Difference between revisions of "IED incendiary trap"
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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 | + | 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 [[Damage types#Flame|Flame damage,]] plus burn damage by flames for a total of 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 enemies 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. | Its main benefit is that it can set enemies 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 01:48, 18 August 2021
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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
- Flammability
- 100%
Building
- Size
- 1 × 1
- Placeable
- Yes
Creation
- Skill Required
- Construction 3
- Work To Make
- 1,400 ticks (23.33 secs)
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 Flame damage, plus burn damage by flames for a total of 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 enemies 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.
Version History
- 0.11.877 - Added as Incendiary IED Trap
- 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.