Raiding and defending a bunker

Exactly how many charges, grenades or rounds each wall, door and hatch takes, what the map actually spawns to pay for it, and what it costs the owner to put the damage back.

A bunker is the safest storage on the server, but it is not a vault. A hatch can be blown open, and a bunker left open long enough deletes itself with everything you ever put in it. There is exactly one entrance, so the whole fight — from both sides — is about that one Bunker Hatch, and it tells you in its own name how close it is to giving up.

What it costs to get through

Two completely different damage models are in play, and mixing them up is where every wrong guess about raiding comes from.

Explosives are multiplied by the target's armour. Charges, claymores, grenades and landmines all count as frag damage, and a bunker wall multiplies that by 40 to 50 times. That multiplier is the only reason the numbers below are double digits instead of thousands — without it the engine scales an explosion to almost nothing against a pool this size.

Bullets are not. Walls and doors carry no armour entry for projectiles at all, so a round lands at its raw damage. The hatch is the exception: it deliberately declares armour against bullets and melee, which is why shooting it barely moves the readout.

Here is what each target costs, per target, from full health:

TargetHealthC4 chargeClaymoreFrag grenadeLandmine
Wooden wall24 000261236
Wooden door12 00013618
Metal wall36 000381648
Metal door18 00024824
Concrete wall76 8005163295
Concrete door38 400381648
Zaruunium wall120 00072448142
Zaruunium door60 0004122471
Hatch — blow it open (30% of its health)100 00062447136
Hatch — destroy the codelock (90% of its health)100 0001870139408

The hatch is the only way in from outside, and it works differently from everything else: each Plastic Explosive removes a flat 5 % of its maximum health, applied in script rather than through armour. Making the hatch tougher therefore never changes its charge count — it only makes the grenade and bullet routes worse.

A hatch can never be destroyed. Damage floors just short of nothing, so it always survives as a blown-open shell. You are not breaking it, you are opening it.

If you are shooting it instead

Rounds to destroy a wall or a door outright, and to blow the hatch open:

AmmunitionWooden
wall / door
Metal
wall / door
Concrete
wall / door
Zaruunium
wall / door
Hatch
to open
.308 / 7.62x54R / RPG7160 / 80240 / 120512 / 256800 / 4001150
5.45x39209 / 105314 / 157668 / 3341044 / 5221500
7.62x39 / 5.56x45 / 12 ga slug219 / 110328 / 164699 / 3501091 / 5461568
40 mm HE, direct hit243 / 122364 / 182776 / 3881213 / 6071742
9x39320 / 160480 / 2401024 / 5121600 / 8002299
.357370 / 185554 / 2771182 / 5911847 / 9242653
9x19 / .45 ACP600 / 300900 / 4501920 / 9603000 / 15004311
.380 / 12 ga pellet686 / 3431029 / 5152195 / 10983429 / 17154927
.221200 / 6001800 / 9003840 / 19206000 / 30008621

Two things to read out of that table. The RPG7 is grouped with the rifles on purpose — it counts as a projectile, not an explosive, so it never touches the armour multiplier and performs worse against a wall than a marksman rifle does. And no bullet penetrates anything down here: shooting a wall can only ever destroy that wall, never hit a player or a crate behind it.

What the map actually holds

Charges are loot only — they cannot be crafted — and the whole map carries very few at a time. This is the live spawn table for Plastic Explosive:

MapSpawnsRarity
Chernarusspawnsrare
Deer Islespawnsrare
Hashimaspawnsrare
Livoniaspawnsrare
Namalskspawnsvery rare
Sakhalspawnsrare
Stuart Islandspawnsvery rare
Swans Islandspawnsvery rare
Utesspawnsvery rare
Zaruunnot spawnedunique

Set that against the table above and the real constraint is obvious: opening a single hatch costs several times everything the map holds at once. Raiding on this cluster is gated by supply far more than by health, and a stockpile is the work of weeks.

Dynamite does nothing to a hatch, and gas — including the PO-X Vial — does nothing to any structure at all. Gas is a weapon against people.

The two thresholds

Raiding is measured as cumulative damage. Not per session, not per raider — damage you did last night is still on the clock tonight, and damage a stranger did last week counts towards your breach.

Breach, at 30 % cumulative damage. The hatch blows open and becomes usable by everybody, and the codelock stops working, so the code is now irrelevant. A breach sound plays, a smoke column rises from the hatch that is visible from a long way off, and a small smoke appears inside near the entrance so the owners walking in know they have been opened.

Codelock removal, at 90 % cumulative damage. The lock is physically popped off and deleted. Repairing the hatch after this point does not give you a lock back — you need another codelock, and codelocks are rare, loot-only and cannot be crafted.

Reading a hatch before you commit

The hatch's name tells everyone where it stands: a health percentage while it is being worn down, then Decaying with the time left once breached, then Crumbling with the time left once it is past saving. For a raider that is free intelligence — a hatch deep into decay may open itself. For an owner it is your countdown, so read it every time you log in.

Player-built walls and doors

Once someone is inside, everything the owners built is fair game. Tiers upgrade in place — wood to metal to concrete to Zaruunium — and both the health pool and the armour multiplier climb with each one. Concrete and Zaruunium got considerably tougher in the 2026-08-21 update; the table above is generated from the values the servers are running right now, so it is current whatever changes next.

