Characteristics
Overview
An Arcade Machine
Somebody in your group always wants a break between farm runs, and this gives them one. It is a working arcade cabinet with the game Chippy on it, something to play while the furnaces run, and it has no other use.
The cost is what makes it a late-wipe toy. You need a Level 1 workbench, ten high quality metal and two gears, and the gears are the part that hurts. The same pair would build a garage door, so early on the cabinet is a luxury your base pays for in defence.
You cannot research it either. Whether it appears in your crafting menu depends on the blueprint you already have, not on how much scrap you sit on.
Once the walls are up and the loot room is full, go ahead. Put it deep inside the core, though: a teammate glued to the high score is not watching the door.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
3 | 600 |
|
2 | 960 |
|
8 | 960 |
|
50–56 | 1,250–1,400 |
|
1 | 2,200 |
|
2 | 2,800 |
| Other ways: siege weapons, vehicles and loot | ||
|
3 | 60 |
|
2 | 200 |
|
4 | 1,200 |
|
2 | 1,800 |
|
36 | 2,160 |
|
2 | — |
|
8 | — |
|
16–17 | — |
Direct hit, hard side, no duds. Satchel Charge is a dud 20% of the time. Beancan Grenade is a dud 15% of the time. A range runs from point blank to the far end of the bullet's falloff, fired from an Assault Rifle.
Recycling
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.