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 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
HP
40
Beauty
-18
Mass
2.5 kg
Flammability
100%
Cleanliness
-5
Placeable
Yes
Size
1 ˣ 1

Creation

Skill Required
Construction 3
Work To Make
3,200 ticks (53.33 secs)
Stuff tags
Metallic, Woody, Stony
Resources to make
Buildingmats.png 45
Deconstruct yield
Buildingmats.png 22 - 23
Technical
thingCategories
BuildingsSecurity


For tips on how to use spike traps in general or in killboxes, see Defense structures#Spike traps and Defense structures#Entryways.

A spike trap is a single-use trap that deals heavy damage when triggered. 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. The spike trap should be built out of stone or metal, as wood has a low damage output. Although stone spike traps take large amounts of time to make, they can kill a raider in one trap. See Defense structures (Spike Traps) and Defense structures (Entryways) for more information.

It creates a cleanliness penalty of -5.

Placement

Deadfall traps cannot be placed directly next to each other or next to any other kind of trap.

Triggering and rearming

The base trigger chance is 100% for enemies. Colonists, friends, tame animals, and wild animals not affected by manhunter are aware of the location of traps and will avoid them if possible. If they do walk through one, they have a 0.4% (one in 250) chance of triggering it.

In both instances, the nimble trait reduces the trigger chance for that pawn to 10%, namely 10% chance for enemies or 0.04% for colonists and friendlies.

Manhunter animals lose their ability to sense and avoid traps, as well as Thrumbos, that don't seem to see them and go into trap-mazes.

When a colonist, prisoner, or tame animal triggers a trap, a yellow envelope alert appears to notify the player.

Once a spike trap is triggered, it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.

They take Building Material (steel, wood, plasteel, etc.) 45 Stuff (Wood/Metals/Stone) and 3,200 ticks (53.33 secs) to build (time to build varies depending on building material, see chart below).

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 Silver.png 450 85 128% 40% 54 -12
    Gold Gold.png 450 75 112% 40% 75 2
    Steel Steel.png 45 100 150% 40% 54 -18
    Plasteel Plasteel.png 45 110 165% 0% 118 -18
    Wood Wood.png 45 40 60% 100% 38 -18
    Uranium Uranium.png 45 110 165% 0% 102 -18
    Jade Jade.png 45 100 150% 0% 267 -8
    Sandstone Sandstone blocks.png 45 50 75% 0% 269 -18
    Granite Granite blocks.png 45 65 98% 0% 323 -18
    Limestone Limestone blocks.png 45 60 90% 0% 323 -18
    Slate Slate blocks.png 45 60 90% 0% 323 -18
    Marble Marble blocks.png 45 60 90% 0% 296 -17
  • Version history

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