Armory and Med Bay Guide - Build a Bunker

Economy rooms keep your bunker funded; the Armory and Med Bay keep your squad alive. This optional-but-critical facility organizes [weapons](items/weapons), armor, and [food and medicine](items/food-and-medicine) so you respond to mutant swarms and raider pushes without digging through floor piles. Build it after—or alongside—the core chain of [Power](build/power-room), [Sell](build/sell-room), [Recycle](build/recycle-room), [Boiler](build/boiler-room), and [Data](build/data-room) when combat pressure justifies the cost. This guide explains Armory and Med Bay functions, storage strategy, and loadout rotation.

Armory Functions

The Armory centralizes weapons and defensive gear. Instead of scattering Revolvers and M1911 pistols across storage, you maintain a readable loadout rack: one melee weapon for silent mutant cleanup, one ranged weapon for raiders, and backup tools with remaining durability.

Weapons in Build a Bunker break after roughly 150 uses. An Armory mindset treats gear as consumable inventory—rotate a Rusty Pipe until it snaps, then promote the Shovel or Machete waiting on the rack. The weapon tier list helps decide which tools deserve prime slots.

Classes like Sheriff start with a Revolver and Pistol Ammo, while Cleric begins with a Cultist Knife. Armory storage preserves those class advantages between deaths and revives—see the revive guide if you fall during a raid.

Med Bay Functions

The Med Bay half stores healing items sourced from the Pharmacy and general loot: first aid kits, food with strong hunger restoration, and other consumables tracked on the food and medicine page. Medics gain extra kits via the Medic class, but every squad benefits from organized healing stock.

Hunger and health interact during long sessions. Chef class players amplify food efficiency, yet even Chef mains need visible med storage when raiders burst in during a nuke countdown. Keep quick-equip items ready—press E to equip food or weapons per controls.

Pair Med Bay supplies with combat strategy. Mutants sometimes drop ammo; raiders drop chaos. Healing between waves beats respawning and losing sack loot.

  • Store at least two food stacks and two med kits per active player.
  • Separate melee and ranged sections in the Armory for faster swaps.
  • Label mentally which ammo type matches each ranged weapon.
  • Restock from Pharmacy runs after every second nuke when raids are heavy.

When to Build Armory and Med Bay

Follow the room priority guide: core five first unless your lobby is PvP-focused from minute one. Public servers with frequent raider attacks may justify an early Armory after Power and Sell so defenders have weapon racks before Data is done.

If you are grinding Krush Gladiator for Scrap, Armory keeps arena loadouts consistent between entries. Losing a Worn Sawn Off because it was buried under building mats is an avoidable mistake.

Med Bay becomes urgent when teammates run Medic-less compositions and nobody buys healing from traders after nukes.

Loadout and Restock Strategy

Standardize squad loadouts: close-range players carry Fire Axes or Cultist Knives; mid-range players run M1911 or Revolver with Pistol Ammo; breach specialists keep Worn Sawn Off shotguns fed with Shotgun Ammo. Rifle Ammo matters for higher-tier class spawns like Soldier’s M16—even if your current rack focuses on starter guns.

Restock using shop specialties: Jet’s Firepower for guns, Grub & Go for melee, Rust & Recoil for ammo, Pharmacy for med kits, Nuke Mart for food. The shop locations map speeds routing.

After Armory and Med Bay are online, link maintenance with Sell and Recycle: sell broken duplicates, recycle junk melee, and keep premium slots free for incoming loot.

Frequently Asked Questions

Is the Armory required for progression?

Not for the core room chain, but it strongly improves raid survival and weapon organization. Most serious squads build it before or during Data upgrades.

What should I store in the Med Bay?

First aid kits, high-value food, and any healing consumables from the Pharmacy. Keep enough for at least one full raid per player.

Can I build Armory before the Data Room?

Yes, especially if PvP pressure is high. The economic rooms should still come first unless your group accepts slower Scrap income.

How many weapons should I keep in the Armory?

At minimum one melee and one ranged weapon per active fighter, plus backups with decent durability remaining.

Do weapons in the Armory despawn?

No. Bunker-stored weapons persist like all other items, making organized racks safer than leaving gear in town.

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