Difference between revisions of "Spike trap"
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− | A '''spike trap''' is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, reduced by 90% | + | A '''spike trap''' is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, trigger chance is reduced by 90% with the nimble trait. The damage can be fatal to humans or large animals if it is made of good materials and is less likely to be triggered by small animals. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding. |
[[File:Spike trap accidental step.jpg|400px|thumb|center]] When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player. | [[File:Spike trap accidental step.jpg|400px|thumb|center]] When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player. |
Revision as of 14:07, 7 March 2020
Spike trap
Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forthm [sic] and strike the victim. 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
- Security
- Beauty
- -4
- HP
- 40
- Flammability
- 0%
Building
- Size
- 1
- Placeable
- Yes
A spike trap is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, trigger chance is reduced by 90% with the nimble trait. The damage can be fatal to humans or large animals if it is made of good materials and is less likely to be triggered by small animals. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.
When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player.
Colonists and friendlies are aware of their location and will go around them if possible, though if they walk through them they still have a very slight chance (0.4%) of triggering it. Non-manhunter animals can also sense the trap.
Traps must be placed in a clear area with no other traps or obstacles near it.
Statistics
Note that the actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.
Version history
Prior to Beta 19, they were called the Deadfall trap. They were more expensive and dealt less damage, but could be placed close together, as well as rearmed instead of being consumed upon triggering.