Toxic Warfare Secrets: Melt Raiders With Gas Traps Before They Reach Your Walls

Gas and Shell-Based Traps in RimWorld

1.4 Biotech & Beyond - Updated 2025

Traps in RimWorld can significantly bolster your base defenses when used wisely. Recent updates (v1.4 Biotech DLC era) introduced new gas-based traps alongside the classic shell-based IEDs, expanding the toolbox for dealing with raids. This guide covers how these traps work in vanilla, effective configurations, and insights from the community.

📋 Contents

🔧 Understanding Trap Mechanics in Vanilla

RimWorld's vanilla traps fall into two broad categories: reusable spike traps and one-time explosive traps (IEDs). This guide focuses on IED-type traps that consume shells or release gas.

💡 How Traps Trigger

An IED (Improvised Explosive Device) is essentially a shell rigged to explode on contact. By default, any hostile pawn stepping directly on the trap will set it off (100% trigger chance for enemies). Non-hostile animals have a smaller chance to set off traps (e.g. 25% for wild animals) to reduce random wildlife detonations. IEDs can also be triggered by damage – if a trap is shot or caught in an explosion, it will detonate after a short fuse (usually 0.5–1 second).

⚠️ AI and Pathing

Enemies generally do not recognize hidden traps and won't deliberately avoid a properly concealed IED. However, they will avoid obvious trap corridors if an alternate path exists. In practice, this means you should funnel enemies so that going over your trap is the path of least resistance. For example, lay faster floor tiles on the trap route and rough terrain elsewhere to "entice" raiders onto the mines.

📏 Placement Rules

IED traps occupy a 1x1 cell and cannot be placed adjacent to each other (they need spacing just like spike traps). The blueprint preview will show a radius – that is the blast radius (damage area), not a proximity sensor. Keep your own colonists away from trap-laden halls to avoid accidents – pawns generally path around known traps, but if there's no other route they can blunder into them just like enemies.

💣 Shell-Based IED Traps and Variants

"Shell-based traps" in RimWorld refer to IEDs constructed from mortar shells. Each trap consumes one or more shells of a specific type during construction and is a one-use device. As of the Biotech (1.4) era, there are several IED variants in vanilla:

💥

High-Explosive IED Trap

Required Materials: 1× HE mortar shell

Effect Radius: ~5-6 tiles

Primary Effects: High damage explosion (up to ~50 dmg near center); shrapnel injury

Best Uses: Hitting clustered enemies for direct damage; breaching sappers; softening mech swarms

Warning: Don't overuse against mechs or you'll destroy valuable corpses. The explosion from one IED can set off others in range, so space them properly!

🔥

Incendiary IED Trap

Required Materials: 1× Incendiary shell

Effect Radius: ~5 tiles (fire spread)

Primary Effects: Ignites fires on impact; minor blast damage

Best Uses: Creating fire walls to slow/route enemies; causing chaos and forcing enemies out of cover; automatic insect-killer when combined with flammables in a trap room

Warning: Keep burnable valuables away from where you plan to start conflagrations, or install firefoam poppers nearby for emergency suppression.

EMP IED Trap

Required Materials: 1× EMP shell

Effect Radius: ~11 tiles (EMP)

Primary Effects: Electromagnetic pulse – stuns mechanoids & breaks shields (50 EMP dmg)

Best Uses: Mechanoid defenses – incapacitating mech clusters or raids; knocking out shield belts so ranged attackers become vulnerable. For detailed faction strategies and tech levels, see our faction tech guide

Warning: EMP won't harm biological enemies at all (other than knocking out things like implanted pacemakers or shield packs).

☣️

Tox Gas IED Trap

Required Materials: 2× Tox shells (Biotech)

Effect Radius: ~7 tiles (gas cloud)

Primary Effects: Tox gas cloud – inflicts toxic buildup and heavy stat debuffs (up to +25% pain, -60% move/breath)

Best Uses: Debuffing entire raids for easy cleanup; non-lethal takedowns to capture raiders alive

Warning: Ineffective vs tox-immune targets (e.g. mechs, wasters with immunity). Your own colonists need gas masks or tox immunity gene to operate in the gas.

