Spike trap
Spike trap
Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth 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
Building
- Size
- 1 × 1
- Placeable
- Yes
Creation
- Deconstruct yield
- 34/340
A spike trap is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, reduced by 90% with the nimble trait. The damage can be fatal to humans or large animals if it is made of good materials. 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.
Stats
- Note: Actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.
Material | Cost | Damage | Armor Penetration | Flammability | Work to build | Beauty |
---|---|---|---|---|---|---|
Silver | 450 | 85 | 128% | 40% | 54 | -12 |
Gold | 450 | 75 | 112% | 40% | 75 | 2 |
Steel | 45 | 100 | 150% | 40% | 54 | -18 |
Plasteel | 45 | 110 | 165% | 0% | 118 | -18 |
Wood | 45 | 40 | 60% | 100% | 38 | -18 |
Uranium | 45 | 110 | 165% | 0% | 102 | -18 |
Jade | 45 | 100 | 150% | 0% | 267 | -8 |
Sandstone | 45 | 50 | 75% | 0% | 269 | -18 |
Granite | 45 | 65 | 98% | 0% | 323 | -18 |
Limestone | 45 | 60 | 90% | 0% | 323 | -18 |
Slate | 45 | 60 | 90% | 0% | 323 | -18 |
Marble | 45 | 60 | 90% | 0% | 296 | -17 |