Characteristics
- Category
- Electrical
- Stack size
- 3
- Durability
- 100
- Workbench
- Level 2
- Craftable
- Yes
- Researchable
- Yes · 15 Scrap
- Health
- 250
Overview
An electrical trap that zaps nearby players when powered. More power supplied will result in higher damage. Loses durability with use.
Picture a raider who has just blown your second door and steps into a corridor that crackles. That is the job: a trap for tight spaces, a doorway, an airlock, the stretch in front of your loot room. It zaps players near it while it has power, and by its own text more power means more damage.
It is cheap, too: three high quality metal and one tech trash at a Level 2 bench, and only 15 scrap to research. The cost sits in what feeds it. A small generator gives you room to push more power into it, and a battery holds that charge for an offline raid.
Tip
Do not leave it powered all the time. It wears down with use, so put a pressure pad or a sensor between the power and the coil, and it only switches on when someone steps in.
Unlike a shotgun trap, it does not seem to care who is authorized. Switch it off before your own group runs through, or route your team's path around it.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
1 | 480 |
|
4 | 480 |
|
25–28 | 650–700 |
|
6 | 1,200 |
|
1 | 1,400 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
12 | 180 |
|
1 | 900 |
|
18 | 1,080 |
|
3 | 1,200 |
|
21 | 2,200 |
|
1 | — |
|
4 | — |
|
10 | — |
Direct hit, hard side, no duds. Satchel Charge is a dud 20% of the time. Beancan Grenade is a dud 15% of the time. A range runs from point blank to the far end of the bullet's falloff, fired from an Assault Rifle.
Crafting
- Workbench level
- Level 2
- Crafting time
- 25 s
- Research cost
- 15 Scrap
Recycling
At power grid stage 2 a green recycler works at 60% instead of 50%. Yields depend on the recycler.
How to get
-
Craft
at a Level 2 Workbench
-
Research
15 Scrap at a Research Table