Kayak
Statistics
Crafting recipe
75
200
50 Research & tech tree
To craft the Kayak 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
60 Repair when placed
A damaged Kayak can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×38
×100
×25 Repair
Worn Kayak 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.
×16
×41
×11 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.
×37
×100
×25
50%
×45
×120
×30
×56
×150
×37
25%
50%
×30
×80
×20
Homing Missile ×1262—
100
150
45
3
Rocket ×1312.5—
1,400
1,950
40
4
100
30
Satchel Charge ×127520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
100
4
200
60
5
High Velocity Rocket ×2195—
400
600
40
4
40mm HE Grenade ×462.5—
340
480
40
4
20
6
Beancan Grenade ×46515%
480
720
80
Survey Charge ×1514—
900
1,350
150
300
75
Explosive 5.56 Rifle Ammo ×1613—
400
480
80 From full health (200 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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Kayak
Statistics
Crafting recipe
75
200
50 Research & tech tree
To craft the Kayak 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
3 Repair when placed
A damaged Kayak can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×38
×100
×25 Repair
Worn Kayak 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.
×16
×41
×11 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.
×37
×100
×25
50%
×45
×120
×30
×56
×150
×37
25%
50%
×30
×80
×20
Homing Missile ×1262—
100
150
45
3
Rocket ×1312.5—
1,400
1,950
40
4
100
30
Satchel Charge ×127520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
100
4
200
60
5
High Velocity Rocket ×2195—
400
600
40
4
40mm HE Grenade ×462.5—
340
480
40
4
20
6
Beancan Grenade ×46515%
480
720
80
Survey Charge ×1514—
900
1,350
150
300
75
Explosive 5.56 Rifle Ammo ×1613—
400
480
80 From full health (200 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.