Difference between revisions of "IED incendiary trap"

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(Since A17, construction requires 25 Chemfuel instead of a mortar shell.)
 
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<onlyinclude>{{infobox main|security|
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{{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]] Detonate on tiles to show chemfuel puddle distribution}}{{infobox main|security|
 
|name = IED incendiary trap
 
|name = IED incendiary trap
 
|image = IED_incendiary_trap.png
 
|image = IED_incendiary_trap.png
|description = Explosives mixed into an incendiary paste with a chemical trigger for dispersal. When someone disturbs the chemical trigger, it ignites burning fuel sprays. Since it doesn't need to detonate high explosives, the chemical trigger is simpler and more reliable than some others.
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|description = A pair of incendiary shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
|type = Security  
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|type = Building
|placeable = Yes
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|type2 = Security
|size = 1||1
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|placeable = true
 +
|minifiable = true
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|size = 1 ˣ 1
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|mass base = 2
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|flammability = 1
 
|hp = 40
 
|hp = 40
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|sell price multiplier = 0.7
 
|beauty = -4
 
|beauty = -4
|buy = {{icon|chemfuel|25}} {{icon|component|1}}
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|terrain affordance = light
|sell = {{icon|chemfuel|25}} {{icon|component|1}}
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|research = IEDs
}}</onlyinclude>
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|thingCategories = BuildingsSecurity
The '''IED Incendiary Trap''' detonates fire to a 5x5 area around it '''instantly''' when an enemy walks over ([[IED trap]]s have delay), making it reliable for catching and disrupting fast enemies. However, it only deals 10 burn damage to any body part, plus burn damage by flames amounting to 16 - 25 damage (IED traps deal 50 dmg). 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).
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|skill 1 = Construction
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|skill 1 level = 3
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|work to make = 1400
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|resource 1 = Incendiary shell
 +
|resource 1 amount = 2
 +
|deconstructable = false
 +
|destroyyield = nothing
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}}
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The '''IED incendiary trap''' is a trap that sets pawns on [[fire]].
  
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== Acquisition ==
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IED incendiary traps can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
  
It's main benefit is that it can set objects and raiders on fire. Those burning will attempt to put their fire out by running around carelessly exposing themselves and will not be able to fight back, and very useful against [[Personal shield|shielded]] enemies since the flames can penetrate [[shield belt]]s.
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== Summary ==
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{{IED Note}}
  
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When triggered, the trap will begin to spark and emit a hissing sound for {{ticks|15}} before exploding, dealing 10 [[Flame]] damage in a 3.9-tile radius and potentially igniting [[Flammability|flammable]] pawns, buildings, and flooring in the area. For a full list of effects, see [[Flame]].
  
Useful against [[infestation]]s by creating an automatic temperature trap to cook [[insectoids]] alive.  
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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}}
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== Analysis ==
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IED incendiary traps can be a highly effective crowd control measure when used in conjunction with non-flammable barricades or walls, and a straw matting floor. They can be shot to create a wall of fire igniting melee attackers. Enemies on fire will run around wildly and not attack.
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They are also a good tool to capture enemy raiders or kill infestations. They can be used in an enclosed room to quickly increase the temperature inducing heatstroke on raiders and insects alike.
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== Version history ==
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* [[Version/0.11.877|0.11.877]] - Added as '''Incendiary IED Trap'''
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* [[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]]
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[[Category:Security]] [[Category:Trap]]

Latest revision as of 05:54, 28 March 2023

IED incendiary trap

IED incendiary trap

A pair of incendiary shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.

Base Stats

Type
BuildingSecurity
Market Value
115 Silver [Note]
Mass
2 kg
Beauty
-4
HP
40
Flammability
100%

Building

Size
1 × 1
Minifiable
True
Placeable
True
Terrain Affordance
Light

Creation

Required Research
Ieds
Skill Required
Construction 3
Work To Make
1,400 ticks (23.33 secs)
Resources to make
Incendiary shell 2
Destroy yield
nothing
Technical
thingCategories
BuildingsSecurity


The IED incendiary trap is a trap that sets pawns on fire.

Acquisition[edit]

IED incendiary traps can be constructed once the Ieds research project has been completed. They require Incendiary shell 2 Incendiary shells, 1,400 ticks (23.33 secs) of work, and a Construction skill of 3.

Summary[edit]

Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including mechanoids and animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
  • Non-manhunting wild animals have a 25% chance to trigger the trap.
  • Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.[Friendly Mechanoids?]
  • Friendly visitors and their animals will never trigger a trap.

However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.[Path Cost?] One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.

Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.

In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
IEDs can also be triggered when hit by a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type, or when damaged below 20% of their maximum HP.

When triggered, the trap will begin to spark and emit a hissing sound for 15 ticks (0.25 secs) before exploding, dealing 10 Flame damage in a 3.9-tile radius and potentially igniting flammable pawns, buildings, and flooring in the area. For a full list of effects, see Flame.

Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.[Verify]

Analysis[edit]

IED incendiary traps can be a highly effective crowd control measure when used in conjunction with non-flammable barricades or walls, and a straw matting floor. They can be shot to create a wall of fire igniting melee attackers. Enemies on fire will run around wildly and not attack.

They are also a good tool to capture enemy raiders or kill infestations. They can be used in an enclosed room to quickly increase the temperature inducing heatstroke on raiders and insects alike.

Version history[edit]

  • 0.11.877 - Added as Incendiary IED Trap
  • 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.