Barricade
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Barricade
A waist-high barrier for use as cover from incoming shots. Barricades are ugly, but provide better cover than other low objects. Barricades will block certain kinds of animals the same way that fences do.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 55%
- Terrain Affordance
- Depends on materials
Creation
- Work To Make
- 320 ticks (5.33 secs)
- Stuff Tags
- Metallic, Woody, Stony
Barricades can be placed to provide cover for your colonists from gunfire.
Acquisition
Barricades require 5 Stuff (Metallic/Woody/Stony) and 320 ticks (5.33 secs) to build.
Summary
Barricades provide 55% cover effectiveness, meaning that bullets aimed at targets behind Barricades have a 55% chance to hit the barricades, leaving only a 45% chance to hit anything behind them. Cover won't shelter them from melee attacks, thrown projectiles, or explosions. Raiders can also use barricades as cover, so place them in a way so enemy units cannot take advantage of them. They provide identical cover to sandbags.
Barricades are placed on the ground. They slow down pawns walking over them, and do not allow a pawn to "stop" to fire or take cover if they are standing on one. They take damage from bullets and explosions.
Barricades are mostly identical to sandbags, as they both have identical cover. Sandbags are made of textiles, while barricades are made of wally materials. Sandbags require much less work to make, but barricades are somewhat prettier. Barricades will also enclose a pen, similar to the fence.
Material table
As barricades and sandbags are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience.
Note that cover effectiveness is 55% regardless of material or structure choice.
Material | Stuff cost | Beauty | Work | HP | Flammability | Terrain Affordance | Market Value |
---|---|---|---|---|---|---|---|
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-3 | ticks (3.73 secs) | 224195 | 100% | Light | 6.8 ![]() |
|
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-3 | ticks (34.33 secs) | 2,060510 | 0% | Heavy | 12 ![]() |
|
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-3 | ticks (34.33 secs) | 2,060465 | 0% | Heavy | 12 ![]() |
|
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-2 | ticks (31.67 secs) | 1,900360 | 0% | Heavy | 11 ![]() |
|
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-3 | ticks (29 secs) | 1,740420 | 0% | Heavy | 11 ![]() |
|
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-3 | ticks (34.33 secs) | 2,060390 | 0% | Heavy | 12 ![]() |
|
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Expression error: Unexpected < operator. | ticks (26.67 secs) | 1,600150 | 0% | Heavy | 31 ![]() |
|
![]() ![]() |
-3 | ticks (13.33 secs) | 800600 | 75% | Light | 6.65 ![]() |
|
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Expression error: Unexpected < operator. | ticks (4.8 secs) | 288180 | 40% | Medium | 500 ![]() |
|
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-3 | ticks (11.73 secs) | 704840 | 0% | Medium | 48 ![]() |
|
![]() |
Expression error: Unexpected < operator. | ticks (5.33 secs) | 320210 | 40% | Medium | 51 ![]() |
|
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-3 | ticks (5.33 secs) | 320300 | 40% | Medium | 11 ![]() |
|
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-3 | ticks (10.13 secs) | 608750 | 0% | Medium | 32 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 18 ![]() |
|
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-10 | ticks (3 secs) | 180300 | 0% | Light | 9.6 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 12 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 12 ![]() |
|
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-10 | ticks (3 secs) | 180300 | 0% | Light | 33 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 11 ![]() |
|
Dread leather Dread leather ![]() |
-10 | ticks (3 secs) | 180405 | 0% | Light | 18 ![]() |
|
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-10 | ticks (3 secs) | 180450 | 0% | Light | 13 ![]() |
|
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-10 | ticks (3 secs) | 180300 | 0% | Light | 18 ![]() |
|
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-10 | ticks (3 secs) | 180180 | 0% | Light | 26 ![]() |
|
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-10 | ticks (3 secs) | 180450 | 0% | Light | 17 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 22 ![]() |
|
![]() |
-10 | ticks (3 secs) | 180300 | 0% | Light | 10 ![]() |
|
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-10 | ticks (3 secs) | 180300 | 0% | Light | 11 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 16 ![]() |
|
![]() |
-10 | ticks (3 secs) | 180300 | 0% | Light | 8.1 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 10 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 11 ![]() |
|
![]() |
-10 | ticks (3 secs) | 180450 | 0% | Light | 22 ![]() |
|
![]() |
-10 | ticks (3 secs) | 180600 | 0% | Light | 71 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 16 ![]() |
|
![]() |
-10 | ticks (3 secs) | 180300 | 0% | Light | 20 ![]() |
|
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-10 | ticks (3 secs) | 180300 | 0% | Light | 14 ![]() |
|
![]() |
-10 | ticks (3 secs) | 180300 | 0% | Light | 8.1 ![]() |
|
![]() |
-10 | ticks (3 secs) | 180390 | 0% | Light | 28 ![]() |
|
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-10 | ticks (3 secs) | 180720 | 0% | Light | 46 ![]() |
|
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-10 | ticks (3 secs) | 180300 | 0% | Light | 14 ![]() |
|
![]() |
-10 | ticks (3 secs) | 180300 | 0% | Light | 14 ![]() |
|
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-10 | ticks (3 secs) | 180300 | 0% | Light | 14 ![]() |
|
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-10 | ticks (3 secs) | 180390 | 0% | Light | 21 ![]() |
Analysis
Barricades and sandbags are, in most respects, identical. The material affects the building's health, but not its defensive properties. Barricades are easier to build in the early game, where access to textiles in bulk quantities is difficult. As they are slightly more beautiful, but require more work to make, they are marginally better at permanent defenses, while sandbags are better when attacking.
Either building can be combined with walls for more cover. Walls provide superior cover, but a full wall will block line of fire. Having wall with a 1-2 tile gap of barricades will give more cover than simply using barricades, while still allowing pawns to fire through.
Other than their use for cover, barricades and sandbags can be used in killboxes. Enemies that funnel in from a hallway will normally use a wall's corner or side for cover. But as pawns can't fire while on a barricade, they will be forced into the box itself. They will also slow down pawns.