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Electrical

Spot Light

A small fixed lamp you point with a hammer and then leave alone. Fifty frags at a Level 1 bench, so you can light every dark corner of a compound.

Characteristics

Category
Electrical
Stack size
10
Craftable
No
Researchable
No
Health
100

Overview

In-game description
A spotlight you can orient with a hammer.

Fifty fragments buy a beam you aim once and then forget. That makes it the lamp for the places you want lit every night without anyone standing there: the gap between the compound wall and the house, the strip below the shooting floor, the dark corner behind the furnaces.

The game text says it is oriented with a hammer, and that trips up newcomers. You place it, it points wherever it ends up, and only then do you take out the hammer and turn it toward what you want lit. The tripod spot light has the same recipe and is aimed the same way; the difference is that it stands on its own legs.

Tip

Point the beams away from your windows and out into the yard. Light behind you turns you into a silhouette, light out front shows whoever is down there.

A row of spots wants one feed split between them, so put an electrical branch or a splitter between the battery and the lamps, and run each line with the wire tool.

Raid cost

Explosive Quantity Sulfur
Explosive 5.56 Rifle Ammo cheapest 10–12 250–300
High Velocity Rocket 3 600
Beancan Grenade 5 600
Satchel Charge 2 960
Rocket 1 1,400
Timed Explosive Charge 1 2,200
Other ways: siege weapons, vehicles and loot
Torpedo 5 60
Mortar Shell 2 600
Survey Charge 13 780
Propane Explosive Bomb 1 900
Homing Missile 9 1,000
MLRS Rocket 1 —
40mm HE Grenade 3 —
Hammerhead Bolt 4 —

Direct hit, hard side, no duds. Beancan Grenade is a dud 15% of the time. Satchel Charge is a dud 20% of the time. A range runs from point blank to the far end of the bullet's falloff, fired from an Assault Rifle.

Recycling

Recycler

At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.