Successful Rust raids are won before the first rocket is fired. Scout the base, identify its building grades and the cheapest credible route to the Tool Cupboard (TC), then budget explosives, equipment, a temporary raid base and a reserve for defenders or third parties.
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For a current official planning reference, expect 4 rockets for a stone wall, 8 for a metal wall and 15 for an armored wall. Doors require 1 rocket for wooden, 2 for sheet-metal, 3 for garage and 4 for armored versions. Those figures are starting points, not guarantees: patches, server plugins and the target’s design can change the real route and cost.
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What a Rust raid is really trying to accomplish
A raid is an organized attempt to destroy or bypass another player’s defenses, reach valuable storage or systems, and take control of the base. Breaking the first wall is only one part of the job. You also need to survive defenders, prevent a counter-raid, secure the TC, and leave with enough material to seal or defend the breach.
The TC matters because it controls building privilege and upkeep. The Facepunch Rust Wiki describes it as the item that prevents a base from decaying and stops unauthorized players from building on or close to the protected area. Your teammates must be authorized at the TC before they can freely build there. Reaching the cupboard without being able to hold the room or pay upkeep does not give your group a stable foothold.
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Every target is different. A compact starter base may be cheaper to enter through a door chain, while a larger base may hide its cheapest route behind honeycomb, roof pieces, a bunker or an external compound. Count the structures on the route you can actually defend, not the structures shown in a generic base design.
Scout the target before crafting anything
Map every plausible route
Spend time outside the base and record all visible doors, wall grades, floors, roofs, windows, external walls and compound defenses. Look for a route that reaches the TC or main loot room with the fewest high-health pieces. A front door is not automatically the cheapest entrance; a roof, floor or side wall may require fewer explosives, or may expose you to fewer defenders.
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- Identify whether each visible wall is wood, stone, sheet metal or armored.
- Count door types and note whether doors form a chain, an airlock, a dead end or a route toward the core.
- Check roof and floor access. A roof hatch or soft ceiling can change the number of pieces you must destroy.
- Look for honeycomb and external walls. Apparent empty space can be an intentional extra layer.
- Note turrets, traps, shooting floors, compound gates and likely defender positions.
- Estimate where the TC, electrical controls and main storage are likely to be located, while treating that estimate as uncertain.
Use a route worksheet
Write down each piece in order: for example, “sheet-metal door, garage door, stone wall, stone wall.” Add a second route if defenders can repair the first one or if a breach leaves your team exposed. This simple list prevents the common mistake of crafting for the first obstacle while ignoring the doors, ladders, ammunition and building materials required afterward.
Read defensive architecture
An airlock uses opposing doors so an intruder cannot walk directly from outside into storage. Honeycomb adds extra wall layers around a core, increasing the number of structures a raider must destroy. During scouting, decide whether an apparent side wall is a honeycomb layer, whether a door opens into a dead end, and whether the roof or floor bypasses those layers.
Rocket and door requirements
The current Facepunch Rust Wiki reference gives these rocket counts for standard building pieces and doors:
| Target | Rockets |
|---|---|
| Stone wall | 4 |
| Metal wall | 8 |
| Armored wall | 15 |
| Wooden door | 1 |
| Sheet-metal door | 2 |
| Garage door | 3 |
| Armored door | 4 |
Use those numbers as route-planning references for the current official ruleset. They do not tell you the total raid cost: a route with three stone walls costs 12 rockets before you add doors, splash misses, defenses or a second breach. Modded servers and future balance patches can change health, damage or recipes, so verify the live server’s rules before committing a large sulfur stockpile.
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Exploit rocket splash correctly
Rockets damage an area rather than only the exact point you hit. The Facepunch Rust Wiki advises: “When aiming a Rocket Launcher, aim for the intersections of building peices to damage multiple at once.” In practice, place your crosshair where adjacent building pieces meet, especially at corners or junctions. Splash can reduce the number of separate volleys when two or more pieces are close enough to receive damage.
Splash is also a liability. A bad angle can damage a structure you did not intend to open, alert defenders or waste a rocket against terrain. Fire from a stable position, watch the damage result, and adjust before spending the next explosive.
