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items:shock_trap [2020/06/13 22:00] andrewitems:shock_trap [2020/06/29 21:12] (current) andrew
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 > //A [[:weapons:Neural Disruptor]] can be installed on a door to provide an improvised trap.// > //A [[:weapons:Neural Disruptor]] can be installed on a door to provide an improvised trap.//
  
-**Shock Traps** are [[:items:]] which can be placed on [[:doors]] as traps, to deal [[:KO]] damage when the door is opened. There are three "tiers" of Shock Trap; each type has an [[:skill#Anarchy]] skill level requirement for the agent to use them.+**Shock Traps** are [[:items:]] which can be placed on [[:doors]] as traps, to deal [[:KO]] damage when the door is opened. There are three "[[:tiers]]" of Shock Trap; each type has an [[:skill#Anarchy]] skill level requirement for the agent to use them.
  
-To place a Shock Trap on a door, the agent must stand in the doorway, and the door must be closed. After being placed, the Shock Trap will be triggered when the door is next opened or breached by any unit, including [[:agents:]] and [[:guards:#drones]]. If a Shock Trap targets a drone, then the drone is [[:rebooting|rebooted]] for the same number of turns instead of being knocked out.+To place a Shock Trap on a door, the agent must stand in the doorway, and the door must be closed. After being placed, the Shock Trap will be triggered when the door is next opened or breached by any unit, including [[:agents:]] and [[:drones]]. If a Shock Trap targets a drone, then the drone is [[:rebooting|rebooted]] for the same number of turns instead of being knocked out.
  
 When a Shock Trap is placed on a door, it is visible to the player on that side of the door, but nonetheless is triggered when the door is opened from either side. After being placed, Shock Traps can be disarmed by any agent, so that the door can be opened without triggering the Shock Trap. [[:Guards:]] cannot disarm Shock Traps. When a Shock Trap is placed on a door, it is visible to the player on that side of the door, but nonetheless is triggered when the door is opened from either side. After being placed, Shock Traps can be disarmed by any agent, so that the door can be opened without triggering the Shock Trap. [[:Guards:]] cannot disarm Shock Traps.
  
-^ ^  Damage  ^  Cost to use   Skill required  ^ Availability ^ +^ ^  Damage  ^  Cooldown  ^  PWR cost   Skill required  ^ Availability ^ 
-| Shock Trap I    3 KO  |  7 turn cooldown   Anarchy 2  | Buy from a [[:mainframe devices:Nanofabricator]] for 400 [[:credits]]. | +| Shock Trap I    3 KO  |  7 turns  |  ---   Anarchy 2  | Buy from a [[:mainframe devices:Nanofabricator]] for 400 [[:credits]]. | 
-| Shock Trap II  |  4 KO  |  6 turn cooldown   Anarchy 3  | Buy from a [[:mainframe devices:Nanofabricator]] for 700 [[:credits]]. \\ Rare [[:stealing|steal]] from [[:corporations:FTM]] or [[:corporations:Sankaku]] [[:guards:Elite Security]]. | +| Shock Trap II  |  4 KO  |  6 turns  |  ---   Anarchy 3  | Buy from a [[:mainframe devices:Nanofabricator]] for 700 [[:credits]]. \\ Rare [[:stealing|steal]] from [[:corporations:FTM]] or [[:corporations:Sankaku]] [[:guards:Elite Security]]. | 
-| Shock Trap III |  5 KO, \\ tile radius  |  5 turn cooldown, \\ PWR   Anarchy 4  | Buy from a [[:mainframe devices:Nanofabricator]] for 1000 [[:credits]]. \\ Loot from a [[:missions:Security Dispatch]]. \\ Rare [[:stealing|steal]] from [[:corporations:FTM]] or [[:corporations:Sankaku]] [[:guards:Elite Security]]. | +| Shock Trap III |  5 KO, \\ < 6 tile radius  |  5 turns  |  3  |  Anarchy 4  | Buy from a [[:mainframe devices:Nanofabricator]] for 1000 [[:credits]]. \\ Loot from a [[:missions:Security Dispatch]]. \\ Rare [[:stealing|steal]] from [[:corporations:FTM]] or [[:corporations:Sankaku]] [[:guards:Elite Security]]. | 
-| Modded Shock Trap |  3 KO  |  7 turn cooldown   ---  | Unique to [[:agents:Dr. Xu]]. | +| Modded Shock Trap |  3 KO  |  7 turns  |  ---   ---  | Unique to [[:agents:Dr. Xu]]. |
- +
-Unlike other types of Shock Trap, a Shock Trap III costs 3\ [[:PWR]] to use, deals damage in an area, and never deals damage to an agent or other agency-controlled unit, even if that unit triggers the Shock Trap by opening the door. The area of effect has a radius of 5 tiles, measured by [[wp>Euclidean distance]] from the tile on the //opposite// side of the door from where the Shock Trap III was placed on it.+
  
 Shock Traps remain in the agent's inventory when they are used, and do not need to be retrieved later. It is possible for the same Shock Trap to be placed on multiple doors at the same time, if the cooldown finishes before the first door is opened. It is not possible to place multiple Shock Traps on one door at the same time. Shock Traps remain in the agent's inventory when they are used, and do not need to be retrieved later. It is possible for the same Shock Trap to be placed on multiple doors at the same time, if the cooldown finishes before the first door is opened. It is not possible to place multiple Shock Traps on one door at the same time.
 +
 +===== Shock Trap III =====
 +
 +Unlike other types of Shock Trap, a Shock Trap III costs 3\ [[:PWR]] to use, deals damage in an area, and never deals damage to an agent or other agency-controlled unit, even if they trigger the Shock Trap III by opening the door themselves. The in-game tooltip misleadingly describes the damage radius as "5 tiles", but the true radius is nearly 6 tile; specifically, a tile is in range if its [[wp>Euclidean distance]] is less than (but not equal to) 6. The distance is measured from the tile on the //opposite// side of the door from where the Shock Trap III was placed on it.
 +
 +Due to a bug in the game, the [[:KO resistance]] of the guard who //opens// the door is applied to all targets; the KO resistances of any other guards within the area of effect are ignored. If a Shock Trap III is triggered by an agency-controlled unit or a drone, no KO resistance is applied to any target.
  
 ===== Modded Shock Trap ===== ===== Modded Shock Trap =====
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 > //Dr. Xu faced disciplinary action at his university more than once for leaving activated shock traps on his door during office hours.// > //Dr. Xu faced disciplinary action at his university more than once for leaving activated shock traps on his door during office hours.//
  
-[[:agents:Dr. Xu]]'s Modded Shock Trap is a unique item. It is equivalent to a Shock Trap I, except it has no [[:skill#Anarchy]] skill level requirement; its resale value is 200 [[:credits]].+[[:agents:Dr. Xu]]'s Modded Shock Trap is a unique item; it is equivalent to a Shock Trap I, except it has no [[:skill#Anarchy]] skill level requirement. Its resale value is 200 [[:credits]].
  
items/shock_trap.1592085604.txt.gz · Last modified: 2020/06/13 22:00 by andrew