SpawnPass · Rust

Raid economics for small groups

Sulfur per hour against wall costs — how a duo decides whether a raid is worth running.

Last checked 2026-09-21

Overview

A raid is an investment decision. The question is never "can we get in" — with enough sulfur anyone can get in. The question is whether what is inside pays for what it costs to reach it.

Price the target before you farm

Walk the base and count the grade of every surface you would have to break. At 2,200 sulfur per C4 and 1,400 per rocket, a badly chosen entry point can double the bill.

Soft sides and roof lines

Break from the soft face wherever the geometry lets you. Roof entries and compound breaches often cost less than fighting through the intended airlock, and they put you somewhere the defenders have not pre-aimed.

Indirect fire

The May 2026 mortar gives small groups a siege option they did not have before: cheap per shot, inaccurate, and it needs ranging practice before the night you rely on it. MLRS from the Abandoned Military Base needs rockets and an Aiming Module, and cannot be used against monuments or safe zones.

The upkeep angle

Since September 2026 upkeep scales with authorised players. A large group that has not trimmed its auth list is paying a tax every hour; that can matter more to their week than your raid does.

Turrets cost more now

Auto turret crafting went from 10 to 25 high quality metal in August 2026. Defenders have fewer of them than they used to, and the ones they have are worth more to destroy.

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