
Rust Bradley APC Guide: How to Solo the Armored Convoy
How to destroy the Bradley APC solo at Launch Site, including spawn times, explosive costs, rocket peeking spots, and the full crate loot table.
The Bradley APC is that tank that rumbles around Launch Site and deletes anyone it catches in the open. Most players run from it. That's the wrong move, because a dead Bradley drops three of the best guaranteed crates on the whole map, and you can take it down solo for about 1,400 sulfur if you do it right. The trick isn't firepower. It's positioning, patience, and knowing exactly where the tank can and can't shoot you. Here's the full solo routine, from finding the thing to walking away with an M249.
Bradley APC Spawn Location and Patrol Route
The Bradley only lives at Launch Site. That's it. No other vanilla monument gets one, so you never have to guess where to look. If your map has a Launch Site, there's a tank, and on default settings it respawns roughly one hour after it dies. That hourly timer is the whole reason clans can farm it all wipe long.
Once it's up, it drives the paved roads inside the monument. Think of Launch Site as a rough loop: the tank putters between the warehouses, past the fuel and storage areas, around the main facility and the rocket silo, and back again. It's slow and it doesn't wander off the pavement much, which is good news for you. A predictable path is a farmable path.
A few things about how it behaves:
- It attacks everyone, no matter what you're wearing. Naked freshspawn, full kit, hazmat, doesn't matter. There's no sneaking past in a bush like you can with the Patrol Helicopter.
- It has two weapons. The turret machine gun shreds at short range, and the main cannon reaches out and hits hard at long range. The cannon shells do serious damage, and two or three clean hits will drop a kitted player. Getting clipped once while standing still usually means the follow-up finishes you.
- It has blind spots and slow turret tracking. Buildings, silo legs, warehouse racks, and terrain all break its line of fire, and the turret takes a beat to swing around when you pop up somewhere new.
Before you even gear up, go scout the thing. Watch from outside the stone fence for a few minutes and note which way the loop runs and roughly how long a full circuit takes. On a quiet server that's five minutes of standing on a hill. On a busy one, scout at range with a scope, because other people are scouting the same tank you are.
One more timing thing. Early in a wipe the tank is usually alive because nobody has explosives yet, and mid-wipe it's often on cooldown because teams are farming it hourly. If you show up and there's a smoking pile of debris with three burned-out crates around it, someone beat you to it. Check back in about an hour.
Weapons and Explosives Needed to Solo It
First, the bad news for anyone planning to mag-dump it: the Bradley only takes explosive damage. Bullets, arrows, melee, none of it does a thing. You could pour 2,000 rounds of 5.56 into the hull and it wouldn't even smoke. So the shopping list is short and non-negotiable.
The tank has 1,000 HP, and different explosives chew through it at different speeds. Here's what the wiki and the current raid calculators agree on:
| Explosive | Amount to kill | Sulfur cost (rough) | |---|---|---| | High Velocity Rockets | 7 | ~1,400 | | Rockets | 11 | ~15,400 | | Timed Explosive Charge (C4) | 3 | ~6,600 | | Satchel Charges | ~20 | a lot more than you want | | F1 Grenades | ~50 | please don't |
Look at that sulfur column, because it's the whole decision. Seven HV rockets costs about 1,400 sulfur all in. Eleven regular rockets costs north of 15,000 for the same dead tank. That's a tenfold difference for identical loot. HV rockets are the budget option by a mile, and they have a second perk: they fly fast and flat, which makes hitting a moving vehicle way easier than lobbing slow standard rockets.
