Characteristics
Overview
A set of spikes that will slow down and hurt anyone that walks over them.
Put them where an intruder has to cross your building rather than the dirt outside it. A set costs 150 wood and no bench, and anyone walking over them is hurt and slowed, which is exactly what you want on the tiles between a broken door and your loot.
The small spike trap covers open ground. These go inside, and the classic spot is the airlock:
- Outer door, then a tile of spikes, then the inner door.
- Keep the tool cupboard at least one more door deeper, so nobody reaches it in one dash.
- Leave yourself a way around if you run in and out a lot, because your own spikes bite you too.
Who it really catches: the naked who slips in behind you, a door camper rushing the opening, a raider sprinting through a fresh hole to grab a box. A careful player simply breaks them with a melee weapon, and explosives ignore them completely.
So treat them as a time tax on the way in. If you are online and want the corridor to shoot back, a shotgun trap does that; the other options are on the traps page.
Raid cost
| Explosive | Quantity | Sulfur |
|---|---|---|
|
8–9 | 200–250 |
|
2 | 240 |
|
2 | 400 |
|
1 | 480 |
|
1 | 1,400 |
|
1 | 2,200 |
| Other ways: siege weapons, vehicles and loot | ||
|
4 | 60 |
|
6 | 360 |
|
1 | 600 |
|
6 | 600 |
|
1 | 900 |
|
1 | — |
|
2 | — |
|
3 | — |
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
- Crafting time
- 15 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
by hand
-
Research
15 Scrap at a Research Table