Difference between revisions of "Security"

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{{Rewrite|reason=Some outdated names and data}}</noinclude>
 
{{Rewrite|reason=Some outdated names and data}}</noinclude>
{{#vardefine:cellsize|width=116px height=20px}}
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{{#vardefine:cellsize|width=100px height=50px}}
 
{{for|strategies on building defenses|Defense structures}}
 
{{for|strategies on building defenses|Defense structures}}
  
 
Colonists can build the following '''security''' structures to help protect the colony from harm:
 
Colonists can build the following '''security''' structures to help protect the colony from harm:
 
{|class="wikitable" style="text-align:center;"
 
{|class="wikitable" style="text-align:center;"
 +
| {{#var:cellsize}} | [[{{Q|Sandbags|Image}}                  |64px|link=Sandbags|Sandbags]]
 
| {{#var:cellsize}} | [[{{Q|Barricade|Image}}                |86px|link=Barricade|Barricade]]
 
| {{#var:cellsize}} | [[{{Q|Barricade|Image}}                |86px|link=Barricade|Barricade]]
| {{#var:cellsize}} | [[{{Q|Sandbags|Image}}                  |64px|link=Sandbags|Sandbags]]
+
| {{#var:cellsize}} | [[{{Q|Mortar|Image}}                    |64px|link=Mortar|Mortar]]
| {{#var:cellsize}} | [[{{Q|Mortar|Image}}                    |128px|link=Mortar|Mortar]]
+
| {{#var:cellsize}} | [[{{Q|Spike trap|Image}}                |64px|link=Spike trap|Spike trap]]
| {{#var:cellsize}} | [[{{Q|Spike trap|Image}}                |86px|link=Spike trap|Spike trap]]
 
 
| {{#var:cellsize}} | [[{{Q|IED trap|Image}}                  |64px|link=IED trap|IED trap]]
 
| {{#var:cellsize}} | [[{{Q|IED trap|Image}}                  |64px|link=IED trap|IED trap]]
 
| {{#var:cellsize}} | [[{{Q|IED incendiary trap|Image}}      |86px|link=IED incendiary trap|IED incendiary trap]]
 
| {{#var:cellsize}} | [[{{Q|IED incendiary trap|Image}}      |86px|link=IED incendiary trap|IED incendiary trap]]
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| {{#var:cellsize}} | [[{{Q|IED antigrain warhead trap|Image}}|86px|link=IED antigrain warhead trap|IED antigrain warhead trap]]  
 
| {{#var:cellsize}} | [[{{Q|IED antigrain warhead trap|Image}}|86px|link=IED antigrain warhead trap|IED antigrain warhead trap]]  
 
|- style="font-size: 95%;"
 
|- style="font-size: 95%;"
 +
| <div><small>[[Sandbags]]</small></div>
 
| <div><small>[[Barricades]]</small></div>
 
| <div><small>[[Barricades]]</small></div>
| <div><small>[[Sandbags]]</small></div>
 
 
| <div><small>[[Mortar]]</small></div>
 
| <div><small>[[Mortar]]</small></div>
 
| <div><small>[[Spike trap]]</small></div>
 
| <div><small>[[Spike trap]]</small></div>
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==Security Constructions==  
+
==Security constructions==  
 
A security construction is a building your colonists can build that helps protect your colony.
 
A security construction is a building your colonists can build that helps protect your colony.
 
  
 
Types of security structures:
 
Types of security structures:
* '''Barricades''' - Provide good cover, excellent for defensive firing positions.
+
* '''Cover''' - Barricades and sandbags both provide good cover, excellent for defensive firing positions. Largely interchangable except for crafting recipes, with barricades using [[wood]], [[stone]] and [[metals]] and sandbags using [[textiles]]. See below for summary, or either [[Barricades]] or [[Sandbags]] for material comparisons.
* '''Sandbags''' - Provide good cover, excellent for defensive firing positions.
+
* '''Turrets''' - Several types of totally autonomous weapons with different optimum ranges. Best when placed to cover common entry points, but requires power and occasional rearming.
* '''Improvised turret''' - Medium-range automatic machine gun. Best when placed to cover common entry points, but requires power.
+
* '''Mortar''' - Long-range and very damaging manned turret but requires [[mortar shell|ammunition]] and [[reinforced barrel|replacement barrels]], have long warmup and cooldown times, and are highly inaccurate. Also has a variety of ammunition types for different effects. See [[Mortar]] for details.
* '''Mortars''' - Long-range and very damaging but require ammunition, have long warmup and cooldown times, and are highly inaccurate.
+
* '''Traps''' - Single use, passive structures that inflict a one-time injury. Colonists and friendlies will try to avoid them, and some enemies are smart enough to avoid them. Friendlies have a 0.4% chance of triggering traps. They are categorized into two types:
* '''Traps''' - Passive structures that inflict a one-time injury. Some can be rearmed, others are single-use. Colonists and friendlies will try to avoid them, and enemies can avoid a trap once their faction has learned of its position. Friendlies have a 0.4% chance of triggering traps.
+
**'''Spike trap''' - a simple single-target damage source. See [[Spike trap]] for material comparisons.
 
