Rocket ×1312.5—
1,400
1,950
40
100
30
4
Satchel Charge ×127520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
100
200
60
4
5
Explosive 5.56 Rifle Ammo ×313—
75
90
15
Survey Charge ×314—
180
270
30
60
15 From full health (30 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.