Small Stash
Statistics
150HEALTH
6 slotsSTORAGE
100%DROPS LOOT
Crafting recipe
10 Workbench Not required
Craft time
NO WB 15s
WB1 −50% 7.5s
WB2 −75% 3.8s
WB3 −75% 3.8s
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.
Item WorkbenchNeeds
Satchel Charge Level 1×1 Needs is how many of this item one craft takes, at the workbench the recipe asks for.
RecyclerGuaranteed outputExtra chance output
Green 50%
×5 None
Green (powered) 60%
×6 None
Red 75%
×7
50% Yellow 40%
×4 None
Recycled item Yellow 40%Green 50%Green (powered) 60%Red 75%
Satchel Charge +40%+50%+60%+75% What one of each item gives at each recycler: the guaranteed count, and after the + the chance of one more.
Explosive NeededPer hitDudsRaw cost
High Velocity Rocket ×1195—
200
300
20
2
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
40mm HE Grenade ×362.5—
255
360
30
3
15
5
Beancan Grenade ×36515%
360
540
60
Survey Charge ×1114—
660
990
110
220
55
Explosive 5.56 Rifle Ammo ×1213—
300
360
60 From full health (150 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.