+
**'''IEDs''' - made from [[mortar shell]]s, they explode in a radius for an effect dependent on their type. See below for summary.
Notes:
 
*Turrets and mortars can be reinstalled directly to a new location or can be uninstalled and become a minified item. Once minified, they can be hauled, sold, or installed in a new location. They are categorized as furniture; in stockpile zones they are configured as Items > Furniture.  
 
  
 +
===Cover===
 +
Note that these values are the base values - all stats will be affected by material choices. See either [[Barricades]] or [[Sandbags]] for material comparisons.
 
{| {{STDT| sortable c_06 text-center}}
 
{| {{STDT| sortable c_06 text-center}}
! Name !! HP !! Cover Effectiveness !! Work to Make !! Material Cost !! Power Consumption !! Flammable !! Path Cost !! Manned !! Beauty !! Has Gun !! Range !! Accuracy !! Req. Research
+
! Name !! HP base !! Cover !! Beauty !! Work to Make !! Flammable !! Material Cost  
 
|-
 
|-
! [[Barricades]]&#42;
+
! [[Barricade]]  
| 300 || 57% || 6 || 5 || - || 40% || 40 || - || -3 || - || - || - || -
+
| {{Q|Barricade|Max Hit Points Base}} || {{#expr: 100* {{Q|Barricade|Cover Effectiveness}}}}% || {{Q|Barricade|Beauty}} || {{Q|Barricade|Work To Make}} || {{#expr: 100* {{Q|Barricade|Flammability Base}}}}%<br><small>Material dependent</small> || {{icon small|stuff}} {{Q|Barricade|Resource 1 Amount}}
 
|-
 
|-
! [[Sandbags]]&#42;
+
! [[Sandbags]]
| 300 || 57% || 3 || 5 || - || 0% || 40 || - || -10 || - || - || - || -
+
| {{Q|Sandbags|Max Hit Points Base}} || {{#expr: 100* {{Q|Sandbags|Cover Effectiveness}}}}% || {{Q|Sandbags|Beauty}} || {{Q|Sandbags|Work To Make}} || {{#expr: 100* {{Q|Sandbags|Flammability Base}}}}%|| {{icon small|stuff}} {{Q|Sandbags|Resource 1 Amount}}
 +
|}
 +
===Turrets===
 +
{{stub|section=1}}
 +
<!--
 +
Idk what to put here to make valid comparison. True dps? Weapon DPS? etc.
 +
{| {{STDT| sortable c_06 text-center}}
 +
! Name !! HP base !! Damage !! AP !! Accuracy !!  !! Work to Make !! Flammable !! Material Cost
 +
-->
 +
 
 +
===Traps===
 +
Spike traps deal 100 Sharp damage to a single, modified by the material's [[Melee Sharp Damage]] multiplier. See [[Spike trap]] for material comparisons.
 +
 
 +
{| {{STDT| sortable c_06 text-center}}
 +
! Name !! Damage !! Type !! Radius || Notes
 
|-
 
|-
! [[Mini-turret|Steel<br/>mini-turret]] &#42;
+
! [[IED trap]]                  
| 100 || - || 42 || 160 || 350 || 20% || 50 || No || -60 || [[Mini-turret gun]] || 25.9 || 3 || Gun turrets
+
| 50 || [[Damage_Types#Bomb|Bomb]] || 4 || -
 
|-
 
|-
! [[Mortar|Steel mortar]] &#42;
+
! [[IED incendiary trap]]      
| 180 || - || 45 || 150 || - || 20% || 50 || Yes || -60 || [[Mortar]] || 500 || 0.06-0.79 || Mortars
+
| 10  || [[Damage_Types#Flame|Flame]] || 4 || Ignites pawns and surroundings causing further damage
 
