Spike trap

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Spike trap

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%. 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.

Spike trap accidental step.jpg

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.

Material Cost Damage HP Work to build Armor Pen
Steel Steel 35 100 40 54 150%
Plasteel Plasteel 35 110 112 118 165%
Wood Wood 35 45 16 38 68%
Uranium Uranium 35 110 100 102 165%
Silver Silver 350 85 28 54 128%
Gold Gold 350 75 24 48 112%
Granite_Blocks Granite 35 65 68 323 98%
Limestone_Blocks Limestone 35 60 62 323 90%
Marble_Blocks Marble 35 60 48 296 90%
Sandstone_Blocks Sandstone 35 50 56 269 75%
Slate_Blocks Slate 35 60 52 323 90%
Jade Jade 30 100 20 267 150%

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.