How much sulfur to budget
Specialist planning calculators provide approximate sulfur-equivalent figures after expanding ingredient costs. Rusty Tools labels its dataset as updated 1 September 2026 and lists approximately 1,400 sulfur per rocket, 2,200 sulfur per C4 and 480 sulfur per satchel. Rust Forge’s current calculator lists about 25 sulfur per explosive 5.56 round.
| Explosive | Planning figure | Best use case |
|---|---|---|
| Rocket | About 1,400 sulfur each | Walls or doors where splash, range or a grouped angle improves efficiency |
| C4 | About 2,200 sulfur each | High-health targets where fewer individual placements are valuable |
| Satchel charge | About 480 sulfur each | Earlier-workbench option when you can accept a high item count |
| Explosive 5.56 | About 25 sulfur per round | Finishing a weakened door or structure without using a full rocket |
These are budgeting aids, not a universal “cheapest raid” answer. Multiply the figure by the number of items your route needs, then add a reserve. A wall count alone omits doors, splash inefficiency, missed shots, defender repairs, ammunition for security and the explosives needed if your first route is blocked.
Is C4 cheaper than rockets?
Not in sulfur per item: the planning figures put one C4 at about 2,200 sulfur and one rocket at about 1,400. But comparing one item to one item is misleading because structures take different numbers of each explosive and C4 may require fewer placements. Compare the complete route: total sulfur, workbench access, carrying risk, range, splash potential and the time you can spend exposed to defenders.
When satchels make sense
Satchels can be available from an earlier workbench stage than some alternatives, making them useful for a group that lacks the highest-tier crafting access. Their lower sulfur estimate per item is offset by the large number required against stronger structures. Treat them as a progression option or a targeted tool, not an automatic replacement for rockets or C4.
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Use explosive ammunition for finishing work
Explosive 5.56 is useful when a door or structure has already been weakened and a complete rocket would overshoot the remaining health. At about 25 sulfur per round in Rust Forge’s calculator, it can reduce waste during cleanup. Its value depends on the target’s remaining health and your ammunition supply; do not assume it is the best opening weapon for a full-health wall.
Workbench and crafting requirements
Explosives require Workbench Level 3 and use gun powder, metal fragments, sulfur and low-grade fuel. Plan your crafting location and transport before gathering the final ingredient; carrying a large sulfur pile through a contested area is an avoidable risk.
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- Confirm that the character who will craft has the required blueprint access on your server.
- Stage ingredients in a hidden location rather than carrying the entire raid budget in one trip.
- Craft close enough to the intended launch area to reduce transport time, but far enough away that one discovery does not reveal every reserve.
- Keep a written count of completed explosives and reserve materials so the team does not assume a missing crate contains more than it does.
Build the complete raid budget
Explosives are only the visible part of the cost. Before leaving, list everything needed to breach, fight, loot and hold the position:
- Rockets, C4, satchels or explosive ammunition for the mapped route, plus a reserve for a second route or wasted shots.
- The rocket launcher or other delivery tools and enough conventional ammunition for defenders.
- Weapons, armor, medical items, food and water for the expected duration.
- Building-plan materials, doors and locks for a temporary raid base and for sealing the breach.
- Sleeping bags or other respawn arrangements so a death does not end the operation.
- Ladders or access tools if the route requires vertical movement.
- Extra building materials to close exposed openings after the TC and storage are secured.
A raid that reaches the loot room but cannot defend the opening is incomplete. Keep a reserve for counters and do not spend it on a low-value side wall merely because the first route is inconvenient.
Prepare an online raid team
Assign jobs before the first explosive
Online raids become chaotic when everyone carries explosives and nobody watches the perimeter. Give each player a clear responsibility:
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- Breach player: places or fires explosives and reports the remaining route.
- Close security: protects the breach from defenders pushing through doors, windows or ladders.
- Outer lookout: watches roads, hills, compound gates and likely third-party approaches.
- Loot carrier: moves high-value items to a safe location and avoids filling every player’s inventory with the same materials.
- Builder or reserve fighter: places cover, doors and bags, and replaces a fallen role.
Call out each layer as it falls. If the route unexpectedly reaches a bunker, turret room or armored section, pause and recalculate instead of firing blindly.
Place a raid base and respawn point
Where terrain allows, construct a small raid base with a door, lock, cover and sleeping bags. Keep it far enough from the target that a single counterattack cannot take both positions, but close enough for a dead player to return quickly. Bring spare doors and locks so the team can secure a temporary structure immediately rather than after the first death.
