Difference between revisions of "IED EMP trap"

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{{Stub}}{{infobox main|security|
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{{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''' explodes in a 10.9-tile radius 0.25 seconds after an enemy had walked over it, dealing [[EMP]] damage that stuns mechanoids and downs [[shield belt|shields]].
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The '''IED EMP trap''' is a landmine that explodes into a wide [[EMP]] blast when triggered, stunning mechanoids and breaking [[shield belt|shields]].
  
When tripped, it will start emitting a hissing sound hinting enemies to run away. This delay is rather insignificant, due to its large blast radius meaning that running away is next to impossible. It doesn't quite matter to anyone who isn't a mechanoid or wearing a shield belt, however.
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== Acquisition ==
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{{Acquisition}}
  
==Version History==
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== Summary ==
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[[File:IED EMP trap radius.png|thumb|left|The radius of the IED EMP trap]]
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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 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]].
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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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{{Stub|section=1|reason=General use, value prop, strats, prisoner control with brain implants etc.}}
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{{Image wanted|section=1|reason=Prisone control example, might be a good use case for a gif.}}
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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.
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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). 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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== 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]]
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[[Category:Security]] [[Category:Trap]]

Latest revision as of 14:33, 17 August 2024

IED EMP trap

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

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
EMP shell 2
Destroy yield
nothing
Technical
thingCategories
BuildingsSecurity


The IED EMP trap is a landmine that explodes into a wide EMP blast when triggered, stunning mechanoids and breaking shields.

Acquisition[edit]

IED EMP traps can be constructed once the ieds research project has been completed. Each requires EMP shell 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[edit]

The radius of the IED EMP trap

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 revenantsContent added by the Anomaly DLC and sightstealersContent added by the Anomaly DLC 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[edit]

Many mechanoid encampments will start dormant, including crashed ship parts and mech clustersContent added by the Royalty DLC. These mechanoids won't wake up until something is built within a 2-tile radius of any mechanoid (unless there is a proximity activatorContent added by the Royalty DLC). 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[edit]

1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.