Editing IED EMP trap

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{{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security|
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{{Stub}}{{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security|
| name = IED EMP trap
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|name = IED EMP trap
| image = IED_EMP_trap.png
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|image = IED_EMP_trap.png
| description = A pair of EMP shells connected to a trigger which detonates on touch or bullet impact. The explosion can paralyze mechanoids for a few seconds. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
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|description = A pair of EMP shells connected to a trigger which detonates on touch or bullet impact. The explosion can paralyze mechanoids for a few seconds. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
| type = Building
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|type = Building
| type2 = Security
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|type2 = Security
| placeable = true
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|placeable = true
| minifiable = true
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|minifiable = true
| size = 1 ˣ 1
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|size = 1 ˣ 1
| mass base = 2
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|mass base = 2
| flammability = 1
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|flammability = 1
| hp = 40
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|hp = 40
| sell price multiplier = 0.7
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|sell price multiplier = 0.7
| beauty = -4
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|beauty = -4
| terrain affordance = light
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|terrain affordance = light
| research = IEDs
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|research = IEDs
| thingCategories = BuildingsSecurity
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|thingCategories = BuildingsSecurity
| skill 1 = Construction
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|skill 1 = Construction
| skill 1 level = 3
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|skill 1 level = 3
| work to make = 1400
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|work to make = 1400
| resource 1 = EMP shell
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|resource 1 = EMP shell
| resource 1 amount = 2
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|resource 1 amount = 2
| deconstructable = false
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|deconstructable = false
| destroyyield = nothing
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|destroyyield = nothing
 
}}
 
}}
 
The '''IED EMP trap''' is a landmine that explodes into a wide [[EMP]] blast when triggered, stunning mechanoids and breaking [[shield belt|shields]].
 
The '''IED EMP trap''' is a landmine that explodes into a wide [[EMP]] blast when triggered, stunning mechanoids and breaking [[shield belt|shields]].
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== Summary ==
 
== Summary ==
{{IED Note}}
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The IED EMP trap deals 50 [[EMP]] damage in a 10.9-tile radius when triggered, after a 0.25 second delay. This will stun [[mechanoid]]s and [[turret]]s for 25 seconds, and break most forms of shield. IED traps can be triggered when walked over or shot on, and create a hissing noise. Enemies will attempt to run from an activated IED trap, even if it wouldn't affect them. {{Check Tag|Verify|verify this fact}}
 
 
When triggered, the trap will begin to spark and emit a hissing sound for {{ticks|15}} before exploding, dealing 50 [[EMP]] damage in a 10.9-tile radius. This will stun [[mechanoid]]s and [[turret]]s for 25 seconds, break or temporarily disable [[shield]]s, and inflict [[brain shock]] or [[vomiting]] on pawns with certain implants. For a full list of effects, see [[EMP]].  
 
 
 
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.{{Check Tag|Verify|verify this fact}}
 
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=General use, value prop, strats etc.}}
 
 
Many [[mechanoid]] encampments will start dormant, including [[crashed ship parts]] and [[mech cluster]]s{{RoyaltyIcon}}. These mechanoids won't wake up until something is built within a 2-tile radius of any mechanoid (unless there is a [[proximity activator]]{{RoyaltyIcon}}). Therefore, you can place EMP traps instead of launching them from a mortar; traps can be planted precisely, and have a larger blast radius.
 
Many [[mechanoid]] encampments will start dormant, including [[crashed ship parts]] and [[mech cluster]]s{{RoyaltyIcon}}. These mechanoids won't wake up until something is built within a 2-tile radius of any mechanoid (unless there is a [[proximity activator]]{{RoyaltyIcon}}). Therefore, you can place EMP traps instead of launching them from a mortar; traps can be planted precisely, and have a larger blast radius.
  
EMP traps are too niche to be placed where regular raiders will walk through. Either build them as mechanoids are arriving, or place traps to be shot at (rather than walked on). Either way, the large blast radius will often stun mechs from far away, causing them to adapt before colonists can attack.
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EMP traps are too niche to be placed where regular raiders will walk through. Either build them as mechanoids are arriving, or place traps to be shot at (rather than walked on). Their large radius will often stun targets in the back, causing mechs to adapt early.
  
== Version history ==
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==Version history==
 
[[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
 
[[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]] [[Category:Trap]]
 
[[Category:Security]] [[Category:Trap]]

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