Booby Traps
From Warhammer 40k - Lexicanum
(Redirected from Bang Trap)
Examples of Catachan-made booby traps:
1. Spike Pit/Devil's Maw
2. Lashing Branch
3. Toe-popper
4. Spring Mine
5. Shredder Mine
1. Spike Pit/Devil's Maw
2. Lashing Branch
3. Toe-popper
4. Spring Mine
5. Shredder Mine
Booby traps are improvised antipersonnel or anti-tank devices, concealed within an area likely to be passed through by the enemy. Although taking many different forms, all are designed to slow or demoralize enemies by inflicting casualties and destroying armoured vehicles.[1]
Booby traps can also include purpose built mines.
Types of Booby Trap
- Plasma Charge - designed to punch through enemies with heavy armour or vehicles rather than affecting a large area, such as Tyranids and Terminators. The super-heated plasma blasts out at whatever triggered it and inflicts horrific battle damage. Common patterns include all standard plasma weapon photonic hydrogen fuel flasks, Necromundan "Cyclops" Anti-Armour Blast Spheres and Golgotha-Pattern 90KW Energy Mines.[1]
- Shredder Mine - explosive frag charges mounted on an upright plate launches shrapnel in random directions over a large area, creating a small killing zone. It is ideal for covering narrow paths and streams. Common patterns include Triplex Phall Type XII "Repudiator" Auto-Mine, Armageddon "Hammerhead" Area Denial Weapon or the Necromunda pattern "Widowmaker" Anti-Personnel Savager.[1]
- Snare Mine - Consists of Munitorum issue proximity detonators or snare-wire, that is hooked up to whatever explosives can be scraped together.[3]
- Spring Mine - the device springs into the air before detonating, spewing their contents over a small area. Can be combated by having a soldier "on point" who will trigger it while the rest of the squad will be far enough back to be relatively safe. Common patterns include the Necromunda pattern "Jumping Snap" Anti-Personnel Leaper, the Gerian Type XIV Vertical Blast Device and the Martian Type CXI Fragmentation Mine.[1]
- Traps - a small pit at about knee depth with spikes in the bottom, covered over so that when an enemy steps on it they will be impaled on the spikes. Often native lifeforms are placed in the bottom of the pit to deal further damage. Also known as Spike Pits and Devil's Maws.[1]
- Lashing Branch - a springy branch at head, waist or knee height with sharpened branches tied off with string so the branch is under tension. When an enemy trips the line the tree will fling over and impale then.[1]
- Buried Bullets - a bolt or shotgun round buried resting on a sharp object (often a nail or pointed rock) just below the surface of the ground. When an enemy steps on it the bullet is pressed onto the striker, thereby detonating the round beneath their feet. Also known as Toe-poppers.[1]
- Punji Pits/Traps - a Kroot and Feral Ork trap very similar to Imperial traps, consisting of a pit with stakes at the bottom.[2]
- Bang Traps - a Feral Ork trap constructed of several stikkbombz strapped together and attached to a tripwire. Often anything nearby is utterly destroyed in a huge explosion of shrapnel.
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- Fire Bomb - a Feral Ork bomb which, when it explodes, showers an area in highly combustible liquids which explode over a small area.
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- Tunnel/Sewer Traps - a simple tripwire mechanism is linked to an explosive device placed behind the tripwire, for example a frag grenade. The triggered blast is angled forward to saturate the area.[4a]
- Door/Window Defences - Used in Buildings where defenders are still operating. A tripwire or pressure plate, situated at the base of a door or window, triggers a series of sharpened spikes.[4a]
- Stairwell Defences - Comes in three variants. The first, triggered by pressure plate or tripwire, causes a spiked log to swing down the stairwell. Optionally, a hollow pipe filled with explosives follows, delayed by a timer of ten to fifteen seconds. The second variant is also triggered by pressure plates, causing a standard issue flamer to be fired downstairs. The third variant is only to be used as a last-stand weapon. It consists of a number of oil or chemical drums, one for each step. Inside of these frag grenades are placed. If one drum is removed, it causes all of them to detonate, making defusing them a time-consuming exercise.[4a]
- Last Stand Mechanisms - Placed in buildings of four stories or more, this trap fills the building with explosives, with a single defender on top carrying a detonator connected to a high explosive cache at the bottom. As soon as the enemy has secured the area, the explosives should be triggered, blowing out the central core and collapsing the building.[4b]
- Piezo-Electric Mines - Invented by the Mordian Iron Guard during the defence of Ichar IV, the Piezo-Electric Mine, also known as 'Mordian Castrator', uses unused bolter rounds and bolter shell casings. Rounds are carefully placed on top of upturned casings, secured by standard issue tape. This contraption is buried in a shallow hollow in the ground. The piezo-electric firing mechanisms of the rounds triggers as soon as pressure is applied, forcing the round into the casing and igniting the propellant. The round is fired through the foot of an enemy, exploding around the groin.[4d]
Sources
- 1: Codex: Catachans (3rd Edition), pg. 21 – The Hostile Battlefield-A Beginners Guide to the Art of Laying Traps, Mines and Other Unpleasant Surprises
- 2: Chapter Approved 2003, Kroot Mercenaries
- 3: Codex: Astra Militarum (6th Edition), pg. 63 — Special Issue Wargear
- 4: The Battle for Armageddon (Background Book):