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Editing v0.34:Trap design

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As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.
 
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.
  
<diagram>
+
{{diagram|spaces=yes|\
  +++++++[#F00]^^^[#FFF]+++++++      legend
+
  +++++++[#F00]^[#F00]^[#F00]^+++++++      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d
 
  ++++++++▓++++++++  ▓  stone/wall
 
  ++++++++▓++++++++  ▓  stone/wall
  ++++++++▓++++++++  [#F00]^  trap[#FFF]
+
  ++++++++▓++++++++  [#F00]^  trap
 
  ++++++++▓++++++++  +  floor
 
  ++++++++▓++++++++  +  floor
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
  ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++
+
  ++++++[#F00]^[#F00]^▓[#F00]^[#F00]^++++++
  [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^
+
  [#F00]^+++++[#F00]^[#F00]^▓[#F00]^[#F00]^+++++[#F00]^
  [#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^
+
  [#F00]^▓▓▓▓▓▓▓[#F00]^▓▓▓▓▓▓▓[#F00]^
  [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^[#FFF]
+
  [#F00]^+++++[#F00]^[#F00]^▓[#F00]^[#F00]^+++++[#F00]^
  ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++
+
  ++++++[#F00]^[#F00]^▓[#F00]^[#F00]^++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
 
  ++++++++▓++++++++
  +++++++[#F00]^[#F00]^[#F00]^[#FFF]+++++++
+
  +++++++[#F00]^[#F00]^[#F00]^+++++++
</diagram>
+
}}
  
 
====Inside corner trapping====
 
====Inside corner trapping====
 
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by "x").
 
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by "x").
<diagram>
+
 
 
       ╔═════════  
 
       ╔═════════  
   ║[@cc0]   [@]║[@c00]  [@]   [@cc0]  [@]
+
   ║  ║xx   ??
   ║[@cc0]   [@]║[@c00] [@]   [@cc0]  [@]
+
   ║  ║x   ???
   ║[@cc0]  [@]║  [@090] [@cc0]    [@]    [@c00] [@] Unlikely path
+
   ║???║  .????    ? = unpredictable path  
   ║[@cc0]  [@]║  [@090] [@]╔═════   [@cc0] [@] Unpredictable path
+
   ║???║  .╔═════
   ║ [@cc0]  [@][@090] [@]       [@090] [@] "Most likely" path
+
   ║ ??.         . = ''most likely'' path
   ║  [@090] [@]║[#f0f][@090]g[#@]       [#f0f]g[#] Invader
+
   ║  .║g         g = invader
   ║[@c00] [@] [@090] [@] [@c00] [@]║
+
   ║x . x║
   ║[@c00]  [@]   [@c00]  [@]║ 
+
   ║xx   xx║        x = ''unlikely'' detour
 
   ╚═══════╝
 
   ╚═══════╝
</diagram>
+
 
 
Once in a straight hall, anything is possible (represented by "?"), but placing your best (or first) traps on the inside path near "inside" corners (and de-emphasizing outside "dead-end" corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.
 
Once in a straight hall, anything is possible (represented by "?"), but placing your best (or first) traps on the inside path near "inside" corners (and de-emphasizing outside "dead-end" corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.
  
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====Drawbridge trap====
 
====Drawbridge trap====
Lowering drawbridges on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[jabberer]]s and [[elephant]]s, who will not only survive unscathed but also destroy the bridge.
+
Lowering drawbridges on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[wagon]]s and [[elephant]]s, who will not only survive unscathed but also destroy the bridge.
  
 
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  Link the drawbridge to a [[lever|trigger]], and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash invaders, unwanted [[immigration|immigrants]], bothersome [[nobles]], or simply to destroy your garbage.
 
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  Link the drawbridge to a [[lever|trigger]], and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash invaders, unwanted [[immigration|immigrants]], bothersome [[nobles]], or simply to destroy your garbage.
  
====[[Pit trap]]====
+
====Pitfall trap====
 
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.  Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered.
 
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.  Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered.
  
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=====Land mines=====
 
=====Land mines=====
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement "''A section of the cavern has collapsed!''", at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]).
+
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement "''A section of the cavern has collapsed!''", at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]).  
 
 
More "traditional" landmines also exist, taking advantage of a bug. This involves setting a bridge to be deconstructed, then having this order be cancelled, all done while the bridge is in the down position. The bridge will then let fluids through, which with pressurized magma makes it a potent weapon.
 
  
 
=====Chasm trap=====
 
=====Chasm trap=====
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A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:
 
A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:
<diagram>
+
 
 
           +++
 
           +++
 
  ..........+++
 
  ..........+++
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  .++++++++.
 
  .++++++++.
 
  ..........    A = bait animal  
 
  ..........    A = bait animal  
</diagram>
+
 
 
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.
 
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.
  
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A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above. The trap can also be fully automated via [[minecart]].
 
A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above. The trap can also be fully automated via [[minecart]].
 
====Canceled construction deadfall====
 
Canceling an incomplete construction immediately frees the building material. The simplest way to weaponize this knowledge is to create a one tile wide hallway that is several z-levels high, and carve down stairs into the roof from the level above. Assign your masons to create stairs in the top level of the hallway, but suspend construction on each tile after they begin. When danger threatens below, simply cancel constructions to send building material raining down on enemies below.
 
