Characteristics
Overview
A spotlight you can orient with a hammer.
Pick it when the lamp has to stand out on open floor. Same recipe and the same Level 1 bench as the spot light, 50 metal fragments each; what this one adds is legs. It goes down on a floor the way a box would, so it can sit in the middle of a room.
A garage is where that matters. Your modular car lift takes up the middle of a big floor, the engine bay is in shadow under the ceiling lamps, and fitting parts at night turns into guesswork. Two tripods at the corners of the lift, both pointed at the car, and you can read every module.
Aiming works the way the game text says: place it first, then turn it with a hammer until the beam lands where you want it. Power comes in through one wire like any lamp, so hook it to the battery line that already feeds the garage with the wire tool. Moving it later means picking it up and setting it down again, then one more pass with the hammer.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
10–12 | 250–300 |
|
3 | 600 |
|
5 | 600 |
|
2 | 960 |
|
1 | 1,400 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
5 | 60 |
|
2 | 600 |
|
13 | 780 |
|
1 | 900 |
|
9 | 1,000 |
|
1 | — |
|
3 | — |
|
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
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.