Difference between revisions of "Traps"
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(What kinds of traps are there.) |
(There is more of those.) |
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{{:Query(Traps)}} | {{:Query(Traps)}} | ||
There are several types of '''traps''' present in [[Complex 0b10]]. | There are several types of '''traps''' present in [[Complex 0b10]]. | ||
+ | * [[Alarm Trap]] | ||
* [[Blade Trap]] | * [[Blade Trap]] | ||
* [[Chute Trap]] | * [[Chute Trap]] | ||
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* [[EMP Trap]] | * [[EMP Trap]] | ||
* [[Fire Trap]] | * [[Fire Trap]] | ||
+ | * [[Heavy Explosive Trap]] | ||
* [[Hellfire Trap]] | * [[Hellfire Trap]] | ||
+ | * [[Proton Bomb Trap]] | ||
* [[Segregator Trap]] | * [[Segregator Trap]] | ||
* [[Shock Trap]] | * [[Shock Trap]] | ||
* [[Stasis Trap]] | * [[Stasis Trap]] |
Revision as of 17:10, 12 January 2017
/Results/
>>Query(Traps)
Complex 0b10's rapid expansion has left defensive assets stretched thin in many areas. To temporarily address the growing threat of a larger Derelict incursion, a number of traps are being engineered and deployed as a more efficient way to hinder enemy advances and buy the time necessary to mobilize a garrisoned response force. Because traps are installed in areas regularly traveled by even non-combat robots, their sensitivity is set well below their maximum potential to avoid disruptions that could result from a damaged robot accidentally triggering one.
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There are several types of traps present in Complex 0b10.