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The shortest reliable answer: scout the cheapest route to the target’s Tool Cupboard (TC), identify every building grade, then budget explosives, ammunition, healing, construction materials and a counter-raid reserve before you fire. On the current Facepunch Rust Wiki reference, a stone wall takes 4 rockets, a metal wall 8 and an armored wall 15. Doors take 1 rocket for wood, 2 for sheet metal, 3 for a garage door and 4 for an armored door. Those are planning figures for the standard game; patches, server plugins and special game modes can change them.

Successful raiding is not just breaking one wall. You must reach a valuable room or the TC, keep control of the breach while defenders and third parties arrive, and leave with enough materials to seal or defend your route. This guide shows how to choose a route, compare rockets, C4, satchels and explosive 5.56, stage an online raid, and avoid the mistakes that waste sulfur.

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What a Rust raid actually involves

A raid is an organized attack on another player’s base using explosives or other damage methods to reach its TC, storage, electricity, turrets or sleeping players. The apparent front door is often not the cheapest route. A base may contain honeycomb, bunker mechanics, roof access, external walls, dead-end doors or a compound that makes a direct assault expensive and exposed.

Your practical objective should be specific: reach the TC, remove or control a particular loot room, destroy an electrical or turret system, or open a route that can be defended. “Break in somewhere” is not a plan. Count the building pieces on the cheapest credible route and decide in advance what result makes the raid worth continuing.

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Check the server before crafting anything

Rust servers can differ in team limits, map size, wipe schedule, blueprint availability, decay settings, combat rules and modded damage values. Facepunch documents differences between server game modes, and a modded server may alter structure health, recipes, authorization or the consequences of killing defenders.

  • Confirm whether the server is vanilla, lightly modded or heavily modified.
  • Check the current wipe date and whether a raid is likely to be followed by a wipe soon.
  • Verify team size, offline-raid rules, turret behavior, building privilege and any raid-protection plugin.
  • Confirm that your character has the blueprints and workbenches needed for the selected explosives.

Use the official wiki values as a baseline, then test or verify unusual server settings before committing a large sulfur stockpile.

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Scout the target and map the cheapest route

Identify the building grades

From outside, note whether each piece is twig, wood, stone, sheet metal or armored. Do not count only the visible outer shell. Look for a second layer, roof honeycomb, floor pieces, door frames and external walls. A single armored section can make an apparently cheap route more expensive than a longer stone route.

Trace the likely route to the TC

Look for door chains, roof hatches, windows, floor drops and bunker entrances. Count the pieces that must actually be destroyed, not every piece you can see. If two walls meet at a corner, check whether a rocket’s splash can damage both. If a door opens into a dead end, breaking it may not move you closer to the TC or loot.

Read the defensive layout

An airlock normally uses opposing doors so an intruder cannot walk straight into the core. Honeycomb adds extra wall layers around the core, increasing the number of structures a raider must destroy. During scouting, determine whether an apparent outer wall is honeycomb, whether a door leads to a dead end, and whether a roof or floor route avoids several stronger pieces.

Record a breach map

Draw or screenshot the target from several angles and mark each planned explosive point. Label the grade, estimated hit count, fallback route and the location where you expect the TC. Include a route for carrying loot out; a breach that is easy to enter but impossible to hold is a poor route.

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Rocket counts and structure choices

The following counts are the current Facepunch Rust Wiki reference for standard structures. They are not a guarantee for modded servers or future patches.

Target piece Rockets in the current wiki reference Planning sulfur at 1,400 per rocket
Stone wall 4 About 5,600 sulfur
Sheet-metal wall 8 About 11,200 sulfur
Armored wall 15 About 21,000 sulfur
Wooden door 1 About 1,400 sulfur
Sheet-metal door 2 About 2,800 sulfur
Garage door 3 About 4,200 sulfur
Armored door 4 About 5,600 sulfur

The sulfur column multiplies the planning estimate used by Rusty Tools, whose dataset is labeled updated 1 September 2026. It is not a promise about the exact ore, gunpowder or fuel you will consume on a particular server.

Use rocket splash deliberately

Rockets damage an area rather than only the pixel at which they land. The Facepunch Rust Wiki advises: “When aiming a Rocket Launcher, aim for the intersections of building peices to damage multiple at once.” In practical terms, aim at the intersection of adjacent walls, a wall and floor, or another junction where the splash can hit more than one building piece. Confirm damage before spending another rocket; a poor angle can waste splash on terrain or an empty external layer.

