Editing IED EMP trap

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== Summary ==
 
== Summary ==
{{IED Note}}
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IEDs are single use traps that may be triggered when a pawn of any kind, mechanoid or not, walks over it.
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* The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
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* Non-manhunting wild animals have a 25% chance to trigger the trap.
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* Colonists and tame animals have 0.4% (one in 250) to trigger the trap.
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* Friendly visitors will never trigger a trap. 
  
When triggered, the trap will begin to spark and emit a hissing sound for {{ticks|15}} before exploding, dealing 50 [[EMP]] damage in a 10.9-tile radius. This will stun [[mechanoid]]s and [[turret]]s for 25 seconds, break or temporarily disable [[shield]]s, and inflict [[brain shock]] or [[vomiting]] on pawns with certain implants. For a full list of effects, see [[EMP]].  
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However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.  
  
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.{{Check Tag|Verify|verify this fact}}
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The IED EMP trap deals 50 [[EMP]] damage in a 10.9-tile radius when triggered, after a {{ticks|15}} 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 ==
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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). Either way, the large blast radius will often stun mechs from far away, causing them to adapt before colonists can attack.
 
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). Either way, the large blast radius will often stun mechs from far away, causing them to adapt before colonists can attack.
  
== Version history ==
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==Version history==
 
[[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
 
[[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]] [[Category:Trap]]
 
[[Category:Security]] [[Category:Trap]]

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