Expect defenders and third parties
Defenders may repair, reposition, open a new angle or counter-raid your raid base. Other players may arrive because rockets are audible. Rotate the lookout, avoid standing in one predictable firing lane and keep a fallback route. If the target becomes indefensible, preserving your remaining explosives and leaving is a valid decision.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Execute the breach in controlled stages
- Confirm the target. Recheck the building grade, door type and route immediately before firing. A base may have changed since scouting.
- Secure your starting position. Place bags, establish cover and put the raid base or fallback position into service before opening the first piece.
- Open the cheapest credible layer. Use a route worksheet rather than automatically attacking the most visible door.
- Use splash angles. Aim rockets at intersections where adjacent pieces can be damaged together, then inspect the result before the next shot.
- Clear the immediate room. Deal with defenders, traps and turrets before piling explosives or loot into an unsecured space.
- Recalculate after every layer. Compare the remaining route with the reserve, defender activity and likely value inside.
- Secure the core. Locate the TC, storage and electrical or turret systems. Authorize teammates at the TC before relying on your group’s building privilege.
- Seal or hold the breach. Place doors, locks and building pieces while someone watches the outside. Do not leave an open route that a counter-raider can use immediately.
- Extract deliberately. Move valuable loot in controlled trips and leave if the position cannot be defended or maintained.
What to do when the route fails
You hit a stronger grade than expected
Stop firing and identify an alternate door, roof or floor route. The official counts differ sharply by grade: an armored wall takes 15 rockets in the current reference, compared with 4 for stone. Continuing through an armored section without checking alternatives can consume the reserve needed to survive the counterattack.
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Assign one player to pressure defenders while the breach player concentrates fire. Move the launch angle, use cover and consider whether a second route splits their attention. If repairs and deaths are consuming more resources than the target is worth, disengage.
A third party arrives
Fall back to your raid base or another prepared position, secure loose explosives and keep a route home. The outer lookout should call the direction and numbers without abandoning the breach entirely. A pause is safer than leaving every player exposed with the main sulfur reserve in one inventory.
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You reach the core but cannot hold it
Take only what the team can move and defend, then seal the route if possible. If you cannot authorize teammates, pay upkeep or protect the opening, the raid has not produced a stable gain. Leaving with a reserve is better than losing the entire operation to a counter-raid.
How the defender’s design changes your plan
Airlocks
Opposing doors prevent a straight run from outside to storage. Expect to spend explosives on more than one door or to fight in a confined entry room. A door chain can still be cheaper than a wall, but only if the doors actually lead toward the core.
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Honeycomb
Honeycomb layers increase raid cost by adding structures around the core. Do not count visible outer walls as the whole route; inspect for empty-looking buffer rooms and additional walls behind them. A side that appears close to loot may be several layers deep.
Bunkers and vertical routes
Bunker designs can hide the cheapest entrance until a conditional opening is triggered, while roof and floor routes may bypass a heavily defended front. Record what you can observe, but keep a reserve for a route that only becomes visible after the first layer falls.
Server rules, patches and uncertainty
Official wiki values are the best baseline for an unmodified current game, while calculators are useful for budgeting. Recheck both after patches. Modded servers can alter damage, recipes, building health, team size, authorization and the consequences of a failed raid. Facepunch documents differences among server game modes, so read the specific server’s rules before assuming that a standard team or TC interaction applies.
There is no universal raid success rate or profit figure. The result depends on the target’s construction, defender activity, server rules, loot, third-party intervention and your team’s ability to hold the breach. Treat every count as a decision input, not a promise of profit.
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A practical pre-raid checklist
- Target and route mapped, including at least one fallback route.
- Building grades and door types verified recently.
- Explosive counts calculated with a reserve.
- Workbench level and blueprint access confirmed.
- Launcher, weapons, ammunition, armor, medical items, food and water packed.
- Raid base materials, doors, locks, bags and ladders or access tools ready.
- Roles assigned for breach, close security, lookout and loot movement.
- Fallback position and extraction plan agreed.
- Team authorization and TC upkeep plan understood.
- Decision point set for disengaging if the route becomes too expensive or exposed.
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