Choosing rockets, C4, satchels or explosive 5.56

Explosive Planning sulfur figure Best use Main limitation
Rocket About 1,400 sulfur each Walls, splash at intersections and attacks where range matters Large splash can damage your own position or overshoot a nearly destroyed piece
C4 About 2,200 sulfur each High-value targets where fewer, powerful hits are preferable High sulfur cost per item and close placement exposes the user
Satchel charge About 480 sulfur each Earlier-workbench or lower-entry raids when you can carry a large quantity Stronger structures require many charges; deployment is slower and less predictable
Explosive 5.56 About 25 sulfur per round Finishing a weakened door or structure without committing a full rocket Requires many rounds for a fresh, strong target and provides less range and area damage

These sulfur figures come from current specialist calculators: roughly 1,400 per rocket, 2,200 per C4 and 480 per satchel from Rusty Tools, and about 25 sulfur per explosive 5.56 round from Rust Forge. Treat them as planning references and recheck them after patches.

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When rockets are the sensible choice

Choose rockets when the route contains adjacent pieces that can share splash damage, when you need to engage from range, or when the route includes several walls rather than one isolated door. A rocket can also be the safer option against defenders behind a doorway because you do not need to stand directly beside the target.

When C4 can be better

C4 costs more sulfur per item than the calculator estimate for a rocket, but a target may require fewer C4 placements than rocket hits. Compare the total number of pieces and hits, not the price of one item. C4 is most attractive when it shortens a route through a high-value piece and the team can safely place and protect it.

When satchels fit the plan

Satchels are useful when your team has earlier-workbench access or cannot yet produce the other explosives. Their lower per-item sulfur estimate does not make every raid cheap: stone, metal and armored structures can require a large stack. The longer deployment and larger inventory burden also increase exposure to defenders.

When explosive 5.56 saves resources

Use explosive ammunition as a finishing tool when a door or structure has already been weakened and a complete rocket would waste damage beyond the remaining health. Calculate the rounds required and keep enough ammunition for defenders; never spend your entire combat reserve on the final few hit points.

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Crafting requirements and staging

Explosives

The current Rust Wiki reference lists explosives as Workbench Level 3 crafts using gun powder, metal fragments, sulfur and low-grade fuel. The exact ingredient totals can change with updates or server modifications, so verify the recipe shown in your crafting interface before smelting or mixing a raid budget.

Rocket launcher

The rocket launcher is listed as a Workbench Level 2 craft requiring 40 high quality metal and 4 metal pipes. This requirement is separate from the resources needed to craft the rockets themselves. Bring a backup weapon and ammunition; losing the launcher at the breach can end the raid even if your explosive count is correct.

Stage materials safely

  1. Craft in a secure location and split sulfur, gunpowder and finished explosives between storage points.
  2. Move only the amount needed for the next phase; do not carry the whole budget in one run.
  3. Hide or defend a reserve away from the immediate breach so one death does not end the operation.
  4. Prepare bags or respawn points, spare weapons, armor, medical items, food and water before the first shot.
  5. Bring a building plan, wood or stone, doors and locks for a temporary raid base and for sealing the route afterward.

Budget the whole operation, not just the breach

A raid budget has four parts: breach resources, combat supplies, control infrastructure and a counter reserve. List each before leaving base.

  • Breach: rockets, C4, satchels or explosive 5.56, plus launcher and deployment tools.
  • Combat: firearms, ammunition, armor, healing items and food or water.
  • Control: building materials, doors, locks, ladders or other access tools, sleeping bags and materials for a small raid base.
  • Extraction: boxes or transport capacity for loot and enough building materials to close a hole or create cover.
  • Reserve: spare explosives and ammunition for a defender repair, a second route or a counter-raid.

For example, a four-rocket stone-wall estimate is about 5,600 sulfur before you add the launcher, ammunition, armor, healing, construction materials and reserve. A route through two stone walls is about eight rockets, or roughly 11,200 sulfur at the same planning rate, before those other costs.

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Assign roles before the first explosive

Breach player

The breach player places or fires explosives, confirms damage and calls the next target. This player should not be the only person carrying the team’s reserve.

Close security

A close-security player watches the breach, kills defenders who push through and prevents an enemy from replacing a door or building a defensive piece inside the opening.

Outer lookout

The outer lookout watches roads, hills, rooflines and likely approach routes for third parties. Rotate this role if the raid lasts long enough for fatigue or ammunition shortages to matter.

Loot carrier and builder

One player should move valuable loot to a defensible box or fallback base while another keeps the breach sealed, places doors or builds cover. Do not let every player leave the opening at once.