 
A more advanced design uses incomplete 8x1 bridges--each bridge will release three stones when canceled. These stones will normally be deposited on the tile where the architect was standing when the bridge was designed. A (completed) retracting bridge at the top of the hallway can provide a place for your architects to stand while loading the trap, but still allow the rocks to rain down when retracted.
 
 
This trap has the distinction of being the only overseer-triggered trap--it doesn't require dwarves to pull levers, enemies to cross pressure plates, or any sort of timing delay. With some practice, it can be used selectively to take out priority targets (elite archers, squad leaders, dangerous creatures, etc.).
 
  
 
===Water traps===
 
===Water traps===
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====Drowning tower====
 
====Drowning tower====
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick#Pressure Washer|stupid dwarf trick]].
+
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick]].
  
 
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended.
 
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended.
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====Magma chamber====
 
====Magma chamber====
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-usable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.
+
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.
  
 
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?
 
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?
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Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well.
 
Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well.
  
You may want to build the bridge and mechanisms out of [[dragonfire]]-safe materials if you are using a dragon.
+
You may want to build the bridge and mechanisms out of [[Fire#Dragonfire|dragonfire-safe]] materials if you are using a dragon.
  
 
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker.
 
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker.
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Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood.
 
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood.
 
====Caravan-Safe Traps====
 
Since traps block caravans, how can one have a depot but not have a trap-free entrance to the fortress?  Simple!  Caravans need 3-wide corridors, but that corridor does not need to be straight.  Invaders will path straight (or as straight as they can).  By knowing this, you can make trap layouts that have 3-wide corridors that intersect straight paths. 
 
  
 
  Like so:
 
 
      Zig-Zag                              Alternating U
 
      T+P+T+++      T = Trap                ++++P+++++++++++++P++++
 
      +T+P+T++      + = Ground/floor        ++T+P+TTTTTTTTTTT+P+T++
 
      ++T+P+T+      E = Ramps going down    ++T+P+T+++++++++T+P+T++
 
      +++T+P+T        to tunnel to depot    ++T+P+T+++++++++T+P+T++
 
      ++++T+P+      P  = Caravan path      ++T+P+T+++++++++T+P+T++
 
      ++++T+P+                              ++T+P+T+++EEE+++T+P+T++
 
      +++T+P+T                              ++T+P+++++++++++++P+T++
 
      ++T+P+T+                              ++T+PPPPPPPPPPPPPPP+T++
 
      +T+P+T++                              ++T+++++++++++++++++T++
 
      T+P+T+++                              ++TTTTTTTTTTTTTTTTTTT++
 
      +P+T++++                              +++++++++++++++++++++++
 
 
Both designs can be repeated for maximum effect or used together (make the entrance on the U wider and put Zig-Zag traps on the corridor to the depot). 
 
  
 
====Dodge Me Trap====
 
====Dodge Me Trap====
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The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.
 
The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.
  
Bioweapon traps have the potential to be very powerful but should be considered extremely [[fun]], as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.
+
Bioweapon traps have the potential to be very powerful but should be considered extremely risky, as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.
  
 
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but such interactions have rather short range (2 tiles at least) and may ignore invaders passing by a bit further away. By forcing invaders to walk right next to fortification that separates the beast and invader you can ensure a syndromey greeting to your unwanted guests, but the creature will be vulnerable to enemy archers.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!
 
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but such interactions have rather short range (2 tiles at least) and may ignore invaders passing by a bit further away. By forcing invaders to walk right next to fortification that separates the beast and invader you can ensure a syndromey greeting to your unwanted guests, but the creature will be vulnerable to enemy archers.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!
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=== Minecarts ===
 
=== Minecarts ===
A [[minecart]], when you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage.
+
A [[minecart]], while you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage.
 
==== Minecart grinder ====
 
==== Minecart grinder ====
 
All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough).
 
All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough).
  
Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to "push" and "always". Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]].
+
Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to "push" and "always". The minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]].
 
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap.
 
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap.
 
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems.
 
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems.
  
 
==== Shotgun ====
 
==== Shotgun ====
Minecarts have the interesting properties of spilling their contents when they hit a solid object like another minecart at high speed. This can be used by filling minecarts with either heavy objects like stones, sharp objects like surplus weapons or simply a lot of them, then sending them down some ramps onto a target. On impact, the contents will continue their way at high speed, dealing damage to anything in the way. You know you want to fill a minecart with !!lignite blocks!! now.
+
Minecarts have the interesting properties of spilling their contents when they hit a solid object like another minecart at high speed. This can be used by filling minecarts with either heavy objects like stones, sharp objects like surplus weapons or simply a lot of them, then sending them down some ramps onto a target. On impact, the contents will continue their way at high speed, dealing damage to anything in the way.
  
 
==== Water/Magma gun ====
 
==== Water/Magma gun ====
Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 here].
+
Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. [http://www.bay12forums.com/smf/index.php?topic=114654.0 Described in detail.]
  
 
Using [[Magma]] makes the design potentially more lethal and certainly more dwarven, and adds the <s>usual dangers</s> [[fun]] of working with this fluid.
 
Using [[Magma]] makes the design potentially more lethal and certainly more dwarven, and adds the <s>usual dangers</s> [[fun]] of working with this fluid.
 
==== Minecart thumper ====
 
When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track.
 
  
 
{{Category|Traps}}
 
{{Category|Traps}}
 
{{category|Fortress defense}}
 
{{category|Fortress defense}}
 
{{category|Design}}
 
{{category|Design}}

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