---
title: "Rust Raid Chart (2026): C4, Rockets and Satchels for Every Wall and Door"
description: "How many C4, rockets, satchels and explosive ammo break every Rust wall and door, with sulfur costs. Worked out from the September 2026 server files."
url: "https://www.gameserverkings.com/knowledge-base/rust/rust-raid-chart/"
category: "Rust"
category_url: "https://www.gameserverkings.com/knowledge-base/rust/"
published: "2026-09-28T04:25:11.247Z"
updated: "2026-09-28T04:33:02.289Z"
source_format: "markdown"
site: "GameServerKings"
---

# Rust Raid Chart (2026): C4, Rockets and Satchels for Every Wall and Door

This Rust raid chart lists how many C4, rockets, satchel charges, explosive 5.56 rounds and beancans it takes to break every common wall, door and window, plus the sulfur each option costs. We didn't copy the numbers from another chart. They come from the Rust dedicated server files: the public-branch build dated 22 September 2026, which came out after September's *Breach and Clear* update. We read each explosive's damage and each building piece's health and protection from those files, then ran them through the same damage formula the server uses.

To total a whole base, use the [Rust raid calculator](/tools/rust/raid-calculator/): pick the walls and doors in the way and it works out the cheapest mix. This page is the reference table behind it, with the reasoning, so you can sanity-check a raid before you spend the sulfur.

## The Rust Raid Chart (September 2026)

Explosives needed to destroy one piece from full health, attacking from outside the base, assuming every charge lands on the target and nothing is a dud. Explosive 5.56 counts are for an Assault Rifle, from within 20 m (lower number) to 100 m or more (higher number):

| Target | HP | C4 | Rockets | Satchels | Explosive 5.56 | Beancans |
|---|---|---|---|---|---|---|
| Wood wall | 250 | 1 | 2 | 3 | 48–49 | 18 |
| Stone wall | 500 | 2 | 4 | 10 | 182–185 | 64 |
| Sheet metal wall | 1,000 | 4 | 8 | 23 | 399–400 | 131 |
| Armored wall | 2,000 | 8 | 15 | 46 | 798–799 | 262 |
| Wooden door | 200 | 1 | 1 | 2 | 18–19 | 7 |
| Sheet metal door | 250 | 1 | 2 | 4 | 63 | 21 |
| Garage door | 600 | 2 | 3 | 9 | 150 | 49 |
| Armored door | 1,000 | 3 | 5 | 15 | 250 | 82 |
| Ladder hatch | 250 | 1 | 2 | 4 | 63 | 21 |
| Armored ladder hatch | 1,000 | 3 | 5 | 15 | 250 | 82 |
| High external wooden wall | 500 | 2 | 3 | 6 | 96–98 | 36 |
| High external stone wall | 500 | 2 | 4 | 10 | 182–185 | 64 |
| Metal window bars | 500 | 2 | 4 | 12 | 200 | 66 |
| Strengthened glass window | 350 | 2 | 3 | 9 | 140 | 46 |
| Tool Cupboard | 100 | 1 | 1 | 1 | 9–10 | 4 |

Floors, foundations, roofs and half walls have the same health as a wall of the same grade in this build, so read them off the wall rows. Double doors have the same health as the single door of the same material. Twig (10 HP) isn't worth an explosive: hit it with anything.

### Why explosive ammo is a range

Each explosive 5.56 round does two things. The bullet hits the wall (50 bullet damage plus a tiny amount of explosion damage), and a small 1.5 m blast deals 5 explosion damage. Stone blocks 99% of bullet damage but only half of the explosion, and the outside face of a wall halves the bullet part again. Bullet damage drops with range, but in the server code it never falls below 80% of full, so distance only moves the count a little: 182 rounds on a stone wall from within 20 m, 185 from 100 m or more. Sheet metal and armored walls block 99.99% of bullet damage, so distance changes their count by one round at most. Metal doors ignore bullet damage completely. Other rifles scale bullet damage differently (the Assault Rifle is the baseline), so they can shift the counts slightly.