So the solo kit looks something like this:
- Rocket Launcher
- 8-9 HV rockets (7 to kill, plus spares for a miss or two)
- A real gun for the humans who show up, with a couple hundred rounds
- Meds, bandages and syringes at minimum
- Hazmat suit or decent rad protection (more on why below)
- Anti-rad pills if you've got them
Why the hazmat? Launch Site runs high radiation across the main area, and the factory building is extreme, bad enough that even a hazmat suit only blunts it. The tank's road loop mostly stays in the high-rad zone rather than the extreme one, so a suit handles the fight itself fine. Fighting Bradley and radiation poisoning at the same time is a classic way to lose a fight you were winning. If a hazmat isn't in the cards yet, clothing with rad protection plus pills will get you through a quick run, but you'll be watching the rad meter as much as the tank.
Bring the spare rockets. Seven is the exact kill number on paper, and paper doesn't account for a rocket that whiffs because the tank turned, or one that clips a fence post. Running dry at six hits with a smoking, angry Bradley rolling toward you is a genuinely bad afternoon.
Rocket Peeking and Cover Positioning
This is the part that decides whether you live. The Bradley outguns you in any fair fight, so don't give it one. The whole strategy is rocket peeking: expose yourself just long enough to fire one rocket, then hide before the cannon answers.
The rhythm looks like this. Pick a piece of solid cover on the tank's path. Wait for it to roll into your line of sight. Step out, fire one rocket at center mass, step back behind cover immediately. Reload while fully hidden. Repeat six more times. Total exposure per shot is a second or two, which is about how long the tank needs to acquire you and traverse its gun, so you're racing its reaction time every peek.
Where to stand matters as much as the rhythm:
- Rooftops are the classic rocket spots. The warehouses and surrounding structures give you an elevated angle on the roads, and elevation means the cannon has to pitch up to reach you, which buys time. Fire, drop back behind the roofline, crawl to a different spot on the roof, peek again from somewhere new. Moving your peek point means the turret is always chasing where you were.
- The silo area gives you big solid metal to duck behind. Peek around the base or between structures.
- Warehouses and interior racks work too. Just make sure whatever you're hiding behind is map geometry and not something you built, because Bradley's cannon chews through player-built structures without slowing down.
- The bulletproof glass at the monument entrance is the known C4 spot. If you're running three charges instead of rockets, you can sit behind that glass where the shells can't touch you, stick the C4 when the tank noses in close, and back off. It's cheesy and it works.
Two things to keep in mind while you're peeking. First, aim center mass. People ask about weak points, and the practical answer is that damage is more or less uniform across the hull, so don't get cute hunting angles. The best hit is the one you actually land.
Second, commit once you start. If you tag the tank a few times and then wander off for ten minutes, it patches itself back up. Half a Bradley is worth nothing. Once rocket one is in the air, plan on seeing it through, or don't start at all.
The tank also tends to push toward where it's taking fire from. That's useful if you understand it: you can bait its path toward cover you like by shooting and relocating. It's fatal if you don't, because the tank following you into the open means you're now peeking from a bush. Always have your next piece of cover picked out before you fire.
Loot Table and Crate Contents
When the Bradley dies it explodes into burning debris and drops three APC crates. The crates are on fire when they land, and you have to wait for the flames to die before you can open them. Expect a few minutes of standing around, usually around four or so. The crates burn out before the hull debris does, so loot the boxes first and mine the wreck after.
While you wait, don't stand next to them admiring the fire. That dead tank is visible from a long way off, the smoke column is basically a flare, and the burn timer is exactly when counter-raiders show up. Use the wait to check your flanks, reload, and figure out your exit.
