Siren Light
Statistics
Crafting recipe
120 Research & tech tree
To craft the Siren Light 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
150 Repair when placed
A damaged Siren Light can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×60 Repair
Worn Siren Light can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×25 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.
×60
×72
×90
×48
Rocket ×1138.3—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1275—
2,200
3,000
200
100
60
4
5
Satchel Charge ×241.520%
960
1,440
160
80
40mm HE Grenade ×518.1—
425
600
25
50
8
5
High Velocity Rocket ×516.5—
1,000
1,500
100
10
Beancan Grenade ×98.515%
1,080
1,620
180
Homing Missile ×155.2—
1,500
2,250
675
45
Survey Charge ×194.1—
1,140
1,710
190
380
95
Explosive 5.56 Rifle Ammo ×233.3—
575
690
115 From full health (75 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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Siren Light
Statistics
Crafting recipe
120 Research & tech tree
To craft the Siren Light 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
6 Repair when placed
A damaged Siren Light can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×60 Repair
Worn Siren Light can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×25 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.
×60
×72
×90
×48
Rocket ×1138.3—
1,400
1,950
100
40
30
4
Timed Explosive Charge ×1275—
2,200
3,000
200
100
60
4
5
Satchel Charge ×241.520%
960
1,440
160
80
40mm HE Grenade ×518.1—
425
600
25
50
8
5
High Velocity Rocket ×516.5—
1,000
1,500
100
10
Beancan Grenade ×98.515%
1,080
1,620
180
Homing Missile ×155.2—
1,500
2,250
675
45
Survey Charge ×194.1—
1,140
1,710
190
380
95
Explosive 5.56 Rifle Ammo ×233.3—
575
690
115 From full health (75 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.