Splitter
Statistics
Crafting recipe
100 Research & tech tree
To craft the Splitter 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
135 Found at monuments
Repair when placed
A damaged Splitter can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50 Repair
Worn Splitter can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×21 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
×60
×75
×40
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
5
4
Rocket ×2312.5—
2,800
3,900
200
80
60
8
Satchel Charge ×227520%
960
1,440
160
80
40mm HE Grenade ×862.5—
680
960
40
80
12
8
Beancan Grenade ×86515%
960
1,440
160
High Velocity Rocket ×1245—
2,400
3,600
240
24
Survey Charge ×3614—
2,160
3,240
360
720
180
Explosive 5.56 Rifle Ammo ×3913—
975
1,170
195
Homing Missile ×4212—
4,200
6,300
1,890
126 From full health (500 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.
You're viewing unreleased data from the staging server. New items and changed stats shown here may differ from live, or never ship.
Splitter
Statistics
Crafting recipe
100 Research & tech tree
To craft the Splitter 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
5 Found at monuments
Repair when placed
A damaged Splitter can be repaired where it stands with a hammer. Repairing it from nothing to full costs:
×50 Repair
Worn Splitter can be restored at a Repair Bench. A full repair costs a fraction of the original materials, and you must already own the blueprint.
×21 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
×60
×75
×40
Timed Explosive Charge ×1550—
2,200
3,000
200
100
60
5
4
Rocket ×2312.5—
2,800
3,900
200
80
60
8
Satchel Charge ×227520%
960
1,440
160
80
40mm HE Grenade ×862.5—
680
960
40
80
12
8
Beancan Grenade ×86515%
960
1,440
160
High Velocity Rocket ×1245—
2,400
3,600
240
24
Survey Charge ×3614—
2,160
3,240
360
720
180
Explosive 5.56 Rifle Ammo ×3913—
975
1,170
195
Homing Missile ×4212—
4,200
6,300
1,890
126 From full health (500 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.