Difference between revisions of "Security"
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* '''Improvised turret''' - Medium-range automatic machine gun. Best when placed to cover common entry points, but requires power. | * '''Improvised turret''' - Medium-range automatic machine gun. Best when placed to cover common entry points, but requires power. | ||
* '''Mortars''' - Long-range and very damaging but require ammunition, have long warmup and cooldown times, and are highly inaccurate. | * '''Mortars''' - Long-range and very damaging but require ammunition, have long warmup and cooldown times, and are highly inaccurate. | ||
− | * '''Traps''' - Passive structures that inflict a one-time injury. Some can be rearmed, others are single-use. Colonists and friendlies will try to avoid them, and enemies can avoid a trap once their faction has learned of its position. | + | * '''Traps''' - Passive structures that inflict a one-time injury. Some can be rearmed, others are single-use. Colonists and friendlies will try to avoid them, and enemies can avoid a trap once their faction has learned of its position. Friendlies have a 0.4% chance of triggering traps. |
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{| {{STDT| sortable c_06 text-center}} | {| {{STDT| sortable c_06 text-center}} |
Revision as of 06:45, 3 September 2017
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For strategies on building defenses, see Defense structures.
Colonists can build the following security structures to help protect the colony from harm:
Sandbags | Improvised turret | Incendiary mortar | Mortar | EMP mortar | Deadfall trap | IED trap | IED incendiary trap |
Security Constructions
A security construction is a building your colonists can build that helps protect your colony.
Types of security structures:
- Sandbags - Provide good cover, excellent for defensive firing positions.
- Improvised turret - Medium-range automatic machine gun. Best when placed to cover common entry points, but requires power.
- Mortars - Long-range and very damaging but require ammunition, have long warmup and cooldown times, and are highly inaccurate.
- Traps - Passive structures that inflict a one-time injury. Some can be rearmed, others are single-use. Colonists and friendlies will try to avoid them, and enemies can avoid a trap once their faction has learned of its position. Friendlies have a 0.4% chance of triggering traps.
Name | HP | Work to Make | Metal Cost | Power Consumption | Flammable | Blocks LoS | Path Cost | Manned | Beauty | Has Gun | Range | Accuracy | Req. Research |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sandbags | 300 | 3 | 3 | - | 100% | 0% | 40 | - | -10 | - | - | - | - |
Steel improvised turret * | 150 | 42 | 160 | 350 | 100% | 0% | 50 | No | -60 | LMG | 25.9 | 3 | Yes (Gun turrets) |
Steel incendiary mortar * | 180 | 45 | 150 | - | 100% | 0% | 50 | Yes | -60 | Incendiary Mortar | 500 | 0.06-0.79 | Yes (Mortars) |
Steel mortar * | 180 | 45 | 150 | - | 100% | 0% | 50 | Yes | -60 | Mortar | 500 | 0.06-0.79 | Yes (Mortars) |
Steel EMP mortar * |
180 | 45 | 150 | - | 100% | 0% | 50 | Yes | -60 | EMP Mortar | 500 | 0.06-0.79 | Yes (Mortars) |
Steel deadfall trap * |
40 | 50 | 50 | - | 100% | 0% | 40 | No | -4 | - | 0 | - | - |
IED trap | 40 | 84 | 50 | - | 100% | 0% | 40 | No | -4 | - | 0 | - | Yes |
IED incendiary trap | 40 | 84 | 50 | - | 100% | 0% | 40 | No | -4 | - | 0 | - | Yes |
* Values given only for steel structures but can be made of other materials with different properties.