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How to execute an online raid

  1. Place respawn points. Put bags where players can return without crossing the entire map. Establish a small, concealed raid base if terrain and time allow.
  2. Secure the approach. Clear external turrets, compound angles and nearby high ground as far as your team can safely control.
  3. Start with the mapped target. Use the planned grade and count. Stop if the structure, route or expected TC position differs materially from your scouting.
  4. Exploit splash intersections. Aim at junctions where adjacent pieces can be damaged together, and check the damage state after each shot.
  5. Call defenders early. Assume they can repair, open an alternate door, use a roof route or summon allies. Keep one player watching for a flank while the breach continues.
  6. Replace the opening. As soon as the team controls a space, use doors, locks and building materials to prevent a defender from retaking the route.
  7. Reassess the target. If the TC is not where expected and the next route requires several armored pieces, compare the remaining cost with the loot and your reserve.
  8. Extract in stages. Move high-value items first, keep a combat reserve, and maintain enough players at the breach until the last load is safe.

Protecting the raid base from counters

A temporary raid base is not invulnerable; its purpose is to reduce travel time and provide a controlled fallback. Build it out of sight of the main breach where possible, use doors and locks immediately, and avoid placing all sleeping bags and supplies in one obvious room.

  • Keep a second route between the raid base and the breach so a single wall or doorway cannot trap the team.
  • Use cover that blocks common sightlines from hills, roofs and roads.
  • Store only the next phase’s explosives at the forward position; keep the reserve farther back.
  • Watch for players who arrive after hearing explosions rather than only for the original occupants.
  • Set a clear retreat trigger, such as losing the outer lookout, running out of medical supplies or seeing a new group establish a firing position.

The most common counter-raid mistake is tunnel vision: the team keeps firing at the target while an outside group takes the raid base, kills respawning players or steals the remaining explosives.

Finding and taking control of the Tool Cupboard

The Tool Cupboard controls building privilege and upkeep. The Facepunch Rust Wiki describes a TC as preventing the base from decaying and preventing other players from building on or close to the protected area; teammates must be authorized to build there. Reaching the TC is therefore a control objective, not merely a loot objective.

  1. Locate the TC and check whether it is protected by a room, bunker, floor piece or alternate door route.
  2. Kill or displace defenders before opening the TC room; an unauthorized team cannot freely build inside its protected area.
  3. Authorize the players who need to build, then add the upkeep resources required by the base.
  4. Replace the destroyed wall or door, add your own locks and remove enemy access routes.
  5. Check electrical systems, turrets, traps and storage before splitting the team to loot.

Do not claim the TC and immediately leave if the base is still open. Without a defensible replacement wall, a counter-group can retake the area or remove your authorization.

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Common beginner mistakes and fixes

Counting the visible wall instead of the route

Symptom: You bring enough rockets for one wall but discover honeycomb or a second floor layer. Fix: Scout every layer and record a fallback route before crafting.

Using a full rocket on a nearly dead target

Symptom: The last shot destroys adjacent cover or wastes damage. Fix: Track structure health and finish with a smaller explosive option when practical, such as explosive 5.56.

Carrying the entire budget

Symptom: One death gives the defender all your explosives. Fix: Split the reserve between the raid base, a fallback cache and the active breach team.

Ignoring doors after entering the compound

Symptom: You reach storage but cannot move between rooms without opening several additional doors. Fix: Count door chains during scouting and compare the total with a wall route.

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Forgetting the exit

Symptom: Loot is secured but the breach is exposed and the team is trapped by a counter-group. Fix: Carry doors, locks and building materials and reserve players for extraction until the final load is clear.

Assuming wiki counts are permanent

Symptom: Your damage or recipe differs from the planning sheet. Fix: Check the current server rules and crafting interface, especially after a patch or on a modded server.

A practical go/no-go checklist

  • Target grade and every layer on the selected route are identified.
  • Expected TC or loot-room location is marked, with at least one fallback route.
  • Explosive choice has been compared by total sulfur, access, range, splash and exposure.
  • Launcher, weapons, ammunition, armor, healing, food and water are ready.
  • Raid base materials, doors, locks, bags and sealing materials are staged.
  • Roles, communications and retreat conditions are agreed.
  • A reserve remains after the planned breach cost.
  • The team knows who will authorize at the TC and who will guard the extraction route.

How to decide whether to continue

After each major layer, recalculate the remaining cost and risk. Continue when the next route is still likely to reach the stated objective, your team can defend the breach, and the reserve covers a counter or second attempt. Stop when the route has changed into several armored layers, defenders have established control of the area, or the remaining explosives would leave you unable to survive and extract. There is no universal raid-profit or success-rate figure: target design, defenders, server rules, timing and loot determine the outcome.

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