Difference between revisions of "IED trap"

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(Clean up, too much wording and little being said.)
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|beauty = -4
 
|beauty = -4
 
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{{Info|Detonates when an enemy walks over it. Explodes in a 5-tile radius around it.}}
 
  
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The IED trap explodes in a 5-tile radius shortly after an enemy had walked over it, dealing 50 explosive blunt damage to any body part, has a fair chance to incapacitate and a small chance to kill a pawn. When tripped, it will start emitting a hissing sound hinting enemies to run away and because of the delay, single placings may prove useless but chained each other within blast radius can guarantee effectiveness at an expensive cost (the [[IED incendiary trap]] triggers instantly but deals less damage). Inadvisable to place in the open as animals could trigger. Colonists and friendlies are aware of placed traps and will walk around them, but only if another short route is available. Pawns will not be able to avoid traps placed in a long continuous line, or in choke points like a narrow hallway. A trap is less likely to be triggered by a colonist or friendly (0.4% chance).
  
In terms of defenses its only useful when placed in a position where the enemies will be stuck for a couple of seconds. it has a random delay to explode which makes it inadvisable to place out in the open, because animals could trigger it and there is a (good) chance the enemy will have ran past its explosion area. Because of its expensive nature ( 1 component each ) that would be a waste. Its much more recommended to place it near a spot where enemies would find cover, since they will be on that position for enough time for you too be sure it will explode with them in the blast radius. It can also be placed in chokepoints to increase the chance of triggering.
 
  
 
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Placement requires some forethought by guessing positions where the enemies will be either stuck for a couple of seconds such as cover spots and choke points.  
The [[IED incendiary trap]] is more reliable since it will trigger directly, but it doesn't deal much damage making it a poor defensive choice.
 
 
 
 
 
When tripped, the trap will start emitting a hissing sound similar to those of exploding [[improvised turret|turrets]].
 
Pawns or enemies will attempt to run away from it once its triggered.
 
 
 
 
 
When exploded the damage is dealt as explosive blunt, which may strike any body part. The actual damage inflicted varies, up to its max damage, and has a fair chance to do enough damage to incapacitate a pawn but has a small chance to kill a pawn. Colonists and friendlies are aware of placed traps and will walk around them, but only if another short route is available. Pawns will not be able to avoid traps placed in a long continuous line, or in choke points like a narrow hallway. A trap is less likely to be triggered by a colonist or friendly (0.4% chance).
 
  
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 13:19, 20 August 2017

IED trap

IED trap

An artillery shell connected to a homemade trigger. When someone disturbs the trigger, the shell explodes. The improvised trigger has a random delay that might allow a nimble enemy to escape.

Base Stats

Type
Security
Beauty
-4
HP
40

Building

Size
1
Placeable
Yes

The IED trap explodes in a 5-tile radius shortly after an enemy had walked over it, dealing 50 explosive blunt damage to any body part, has a fair chance to incapacitate and a small chance to kill a pawn. When tripped, it will start emitting a hissing sound hinting enemies to run away and because of the delay, single placings may prove useless but chained each other within blast radius can guarantee effectiveness at an expensive cost (the IED incendiary trap triggers instantly but deals less damage). Inadvisable to place in the open as animals could trigger. Colonists and friendlies are aware of placed traps and will walk around them, but only if another short route is available. Pawns will not be able to avoid traps placed in a long continuous line, or in choke points like a narrow hallway. A trap is less likely to be triggered by a colonist or friendly (0.4% chance).


Placement requires some forethought by guessing positions where the enemies will be either stuck for a couple of seconds such as cover spots and choke points.