Difference between revisions of "IED EMP trap"
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== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == |
Revision as of 21:35, 1 July 2024
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IED EMP trap
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.
Base Stats
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)
- Destroy yield
- nothing
- thingCategories
- BuildingsSecurity
The IED EMP trap is a landmine that explodes into a wide EMP blast when triggered, stunning mechanoids and breaking shields.
Acquisition
IED EMP traps can be constructed once the ieds research project has been completed. Each requires 2 EMP shells, 1,400 ticks (23.33 secs) of work modified by the construction speed of the builder, and a construction skill of 3.
Summary
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, as well as revenants and sightstealers will never trigger a trap.[Invisibility in general?]
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 50 EMP damage in a 10.9-tile radius. This will stun mechanoids and turrets for 25 seconds, break or temporarily disable shields, 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.[Verify]
Analysis
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Many mechanoid encampments will start dormant, including crashed ship parts and mech clusters. These mechanoids won't wake up until something is built within a 2-tile radius of any mechanoid (unless there is a proximity activator). 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.
Version history
1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.