Traps

Though often associated with Outposts, traps were initially developed to bolster Sanctuary security. They were intended to be low-resource devices that could be built in existing Sanctuary labs during a time when warfare, global riots, and tribal aggression was at its peak. This allowed those who were unable to build guards some degree of defense.
 Ironically, trap designs that were shared between Sanctuaries would later be used in battle against each other, most notably in Outposts. Traps have grown in complexity; incorporating elements like acid, plasma, and holograms. The most modern traps also have variety of modifications to alter their functions.
Traps are primarily used to deceive and kill greedy Raiders looking to steal an Outpost's GenMat for themselves. There are 9 traps in Meet Your Maker, two of which (Boltshot and Impaler) are immediately accessible upon unlocking the Build function of your Command Center.
=== Obtaining Traps ===
Traps can be obtained by having the Advisor PROTA research them for varying amounts of Synthite and Cells. Additionally, Mods can be bought for these traps, which either enhance or alter certain characteristics of the traps.
=== Encountering Traps ===
In enemy Outposts, most traps can be destroyed through certain means. Most will be destroyed when hit by a Sledgeblade, Fury's Edge, Volt Lancer bolt or from being hit by other traps. Impalers and Death Pistons can also be destroyed by hitting an active Arc Barrier or Flash Barrier's shield. 
Traps will also destroy other traps or guards that are within its line of fire, which will grant XP with the [Defense Backfired] Score Event.
=== List of Traps ===
* Boltshot
* Impaler
* Iron Claw
* Incinerator
* Plasma Sentinel
* Holocube
* Corrosive Cube
* Bomb Ejector
* Death Piston
* Sentry Beam
== Trivia ==
* All traps have small monitors on them which display symbols corresponding to the type of mod they have equipped. Be vigilant to predict what surprises each trap may be hiding!