📊 Trap Comparison Table

Trap Type Shell Required Effect Radius Primary Effects Best Uses
High-Explosive IED 1× HE mortar shell ~5-6 tiles High damage explosion (~50 dmg) Hitting clustered enemies; breaching sappers
Incendiary IED 1× Incendiary shell ~5 tiles Fire spread; minor blast damage Fire walls; insect control; area denial
EMP IED 1× EMP shell ~11 tiles EMP pulse (50 EMP damage) Mechanoid defense; breaking shields
Tox Gas IED 2× Tox shells ~7 tiles Tox gas cloud with debuffs Non-lethal takedowns; debuffing raids

☁️ Gas-Based Mechanics: Tox Gas, Pollution, and "Gas Chambers"

The addition of tox gas in the Biotech expansion introduced new gameplay involving poisonous gas – essentially RimWorld's take on chemical warfare. Unlike a conventional explosion, gas doesn't deal immediate damage to limbs; instead it creates an environmental hazard that lingers and debilitates.

☣️ Tox Gas Effects

When pawns are in tox gas, they suffer tiered effects depending on gas concentration (mild, moderate, severe):

  • At severe density (which a tox trap produces): -40% sight, -60% breathing, +25% pain almost immediately
  • This effectively halves combat abilities
  • Prolonged exposure adds toxic buildup
  • ~30+ seconds in 100% density = extreme toxic buildup
  • Likely collapse after ~37 seconds
  • Potential death after ~45+ seconds at maximum exposure
⚠️

Important Gas Mechanics to Remember

Tox gas does not ignite and does not harm structures or items directly. It can be cleared by ventilation over time; open areas dissipate faster, enclosed areas hold the gas longer. Waster pirates and certain factions have 100% toxic immunity - they'll wade through your tox traps unaffected!

🧪 Pollution and "Passive" Gas

Biotech's pollution system is another way toxic gas can play a role. Polluted terrain causes a constant low-level toxic buildup to anyone walking on it (about 40% toxic severity per day of exposure). Some players use pollution as a strategic defense by intentionally dumping Toxic Wastepacks around approaches to their base, creating "toxic mire" fields.

💀 Rot Stink

Corpses now rot and produce a gas called rot stink if left to decay, which can cause diseases like gut worms or lung rot. While rot stink isn't as acutely lethal as tox gas, some players have incorporated it into defenses – essentially creating a corpse gas chamber by packing a tunnel with rotting corpses and then luring raiders through to weaken them before a fight.

🔫 Deploying Gas Offensively

Aside from traps, you have Tox grenades and Toxbomb launchers as weapons (Biotech content) to manually throw poison gas at enemies. Mortars can fire tox shells across the map. These are more "offensive" uses of gas – for example, shelling a sieging enemy with tox shells to force them to attack in a weakened state. The key is saturation: a single grenade or shell will slow a few enemies; a barrage can blanket an area.

🏗️ Killbox Designs and Defensive Setups with Traps

A well-designed killbox or trap hallway can leverage gas and shell traps to devastating effect. Here are some popular designs:

☣️

The "Tox Box" Gas Killbox

Concept: Funnel raiders into an enclosed or semi-enclosed area filled with tox gas, so they are severely weakened or downed before they can even fire back.

Setup: A narrow entrance corridor with several IED tox traps. As the gas saturates the entrance, your gunners positioned further back pick off the raiders with ease.

Effectiveness: Works against almost everything except mechs and wasters (as those don't care about tox).

Tip: Ensure you have ventilation between raids, or equip haulers with gas masks so they can safely rescue downed enemies.

[ Diagram: Tox Box Layout ]

##############
#            #
# ☣️ ....  👤 #
#   ☣️ .. 👤  #
   ☣️ 👤   #
#   ☣️ .. 👤  #
# ☣️ ....  👤 #
#            #
##############

= Enemy Path    ☣️ = Tox Trap    👤 = Colonist    # = Wall    . = Tox Cloud

🔥

Trap Corridors and Mixed Killboxes

Concept: A corridor with alternating types of IEDs to both injure and scatter a raiding party. Multiple damage types create a devastating gauntlet.

Setup: Stagger the traps or use a sequence: e.g. an incendiary IED at the entrance (to set frontliners on fire), then an HE deeper in to catch the bunched group, and perhaps a tox trap at the end to catch stragglers.

