Rust MLRS
The rocket artillery at Launch Site. You supply the rockets and a single-use aiming module, pick a spot on the map, and it shells a wide area from across the world — which is exactly why it can't hit anything nearby.
The two numbers that matter
Targets closer than this can't be selected. If a base near Launch Site looks immune to the MLRS, this is why.
Rockets scatter across this radius instead of landing on a point — an area weapon, not a precision one.
Read from the game's own entity manifest on build 2632.287.1, checked 2026-08-20.
Feeding it
The MLRS itself is fixed at Launch Site. What you actually have to find is ammunition and a module, and both come off the same monument's defenders.
What we don't publish
No health figure. The MLRS prefab carries two health fields that disagree with each other, and neither is clearly the one a player would mean, so quoting either would be a guess wearing a datamined figure's clothes. Rocket capacity and reload timings are set at runtime rather than on the prefab, so they aren't in the game files we read either. If that changes, they'll appear here with the same provenance as everything above.
Frequently Asked Questions
Why won't the MLRS fire at a base close to Launch Site?expand_more
It has a minimum range of 150 metres. Anything nearer than that can't be targeted at all — the MLRS is built to shell the far side of the map, not its own neighbourhood.
How accurate is it?expand_more
Rockets land inside a 35-metre target area rather than on a point. That radius is why it flattens a compound but won't reliably pick off one specific wall.
Where do MLRS rockets come from?expand_more
Bradley APC drops them.
Do you need the aiming module every time?expand_more
The aiming module is consumed on use.
Related guides
A real player's Rust raid guide: exact sulfur costs per structure, C4 vs rockets vs satchels vs eco raiding, online/offline tactics and defence.
A wipe-day-to-endgame Rust progression roadmap: scrap first, WB1 to WB3, first gun to AK, then C4 raids. Do it in this order.
A Rust monument tier list ranked from beginner-safe to end-game: radiation levels, keycard puzzles, recyclers, and the gear you need for each.