## Sulfur Cost per Target

What matters on most raids is sulfur. Using the crafting recipes in the same build:

| Explosive | Sulfur each | Recipe chain |
|---|---|---|
| Timed Explosive Charge (C4) | 2,200 | 20 explosives, 5 cloth, 2 tech trash |
| Rocket | 1,400 | 150 gunpowder, 10 explosives, 2 metal pipes |
| Satchel Charge | 480 | 4 beancans, 1 small stash, 1 rope |
| Beancan Grenade | 120 | 60 gunpowder, 20 metal fragments |
| Explosive 5.56 | 25 | 20 gunpowder + 10 sulfur makes 2 rounds |

One explosives is 50 gunpowder plus 10 sulfur (110 sulfur in total), and gunpowder costs 2 sulfur each. So the sulfur needed per target is:

| Target | C4 | Rockets | Satchels | Explosive 5.56 | Cheapest in sulfur |
|---|---|---|---|---|---|
| Wood wall | 2,200 | 2,800 | 1,440 | 1,200–1,225 | Explosive ammo |
| Stone wall | 4,400 | 5,600 | 4,800 | 4,550–4,625 | C4 |
| Sheet metal wall | 8,800 | 11,200 | 11,040 | 9,975–10,000 | C4 |
| Armored wall | 17,600 | 21,000 | 22,080 | 19,950–19,975 | C4 |
| Wooden door | 2,200 | 1,400 | 960 | 450–475 | Explosive ammo |
| Sheet metal door | 2,200 | 2,800 | 1,920 | 1,575 | Explosive ammo |
| Garage door | 4,400 | 4,200 | 4,320 | 3,750 | Explosive ammo |
| Armored door | 6,600 | 7,000 | 7,200 | 6,250 | Explosive ammo |
| High external stone wall | 4,400 | 5,600 | 4,800 | 4,550–4,625 | C4 |
| Tool Cupboard | 2,200 | 1,400 | 480 | 225–250 | Explosive ammo |

Explosive ammo usually wins on paper, but you also need a rifle, a lot of time standing in the open and a steady aim. Satchels come with a dud risk (see below). C4 is the most sulfur-efficient way through stone, sheet metal and armored walls. That's why "go through the wall, not the door" is often the right call once a base uses armored doors.

## How the Numbers Are Worked Out

Every hit in Rust is a list of damage types (explosion, blunt, stab, bullet and so on). The target's protection reduces each type separately, then the leftovers are added up and subtracted from its health. The server code does exactly this: each type is multiplied by `1 − protection`.

Here are the damage lists from the explosive prefabs:

| Explosive | Damage | Full damage within | Falls off to 0 at |
|---|---|---|---|
| C4 | 550 explosion | 0 m | 4 m |
| Rocket | 275 explosion + 75 blunt | 1 m | 3.8 m |
| Satchel | 75 explosion + 200 blunt + 200 stab | 0 m | 4 m |
| Beancan | 15 explosion + 50 blunt + 50 stab | 1.5 m | 4.5 m |

And the protection values that matter:

| Material | Explosion | Blunt | Stab |
|---|---|---|---|
| Wood (walls, high walls) | 10% | 98% | 90% |
| Stone | 50% | 98% | 95% |
| Sheet metal and armored | 50% | 99% | 98% |
| Metal doors (sheet metal, garage, armored, hatches) | 20% | 95% | 100% |
| Wooden door and Tool Cupboard | **−100%** | 95% | 95% |

Worked example, a rocket on a stone wall: 275 × 0.5 = 137.5 explosion, plus a little blunt (75 × 0.02, cut by another 90% on the outside face), for about 137.7 damage per rocket. 500 HP ÷ 137.7 = 3.6, so it takes **4 rockets**. On an armored wall the same rocket does about 137.6, and 2,000 ÷ 137.6 = 14.5, so **15**.