Doors are the soft spot at every tier. A door carries exactly half its wall's health, so it is always the cheaper way through — a fat concrete wall protects nothing if the room behind it opens through a wooden door. Upgrade doors first.

The dirt and rock dividers are a different thing

The rough dirt and rock slabs closing off the unbuilt rooms are not player-built walls — they are the bunker's own shell, and no amount of explosive opens one. Read one in game and its description claims it is vulnerable to explosives; that text is out of date and the wall is not. Charges, grenades, bullets and melee all register an impact and do nothing.

The owners get in the only way anyone can: attach the build materials and break through with a pickaxe (Break Through Wall), which is gated to codelock-authorised players. So a raider who breaches a hatch gets the rooms the owners had already opened and stops there — the sealed rooms behind a divider are genuinely out of reach. Rock layers are the expensive ones to open, so deep rooms cost the owners real materials.

Defending your bunker

  • Upgrade the doors first, then the walls. Upgrade Wall works in place with a hammer or hatchet and costs the tool some durability.
  • Metal takes 2 sheet metal, concrete 1 cinder block, Zaruunium 1 meteor fragment. Walls also want a binder of 12 nails; doors do not.
  • Put in a raid alarm, lock it, and make everyone subscribe. Bunker raid alarm uses a deployed SecureZone Defense Unit, which now rings for your interior walls and doors as well as the hatch, and alerts arrive through Discord so they reach you offline. Fit a codelock on the station itself — without one a raider can subscribe to your alarm and Test it to count your defenders. Each player still has to subscribe at the station themselves (Subscribe to Alarm System), and only people on the station's lock can. Fire Test Alarm once to prove it works.
  • Keep a Blowtorch, full gas canisters and a spare codelock inside the bunker. A repair kit stashed across the map is a repair kit you will not reach in time.

Repairing the hatch

Repair is a Blowtorch with a gas canister attached: point it at the hatch and use Repair Hatch. A full canister restores a share of maximum health by size:

A part-used canister gives a proportional share, so a half-empty tank is worth half a repair. Gas is only spent as the weld lands, and the action stops on its own once the hatch is whole.

Getting the health back above the breach threshold re-secures the hatch. It slams shut, the blown-open look reverts, both smokes stop, and the codelock works again — provided the raid never reached the removal threshold and popped the lock off.

The clock after a breach

The clock that matters starts when a hatch is breached.

  1. Decay — over 168 h the hatch drains from the breach threshold down to its floor. Repair works this entire time. This is your window, and it is the only one.
  2. Crumbling — a grace period of 24 h. The name switches to Crumbling with a countdown and the blowtorch repair is switched off. Nothing a player can do saves the bunker now; empty it.
  3. Despawn — anyone still inside is ejected, then the hatch, the bunker and every item stored in it are deleted. Nothing is refunded and no staff member can restore it.

Raiders can read that as an opportunity: a bunker you cannot empty in one trip stays open a good while, and if the owners never come back it finishes itself.

Repairing walls and doors

Walls and doors are fixed with nails, not gas. Put a stack of Nails into the module's repair slot — it only appears while the module is damaged — then hold a hammer or hatchet and run Repair Wall.

One nail goes in per loop, so the nail count is the material cost and the loop is the time cost. From zero to full:

TierHealth per nailWall: nailsWall: timeDoor: nailsDoor: time
Wooden600402m00s201m00s
Metal400904m30s452m15s
Concrete6401206m00s603m00s
Zaruunium7501608m00s804m00s
  • Nails only leave the stack when a loop finishes, so cancelling halfway costs nothing extra, and the action ends itself once the module is whole.
  • Every tier fits in two nail stacks, but not one — expect to refill the slot part-way through.
  • Only codelock-authorised players can repair or dismantle a module (Dismantle Wall). Flag pole authorisation does not apply underground.
  • Raid damage is fully repairable this way. Upkeep-decay damage is not — that part is pooled and tool-proof, and only paid upkeep heals it.

What goes wrong

  • Nobody subscribed to the alarm. The station is placed and nobody gets the Discord ping.
  • The blowtorch is there and the canister is empty. Check your gas before you need it.
  • Waiting past decay. People see the breach, plan to fix it at the weekend, and come back to a Crumbling hatch they cannot touch.
  • Assuming a repaired hatch is locked. If the raid went past the removal threshold, the hatch closes but stays unlocked until you attach a new codelock.
  • Bringing the wrong tools. Hacksaws do not defeat codelocks — if a codelock ever shows a health prompt, that is a bug, report it. Dismantling anything with a codelock on it requires the code.

The house rules

Raiding is allowed around the clock, with no weekend-only windows, using ammunition, explosives and melee. Gas grenades are a weapon against players and do nothing to structures, so gas is not a raiding method. If you are unsure whether a plan is allowed, ask in a ticket first.

A hatch you leave sitting under the breach threshold keeps draining every day even after the raid is over, whether or not your upkeep is paid — and decay damage is the part a blowtorch cannot fully repair. Bunker upkeep covers that rule and the repair ceiling it creates.

See also: Raiding and repairing bunkers, Bunker walls, doors and tiers, Bunker raid alarm, Underground bunkers, Codelocks, and Discord.

Last updated 2026-08-25