Security

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Colonists can build the following security structures to help protect the colony from harm:
 	 	 	 	 	
Sandbags 	Barricades 	Mortar 	Spike trap 	Mini-turret 	Uranium slug turret
 	 	 	 	 	
Autocannon turret	Foam turret 	Rocketswarm launcher 	IED trap 	IED incendiary trap	IED EMP trap
 	 	 	 	 	
IED firefoam trap	IED smoke trap	IED antigrain warhead trap	IED tox trap	IED deadlife trap 	
== Security constructions ==
A security construction is a building your colonists can build that helps protect your colony.
Types of security structures:
* Cover - Barricades and sandbags both provide good cover, excellent for defensive firing positions. Largely interchangable except for crafting recipes, with barricades using wood, stone and metals and sandbags using textiles. See below for summary, or either barricades or sandbags for material comparisons.
* Turrets - Several types of totally autonomous weapons with different optimum ranges. Best when placed to cover common entry points, but requires power and occasional rearming.
* Mortar - Long-range and very damaging manned turret but requires ammunition and replacement barrels, have long warmup and cooldown times, and are highly inaccurate. Also has a variety of ammunition types for different effects. See mortar for details.
* Traps - Single use, passive structures that inflict a one-time injury. Colonists and friendlies will try to avoid them, and some enemies are smart enough to avoid them. Friendlies have a 0.4% chance of triggering traps. They are categorized into two types:
** Spike trap - a simple single-target damage source. See spike trap for material comparisons.
** IEDs - made from mortar shells, they explode in a radius for an effect dependent on their type. See below for summary.
=== Cover ===
Note that these values are the base values - all stats will be affected by material choices. See either barricades or sandbags for material comparisons.
Name 	HP base	Cover	Beauty	Work to Make	Flammable 	Material Cost
Barricade	 	% 	 	 	%Material dependent	
Sandbags 	 	% 	 	 	% 	
=== Turrets ===
The mini-turret, autocannon turret, and uranium slug turret are automatic defenses that fire at enemies within range. They require power to operate, and after firing require reloading or barrel changes that consume resources; this cost is dependent on difficulty.
over Range 	over Range	over Range
Mini-turret 	 	
 	 	
Autocannon turret 	 	
 	 	
Uranium slug turret	 	
 	 	
Note that the use case of the mortar, rocketswarm launcher and foam turret are not directly comparable to other turrets or each other. For detailed analysis and comparison, see their respective pages.
=== Traps ===
Spike traps deal 100 Sharp damage to a single, modified by the material's Melee Sharp Damage multiplier. See spike trap for material comparisons.
Name 	Damage	Type 	Radius	Notes
IED trap 	50 	Bomb 	4 	-
IED incendiary trap 	10 	Flame 	4 	Ignites pawns and surroundings causing further damage
IED EMP trap 	50 	EMP 	11 	Does no actual HP damage, stuns mechanoids and some structures
IED firefoam trap 	- 	Firefoam 	10 	Does no damage, puts out and prevents fires
IED smoke trap 	- 	Smoke 	8.6 	Does no damage, only deploys smoke.
IED antigrain warhead trap	550 	BombSuper	15 	Antigrain warheads are not craftable
Category:Buildings