Reactive Target
Statistics
Crafting recipe
100
150
1 Research & tech tree
To craft the Reactive Target 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
195 Found at monuments
Repair when placed
A damaged Reactive Target can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50
×87.5 Repair
Worn Reactive Target 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
×36 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
×75
50%
×60
×90
60%
×75
×112
50%
75%
×40
×60
40%
Rocket ×1350—
1,400
1,950
100
40
30
4
Satchel Charge ×147520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
4
5
40mm HE Grenade ×390—
255
360
15
30
5
3
Beancan Grenade ×311515%
360
540
60
High Velocity Rocket ×930—
1,800
2,700
180
18
Survey Charge ×1320—
780
1,170
130
260
65
Homing Missile ×2510—
2,500
3,750
1,125
75
Explosive 5.56 Rifle Ammo ×505—
1,250
1,500
250 From full health (250 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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Reactive Target
Statistics
Crafting recipe
100
150
1 Research & tech tree
To craft the Reactive Target 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
9 Found at monuments
Repair when placed
A damaged Reactive Target can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50
×87.5 Repair
Worn Reactive Target 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
×36 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
×75
50%
×60
×90
60%
×75
×112
50%
75%
×40
×60
40%
Rocket ×1350—
1,400
1,950
100
40
30
4
Satchel Charge ×147520%
480
720
80
40
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
4
5
40mm HE Grenade ×390—
255
360
15
30
5
3
Beancan Grenade ×311515%
360
540
60
High Velocity Rocket ×930—
1,800
2,700
180
18
Survey Charge ×1320—
780
1,170
130
260
65
Homing Missile ×2510—
2,500
3,750
1,125
75
Explosive 5.56 Rifle Ammo ×505—
1,250
1,500
250 From full health (250 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.