Characteristics
Overview
A small blue light source.
Blue is the colour players hang over a shop. Say you set a vending machine into your compound wall and want people passing by to find it after dark. One blue lamp above it reads as an open counter from across the field, and nobody mistakes it for the glow of a lived-in loot room.
On its row it is the same deal as the plain industrial wall light and the red and green ones: 30 metal fragments, a Level 1 bench, no research cost listed. Only the colour changes, so you pick it for what it means.
Wiring is short. Run the wire tool from a battery or generator to a switch beside the machine, then on to the lamp. Close shop when you log off by flipping that switch. A sign that burns all night still tells roamers somebody lives behind that wall.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
20–23 | 500–600 |
|
5 | 1,000 |
|
10 | 1,200 |
|
1 | 1,400 |
|
3 | 1,440 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
10 | 120 |
|
1 | 900 |
|
4 | 1,200 |
|
25 | 1,500 |
|
17 | 1,800 |
|
1 | — |
|
6 | — |
|
8 | — |
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.