Difference between revisions of "IED EMP trap"

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== Summary ==
 
== Summary ==
The IED EMP trap deals 50 [[EMP]] damage in a 10.9-tile radius when triggered, after a 0.25 second delay. This will stun [[mechanoid]]s and [[turret]]s for 25 seconds, and break most forms of shield. IED traps can be triggered when walked over or shot on, and create a hissing noise. Enemies will attempt to run from an activated IED trap, even if it wouldn't affect them. {{Check tag|Verify|Can't really tell}}
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The IED EMP trap deals 50 [[EMP]] damage in a 10.9-tile radius when triggered, after a 0.25 second delay. This will stun [[mechanoid]]s and [[turret]]s for 25 seconds, and break most forms of shield. IED traps can be triggered when walked over or shot on, and create a hissing noise. Enemies will attempt to run from an activated IED trap, even if it wouldn't affect them. {{Check Tag|Verify|verify this fact}}
  
 
== Analysis ==
 
== Analysis ==

Revision as of 20:45, 18 November 2022

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

IED EMP traps can be constructed once the Ieds research project has been completed. They require EMP shell 2 EMP shells, 1,400 ticks (23.33 secs) of work, and a Construction skill of 3.

Summary

The IED EMP trap deals 50 EMP damage in a 10.9-tile radius when triggered, after a 0.25 second delay. This will stun mechanoids and turrets for 25 seconds, and break most forms of shield. IED traps can be triggered when walked over or shot on, and create a hissing noise. Enemies will attempt to run from an activated IED trap, even if it wouldn't affect them. [Verify]

Analysis

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). Their large radius will often stun targets in the back, causing mechs to adapt early.

Version history

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