Difference between revisions of "IED incendiary trap"
(Since A17, construction requires 25 Chemfuel instead of a mortar shell.) |
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|beauty = -4 | |beauty = -4 | ||
− | |buy = | + | |buy = 2 [[incendiary shell]]s |
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}}</onlyinclude> | }}</onlyinclude> | ||
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+ | The '''IED incendiary trap''' detonates in a 3.9-tile radius around it 0.25 seconds after an enemy walks over. It only deals 10 burn damage, plus burn damage by flames amounting to 16 - 25 damage (by comparison, IED traps deal 50 dmg). Colonists, friendlies and sane animals 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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+ | Its 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 shielded enemies since the flames can penetrate [[shield belt]]s. | ||
Revision as of 08:51, 8 October 2018
IED incendiary trap
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.
Base Stats
- Type
- Security
- Beauty
- -4
- HP
- 40
Building
- Size
- 1
- Placeable
- Yes
The IED incendiary trap detonates in a 3.9-tile radius around it 0.25 seconds after an enemy walks over. It only deals 10 burn damage, plus burn damage by flames amounting to 16 - 25 damage (by comparison, IED traps deal 50 dmg). Colonists, friendlies and sane animals 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).
Its 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 shielded enemies since the flames can penetrate shield belts.
Useful against infestations by creating an automatic temperature trap to cook insectoids alive.