Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
- 1 ˣ 1
- Terrain Affordance
- Skill Required
- Construction 3
- Work To Make
- 3,200 ticks (53.33 secs)
- Metallic, Woody, Stony
A spike trap is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.
Spike traps require 45 Stuff (Metallic/Woody/Stony), 3,200 ticks (53.33 secs) of work, and a Construction skill of 3. Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of trap.
Spike traps are single use traps that may be triggered when a pawn of any kind walks over it. The base trigger chance is 100% for enemies, including animals affected by the manhunter mental state. Non-manhunting wild animals have a 25% chance to trigger the trap, and colonists and tame animals have 0.4% (one in 250) to trigger the trap. However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. Friendly visitors will never trigger a trap. 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.
When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does Stab damage. This strikes mainly on the head and torso and usually causes bleeding. The amount of damage dealt by each attack is determined by the following equation:
|Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5|
- Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered.
- Trap Melee Damage is 100 for spike traps
- Material Sharp Damage Multiplier is a material dependent factor.
- rand(0.8,1.2) is a random factor between 0.8 and 1.2. This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack.
The armor penetration of the attack is determined by the following equation:
|AP = Damage Per Attack * 0.015|
- AP is the armor penetration of each attack.
Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.
Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.
Spike traps are invaluable in the earlygame, as one of the few defense strutures available. A hallway of spike traps can virtually end any frontal raid, short of tough or nimble pawns, without your colonists ever seeing combat. A single trap can be fatal to humans or large animals. Multiple traps can fall most creatures, short of thrumbos and heavy mechanoids. But as raids get bigger, it starts to get impractical to replace the traps.
Place traps where you expect raiders to go. Raiders will take the shortest, unobstructed route to a target. Unless they are sappers or breachers, raiders will try and break walls last. Common locations are in the corners of your base, where enemies will likely make turns, as well as narrow areas that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by studying raids that do come.
Wood spike traps can be quickly created and placed in large quantities. Stone spike traps are cheap to make, and can kill a humanoid raider in one trap. But given the significantly increased crafting time of both the traps themselves and the stone blocks required to build them, it is often more efficient to simply make several wooden traps. Stone traps are helpful if you're limited by space or type of resource available, and can be a good activity when one has the Work Frenzy Mental inspiration. Metal traps are even stronger and don't take as much time to make, but are expensive in terms of resources.
|Material||Stuff cost||Beauty||Work to Build||HP||Flammability||Total Damage||Attack Damage||Armor Penetration||Market Value|
|Wooden Spike trap||45||-18||ticks (37.33 secs)2,240||26||100%||40||8||12%||62|
|Granite Spike trap||45||-18||ticks (5.37 mins)19,340||68||0%||65||13||19.5%||110|
|Limestone Spike trap||45||-18||ticks (5.37 mins)19,340||62||0%||60||12||18%||110|
|Marble Spike trap||45||-17||ticks (4.93 mins)17,740||48||0%||60||12||18%||104|
|Sandstone Spike trap||45||-18||ticks (4.48 mins)16,140||56||0%||50||10||15%||99|
|Slate Spike trap||45||-18||ticks (5.37 mins)19,340||52||0%||60||12||18%||110|
|Jade Spike trap||45||-8||ticks (4.44 mins)16,000||20||0%||100||20||30%||285|
|Golden Spike trap||450||2||ticks (48 secs)2,880||24||40%||75||15||22.5%||4,510|
|Plasteel Spike trap||45||-18||ticks (1.96 mins)7,040||112||0%||110||22||33%||430|
|Silver Spike trap||450||-12||ticks (53.33 secs)3,200||28||40%||50||10||15%||460|
|Steel Spike trap||45||-18||ticks (53.33 secs)3,200||40||40%||100||20||30%||97|
|Uranium Spike trap||45||-18||ticks (1.69 mins)6,080||100||0%||110||22||33%||290|
- 0.11.877 - Added as Deadfall Trap.
- 0.12.910 - Rebalanced, cannot be rearmed.
- 0.19.2009 - Renamed from Deadfall trap to Spike trap. Now much more powerful with a 100% chance to spring on targets, and has armor penetration depending on what it’s made of but requires resources to replace.
Thrumbos running willy-nilly into a trap-maze.