SAM Site
Statistics
1000HEALTH
8hDECAY DELAY
12hDECAYS IN
25 rWPOWER USE
2POWER INPUTS
4POWER OUTPUTS
RequiredBUILDING PRIVILEGE
100%DROPS LOOT
Crafting recipe
50 Workbench Not required
Craft time
NO WB 15s
WB1 −50% 7.5s
WB2 −75% 3.8s
WB3 −75% 3.8s
Allowed items
Item
SAM Ammo Repair when placed
A damaged SAM Site can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
Hammer Placed repair
×25 Repair
Worn SAM Site can be restored at a Repair Bench. A full repair costs a fraction of the original materials.
Repair bench No blueprint needed
×11 Damage type Reduction Damage taken
Arrow 100% 0%
Bite 100% 0%
Bullet 100% 0%
Radiation 100% 0%
Blunt 50% 50%
Slash 50% 50%
Stab 50% 50%
Heat 30% 70%
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%
×25 None
Green (powered) 60%
×30 None
Red 75%
×37
50% Yellow 40%
×20 None
Explosive NeededPer hitDudsRaw cost
Timed Explosive Charge ×2550—
4,400
6,000
400
200
120
10
8
Rocket ×4312.5—
5,600
7,800
400
160
120
16
Satchel Charge ×427520%
1,920
2,880
320
160
40mm HE Grenade ×1662.5—
1,360
1,920
80
160
24
16
Beancan Grenade ×166515%
1,920
2,880
320
High Velocity Rocket ×3430—
6,800
10,200
680
68
Survey Charge ×7214—
4,320
6,480
720
1,440
360
Homing Missile ×10010—
10,000
15,000
4,500
300
Explosive 5.56 Rifle Ammo ×2005—
5,000
6,000
1,000 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.
Shops that hand it out
Scrap