A few things fall out of these numbers:

- **Satchels are mostly blunt and stab damage**, which walls shrug off. That's why a satchel does 51.5 to a stone wall but 70 to a sheet metal door, and why satchels are good for doors and bad for armored walls.
- **Wooden doors and the Tool Cupboard have negative explosion protection.** They take double explosion damage, so one satchel kills a TC and a single rocket takes out a wooden door.
- **C4 and satchels stick.** They put their full damage into the thing they're stuck to. A rocket has a 1 m full-damage zone and splashes out to 3.8 m, so a rocket landing near a corner can damage more than one piece, at reduced damage.
- **Fire does nothing to stone or metal.** Both have 100% heat protection. Molotovs and incendiary rockets only matter against wood.

## Duds, Soft Sides and Other Things That Change the Count

- **Satchels dud 20% of the time and beancans 15%.** Interacting with a satchel dud that's still stuck to the wall either relights it with a short 2.5–3 second fuse (a 50/50 roll) or hands it back to you, and a relit dud can dud again. Budget roughly one extra satchel for every four or five you plan to use.
- **Which side you hit from matters less than you'd think.** Walls, doors, hatches and high walls get extra protection on their hard (outside) face: 90% less blunt and stab damage and 50% less bullet damage, but nothing extra against explosion damage. C4 and satchels stuck to a piece skip that check entirely. Rockets are almost all explosion damage, so the counts above stay the same from either side. Beancans are mostly blunt and stab, so from the inside (the soft side, with the X-shaped braces) they need noticeably fewer: 46 instead of 64 on a stone wall.
- **Damaged pieces need less.** The chart is from full health. A wall someone has already hit, or one that has been decaying, may go down one charge early.
- **Modded servers can change all of this.** Plugins that scale raid damage, or changed stack sizes and crafting costs, make the chart wrong for that server. The figures here are vanilla.
- **Softcore servers can have raid windows.** On servers running Softcore with raid windows switched on, building blocks and doors can't be damaged by explosives outside the scheduled hours.

The numbers change whenever Facepunch rebalances health, protection or explosive damage. Monthly updates land on the first Thursday of the month, so re-check this page after each one. The build it's based on is stated at the top.

## Test a Raid Before You Commit the Sulfur

The cheapest way to be sure about a raid path, or a base you've just designed, is to blow it up on a server you control. With admin on your own server:

```
inventory.give explosive.timed 20
inventory.give rocket.launcher 1
inventory.give ammo.rocket.basic 20
inventory.give explosive.satchel 20
```

Build the section you want to test with `creative.freebuild true` so the blocks cost nothing, blow it up, count the charges, then rebuild. [Rust Admin Commands](/knowledge-base/rust/admin-commands/) covers making yourself admin and the full `inventory.give` syntax. [Rust Console Commands & Cheats](/knowledge-base/rust/rust-console-commands/) explains creative mode, noclip and god mode. If you don't have a server to do this on, [How to Make a Rust Server](/knowledge-base/rust/how-to-host-a-rust-server/) walks through setting one up.

For base-building advice that uses this chart (where to spend your HQM, how many layers make a raid unprofitable, where the TC goes), see the [Rust base design guide](/knowledge-base/rust/rust-base-design/).

## FAQ

### How many C4 does it take to break a sheet metal wall?

Four. C4 does 550 explosion damage, sheet metal blocks half of it, so each charge does 275 to a 1,000 HP wall.

### How many rockets for a stone wall?

Four. Each rocket does about 139 damage to a 500 HP stone wall.

### How many C4 for an armored door?

Three. An armored door has 1,000 HP and metal doors only block 20% of explosion damage, so each C4 does 440.

### What is the cheapest way to raid in Rust?

It depends on what you're breaking. C4 is the cheapest per wall for stone, sheet metal and armored walls. Explosive 5.56 is the cheapest per door in sulfur, though it takes much longer. Satchels are cheap against doors and wooden walls but dud 20% of the time.

### Is there an official Rust raid chart?

No. Facepunch doesn't publish one. Every chart, including this one, is worked out from the game's data. This page shows where each number comes from and which build it's based on.

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Made with 💜 by GameServerKings
