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Repair Station

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The Repair Station is a deployable Tech Structure that can be built at a Forward Operating Base. Repair Stations can also be found at every main base with an unlimited amount of supply. When a vehicle parks near a Repair Station it will begin to repair its health at the cost of construction points and resupply its ammo at the expense of ammo points. Vehicles can be partially repaired with the Repair toolbox but will need to park near a Repair Station in order to be fully repaired and rearmed. Repair stations have a audible generator sound that plays on loop when close enough.

Deployable repairstation.png Map icon for the repair station.

Ingame[edit | edit source]

US Army / GB / CAF RUS Forces / MILITIA INSurgents
Repair US-GB-CAF.png
Repair RUS-MIL.png
Repair INS.png

Construction of a Repair Station[edit | edit source]

One Repair Station can be built at each Forward Operating Base. Repair stations are considered a Tech Structure and cost 500 construction points to built, except for the Insurgents which cost 300 construction points. See the Deployables page for more information. Repairing vehicles and resupplying their ammunition can quickly add up, and therefore Forward Operating Bases will need to be well supplied to keep up with the costs. See below for each vehicle's weapon respective Rearm costs. If the construction or ammo points at a Forward Operating Base are depleted, repairs and/or resupply will cease. The Forward Operating Base will need to be resupplied or the vehicle will need to drive back to the Main Base in order to repair and rearm. See the Logistic System for more information.

Rearm Vehicle costs[edit | edit source]

Vehicle Weapon MAGS

(Ammo Mag)

Map icon ammo.png per FULL REARM

Costs

Vehicle Weapon MAGS

(Ammo Mag)

Map icon ammo.png per FULL REARM

Costs

Vehicle Weapon MAGS

(Ammo Mag)

Map icon ammo.png per FULL REARM

Costs

US army / British Army Russian Ground FOrces / Militia Militia / Insurgents
M2A3 TOW 2 (1) 200 x 1 Rocket 400 BRDM-2 Spandrel 1 (5) 200 x Rocket 1000 Technical DShK 7 (100) 50 x Mag 350
M242 AP 1 (70) 8 x 5 Rounds 112 KPVT 9 (50) 50 x Mag 450 SPG-9 6 (1) 100 x Rocket 600
M242 HE 1 (230) 10 x 6 Rounds 400 PKT 5 (250) 50 x Mag 250 UB32 2 (32) 20 x 4 Rockets 320
M240C (7.62) 4 (250) 50 x Mag 200 Smoke 1 (2) 25 x Mag 25
Smoke 1 (2) 25 x Mag 25 URAL 375D ZU23-2 4 (100) 100 x Mag 400
BTR-80 KPVT 9 (50) 50 x Mag 450
FV-432 M2 Open Top 7 (100) 50 x Mag 350 PKT 5 (250) 50 x Mag 250
Smoke 1 (2) 25 x Mag 25
FV-510 L94A1 (7.62) 10 (200) 50 x Mag 500
Rarden AP 37 (6) 10 x Mag 370 BTR-82 PKT 1 (2000) 20 x 100 Rounds 500
Rarden HE 37 (6) 10 x Mag 370 2A72 AP 1 (150) 25 x 10 Rounds 375
Smoke 1 (2) 25 x Mag 25 2A72 HE 1 (150) 25 x 10 Rounds 375
Smoke 1 (2) 25 x Mag 25
M-1126 M2 CROW 1 (500) 20 x 100 Rounds 250
MTLB(-MA/B) NSV 1 (100) 50 x Mag 50
M1A2 M2 Open Top 7 (100) 50 x Mag 350 PKT 1 (2000) 20 x 100 Rounds 500
M256A1 AP 20 25 x Mag 500 2A72 AP 1 (150) 25 x 10 Rounds 375
M256A1 HEAT 20 25 x Mag 500 2A72 HE 1 (150) 25 x 10 Rounds 375
COAX 1 (500) 20 x 100 Rounds 250 PKT 5 (250) 50 x Mag 250
Smoke 1 (2) 25 x Mag 25 Smoke 1 (2) 25 x Mag 25
MATV M2 Open Top 7 (100) 50 x Mag 350 T-72 Sabot 20 40 x Mag 800
M2 CROW 1 (500) 20 x 100 Rounds 250 HEAT 20 40 x Mag 800
M240 Bravo 1 (750) 75 x 250 Rounds 225 ATGM 2 200 x Rocket 400
BGM-71 TOW 6 (1) 300 x 1 Rocket 1800 COAX 1 (2000) 500 x Mag 500
Smoke 1 (2) 25 x Mag 25

See also[edit | edit source]