Characteristics
Overview
A small red light source.
Red over the loot room is a habit plenty of groups share. It marks the core of the base, the room nobody leaves open behind them. The lamp gets far more useful, though, once a sensor decides when it lights.
Mount an HBHF sensor inside the loot room and set it to leave authorised players out. Then run its output with the wire tool to a red lamp in the room where you actually spend your time, by the furnaces or the crafting bench. Dark lamp: nobody strange in there. Red lamp: someone who is not authorised is standing next to your boxes, and you know it without an alarm sound giving you away.
The sensor needs power at its own input, so feed it from your battery like anything else. Cost and bench are those of the green lamp and the other two colours. Red simply reads as trouble faster than any other colour in a dark base.
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.