Here's the per-crate drop table, pulled straight from the game files, so these are the actual spawn weights:
| Item | Amount | Chance | |---|---|---| | MLRS Rocket | 1-2 | 100% | | Targeting Computer | 1 | 52.4% | | Weapon Lasersight | 1 | 50% | | 8x Zoom Scope | 1 | 50% | | Burst Module | 1 | 50% | | Extended Magazine | 1 | 50% | | CCTV Camera | 1 | 42.9% | | Armored Door | 1 | 30% | | Ladder Hatch | 1 | 30% | | 5.56 Rifle Ammo | 8-120 | 27.8% | | Tech Trash | 10 | 25% | | Timed Explosive Charge (C4) | 1 | 20% | | Armored Double Door | 1 | 15% | | Incendiary Rocket | 5 | 10% | | High Velocity Rocket | 3 | 10% | | Homing Missile | 4 | 10% | | L96 Rifle | 1 | 8.7% | | M249 LMG | 1 | 8.3% | | Auto Turret | 1 | 4.8% | | Assault Rifle | 1 | 0.9% | | MP5A4 | 1 | 0.9% | | LR-300 | 1 | 0.5% |
A few takeaways from that table. Every crate has MLRS rockets in it, guaranteed. Targeting computers land more than half the time, and with three crates per kill you're pretty much walking out with at least one or two every run, plus CCTV cameras about as often. Ten tech trash at a 25% roll per crate is real money toward your next rocket batch.
The flashy guns are rarer than people think. The M249 shows up at 8.3% per crate, so roughly one in four kills gives you one across all three rolls. AKs and MP5s are under 1% each, so Bradley is a components-and-explosives farm more than a gun farm. If it's an M249 you're after, the helicopter crates roll it at about 10% per crate, which is why boss hunters usually farm both events on the same loop.
And don't skip the wreck. Once everything's cooled down, the hull pieces mine into high quality metal, metal fragments, and charcoal. It's not life-changing, but it's free HQM sitting on the ground next to loot you're already grabbing, and with three or four chunks of debris it adds up over a wipe.
Common Deaths and How to Avoid Them
Everyone kills Bradley wrong the first few times. Here's the graveyard, in rough order of how often it happens.
Getting caught in the open mid-reload. The number one killer. You fire a rocket, the tank pushes toward you, and you're caught reloading with no cover in reach. The fix is mechanical: never fire from anywhere without a second piece of cover already picked out, and never peek again until the reload is done. If the tank pushes your spot, you leave, reposition, and let it settle. It always settles.
Underestimating the cannon at range. Players treat the machine gun as the threat and forget the cannon reaches across the whole monument. Standing on a distant hill "safely out of range" doesn't exist here. If it can see you, it can shoot you. Peek, fire, hide, every single time, at any distance.
Radiation killing the fight you won. You drop the tank, run in to loot, and realize you're at 60 rads with the shakes. Now you're looting slowly, taking damage, and easy pickings for anyone who shows up. Wear the hazmat or pop pills before the burn timer ends, not after you start feeling it.
Losing the loot to a counter-raid. The four-minute burn window is the most dangerous part of the whole run, not the tank. Solo, you can't hold Launch Site against a trio that wants your crates. So don't try to be a hero. Throw smoke on the crates if you have it, loot in a crouch, grab the high-value items first (tech trash, targeting computers, C4, the M249 if it rolled), and leave the doors and ammo if people are pushing. Half the loot at a full sprint beats all the loot on your corpse.
Chaining your death to your loot. If you die at Launch Site and your sleeping bag is back at base, the crates are gone when you get back. Drop a bag outside the monument fence before the fight, in a bush, away from the roads people travel. Dying becomes a two-minute setback instead of a wipe of your whole run.
Your own splash damage. Firing a rocket at a tank that's closing on your cover position means the explosion can catch you too. HV rockets have a smaller splash than standard ones, which is another point in their favor, but don't fire at something close enough to bite you. Back off, let it turn, take the longer shot.
Fighting at the wrong time. A solo run during primetime on a 300-pop server is asking for a third party every single time. Off-peak hours, early morning, right after a big Zerg raid siphons everyone elsewhere, that's when Launch Site is quiet enough for one player to work. The hourly respawn means you get another shot soon if the timing's bad, so just leave.
The math on the whole thing is hard to argue with. About 1,400 sulfur of HV rockets goes in, and a typical kill brings back several hundred scrap equivalent in components, plus MLRS rockets that sell or raid, plus that 1-in-4 shot at an M249. Even losing a fight now and then, the run pays for itself most days of the week.