Characteristics
- Category
- Traps
- Stack size
- 1
- Durability
- 200
- Workbench
- Level 1
- Craftable
- Yes
- Researchable
- Yes · 60 Scrap
- Health
- 300
Overview
A shotgun trap triggered by movement, place near doorways and load with handmade shells.
Your front door just went down at night, and the guy rushing in with a hatchet has no idea a gun is pointed at the frame. That is the whole job of this trap: punish whoever comes through a door without being authorized on your Tool Cupboard. You and your team walk past it untouched.
It needs no wiring, only a Level 1 bench and handmade shells, the ammo its own description names. Don't bring buckshot for it: as far as we know it won't go in, so save that for your shotgun.
Pros
Cons
- Cheap to craft and early to research
- Works offline, with no generator or battery
- Fires on its own, so a lone raider can't just sprint past
- Short reach and wide spread, so it has to sit close to the door
- Raiders who expect it break it from outside its cone first
- Runs dry if nobody refills it after a fight
Once you can afford it, an auto turret covers far more ground, but plenty of bases still keep a trap in each airlock. There is also a Bar Games version with the same stats.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
1 | 200 |
|
30–34 | 750–850 |
|
7 | 840 |
|
2 | 960 |
|
1 | 2,200 |
|
2 | 2,800 |
| Other ways: siege weapons, vehicles and loot | ||
|
1 | 60 |
|
1 | 200 |
|
2 | 600 |
|
2 | 1,800 |
|
33 | 1,980 |
|
1 | — |
|
7–8 | — |
|
8 | — |
Direct hit, hard side, no duds. Beancan Grenade is a dud 15% of the time. Satchel Charge is a dud 20% 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 1
- Crafting time
- 15 s
- Research cost
- 60 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 1 Workbench
-
Research
60 Scrap at a Research Table