|-
 
|-
! [[Spike trap|Steel spike <br/>trap]] &#42;
+
! [[IED EMP trap]]              
| 40 || - || 50 || 50 || - || 0% || 40 || No || -4 || - || 0 || - || -
+
| 50 || [[EMP]] || 11 || Does no actual HP damage, stuns mechanoids and some structures
 
|-
 
|-
! [[IED trap]]
+
! [[IED firefoam trap]]        
| 40 || - || 84 || 50 || - || 0% || 40 || No || -4 || - || 0 || - || IEDs
+
| -   || [[Firefoam]] || 10 || Does no damage, puts out and prevents fires
 
|-
 
|-
! [[IED incendiary trap]]
+
! [[IED smoke trap]]            
| 40 || - || 84 || 50 || - || 0% || 40 || No || -4 || - || 0 || - || Incendiary IEDs
+
| -   || [[Smoke]] || 8.6 || Does no damage, only deploys smoke.
 
|-
 
|-
! [[IED EMP trap]]
+
! [[IED antigrain warhead trap]]  
| 40 || - || 34 || 50 || - || 0% || 40 || No || -4 || - || 0 || - || IEDs
+
| 550 || [[Damage_Types#BombSuper|BombSuper]]|| 15 || [[Antigrain warhead]]s are not craftable
|-
 
! [[IED firefoam trap]]
 
| 40 || - || 84 || 50 || - || 0% || 40 || No || -4 || - || 0 || - || IEDs
 
|-
 
! [[IED antigrain warhead trap]]
 
| 40 || - || 84 || 50 || - || 0% || 40 || No || -4 || - || 0 || - || IEDs
 
 
|}
 
|}
&#42; <small>Values given only for steel & standard cloth structures but can be made of other materials with different properties.</small>
 
 
  
 
{{nav|security}}
 
{{nav|security}}
 
[[Category:Architect]]
 
[[Category:Architect]]
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 01:59, 18 August 2021

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu
Architect Menu Orders Zone Structure Production Furniture Power Security Misc Floors Recreation Ship Temperature Special Ideology (Buildings) Biotech (Buildings)

Colonists can build the following security structures to help protect the colony from harm:

Sandbags Barricade Mortar Spike trap IED trap IED incendiary trap IED EMP trap IED firefoam trap IED smoke trap IED antigrain warhead trap
Mini-turret Uranium slug turret Autocannon turret


Security constructions

A security construction is a building your colonists can build that helps protect your colony.

Types of security structures:

  • Cover - Barricades and sandbags both provide good cover, excellent for defensive firing positions. Largely interchangable except for crafting recipes, with barricades using wood, stone and metals and sandbags using textiles. See below for summary, or either Barricades or Sandbags for material comparisons.
  • Turrets - Several types of totally autonomous weapons with different optimum ranges. Best when placed to cover common entry points, but requires power and occasional rearming.
  • Mortar - Long-range and very damaging manned turret but requires ammunition and replacement barrels, have long warmup and cooldown times, and are highly inaccurate. Also has a variety of ammunition types for different effects. See Mortar for details.
  • Traps - Single use, passive structures that inflict a one-time injury. Colonists and friendlies will try to avoid them, and some enemies are smart enough to avoid them. Friendlies have a 0.4% chance of triggering traps. They are categorized into two types:
    • Spike trap - a simple single-target damage source. See Spike trap for material comparisons.
    • IEDs - made from mortar shells, they explode in a radius for an effect dependent on their type. See below for summary.

Cover

Note that these values are the base values - all stats will be affected by material choices. See either Barricades or Sandbags for material comparisons.

Name HP base Cover Beauty Work to Make Flammable Material Cost
Barricade 300 55% -3 320 100%
Material dependent
Stuff 5
Sandbags 300 55% -10 180 0% Stuff 5

Turrets

Traps

Spike traps deal 100 Sharp damage to a single, modified by the material's Melee Sharp Damage multiplier. See Spike trap for material comparisons.

Name Damage Type Radius Notes
IED trap 50 Bomb 4 -
IED incendiary trap 10 Flame 4 Ignites pawns and surroundings causing further damage
IED EMP trap 50 EMP 11 Does no actual HP damage, stuns mechanoids and some structures
IED firefoam trap - Firefoam 10 Does no damage, puts out and prevents fires
IED smoke trap - Smoke 8.6 Does no damage, only deploys smoke.
IED antigrain warhead trap 550 BombSuper 15 Antigrain warheads are not craftable