Effectiveness: Extremely effective against all raiders. Careful design can handle everything from tribals to mechanoids.

Tip: Be mindful that once an IED explodes, it leaves a gap. Enemies will rush through after the first explosion.

[ Diagram: Mixed Trap Corridor ]

#############################
 🔥   💥   ☣️      💥 👤👤👤
#############################

= Enemy Path    🔥 = Incendiary    💥 = HE    ☣️ = Tox    = EMP

🎯

Cover Traps and Killzone Control

Concept: Instead of a formal killbox, place IEDs near pieces of cover that raiders will naturally seek out during combat.

Setup: Deliberately leave a piece of cover (like a single wall chunk or sandbags) in an open field, with an IED next to it. Raiders will beeline to the cover, clustering around the IED.

Effectiveness: Works extremely well for open-field combat. Incendiary IEDs excel at this because they simultaneously remove the cover and flush out enemies.

Tip: You or your turrets can shoot the IED to manually trigger it once enemies are in position.

[ Diagram: Cover Trap Layout ]

            🔫  🔫  🔫
              👤👤👤
            #########

    🔫                       🔫
         [ 🔥]       [ 💥]

= Enemy Path    🔥 = Incendiary    💥 = HE    [ ] = Cover    🔫 = Enemy

🤖

Anti-Mech Defense

Concept: Specialized defenses against mechanoids, who don't fear fire or gas.

Setup: Scatter HE IEDs along likely mech paths, with EMP traps at the entrance of a killbox to neutralize shielded mech types and stun the first wave.

Effectiveness: Very effective against mechanoid clusters and raids. EMP is particularly devastating against mechs. Learn more about different faction types and their weaknesses in our comprehensive faction guide.

Tip: Don't use too many HE traps, as they can vaporize valuable mech corpses. After an EMP goes off, charge with melee colonists to finish off stunned centipedes.

[ Diagram: Anti-Mech Setup ]

#########################
#                   #
     💥    👤   👤#
#               👤   👤#
#########################

= Mech Path    = EMP Trap    💥 = HE Trap    👤 = Colonist

🏠 Base Interior Traps

For drop pod raids or unexpected breaches, have some interior traps as backup:

  • Place incendiary IEDs in crucial hallways inside your base
  • Set up "panic rooms" with traps that you can lure intruders into
  • For mountain bases, rig vulnerable areas with incendiary IEDs to counter infestations
  • Keep some IEDs in storage - they're minifiable so you can quickly deploy them where needed

📝 Recent Changes, Balance, and Mods

⚖️ Official Balance Tweaks

The Biotech patch (1.4) introduced the IED tox trap with its new mechanics. Subsequent updates addressed a few balance issues: for example, Update 1.4.3580 in Dec 2022 reduced the explosive radius of tox shells when detonated by damage. There haven't been major nerfs to trap damage - shell traps are still as potent as ever.

👥 Community Consensus

There's a bit of debate on whether traps are overpowered or underpowered. Some high-difficulty players claim traps are essential for extreme raids. The community widely agrees that killboxes with traps trivialize many raids (becoming a meta strategy), which is why some choose not to use them for a greater challenge. In short: traps are extremely strong if set up optimally, but consume resources and time to rebuild.

🧩

Notable Mods for Traps

☣️ Gas Traps and Shells

Adds variety of gas types beyond tox:

  • Sleep gas, fear gas, rage gas, tear gas
  • Corrosive acid gas
  • Mechanite and anti-insect gas
  • Buildable gas vents

🔥 Vanilla Security Expanded

Enhances trap options with:

  • Chemfuel barrel traps
  • Proximity mines (detonate when enemies approach)
  • Enhanced security options

Warning: Traps that feel "fair" in vanilla can become very powerful with mods, potentially trivializing raids unless you increase difficulty to compensate.

⚙️ Performance Considerations

Each active gas cloud, fire, or explosion can add CPU load, especially if dozens go off at once. A few traps won't cause issues, but rigging an entire map with 100 IEDs and setting them off simultaneously might cause a momentary freeze. Gas clouds dissipating are fairly lightweight, so having a tox box full of gas shouldn't lag the game significantly – just don't also ignite 1000 tiles of fire at the same time.