|Security Gate||Gas Trap|
|Level 1||Level 2||Level 3||Level 4|
|Level 5||Level 6||Level 7||Level 8|
|Icon||Size||Power Consumption||Stat Enhancement|
|Level||Reload Time||Crew Damage||Innate Armor||Cost||Ship Level Required|
The Security Gate is a 1x2 defense/trap room unlocked at level three. When the Security Gate is fully charged, any enemy boarder walking through it will take damage, which will also cause the room to start recharging again. The Security Gate consumes a maximum of one power, making it a cheap way to stop enemy boarders.
Placement of the Security Gate is the key to using it effectively. The best places to put the Security Gate would be near common boarder targets, such as Small Reactors, Teleport, Shield Generator, etc. Armoring the Security Gate isn't required, since the Security Gate has innate armor that blocks damage the same way Armor does.
When To Use
The Security Gate is a great way to defend against boarders in the early-game. However, starting in the mid-game, more effective ways of dealing with enemy boarders should be considered. The Security Gate's damage isn't adequate to take down tanky boarders, and high DPS ships can target the Security Gate to lock down the room and deal massive hull damage. Locking down a room means making a room unrepairable because of the continuous damage being done to the room.
Since the Security Gate only deals damage to enemy boarders, it doesn’t need power if the enemy doesn't have an active Teleport. Below is an AI command that will automatically depower the Security Gate if the enemy doesn't have an active Teleport. Also, the Security Gate is counted as a "Security Room" in AI coding.
Enemy Teleport HP > 0% -> Set Maximum Power None -> Set Zero Power
A slightly more complicated version of the above AI command will power Security Gates if the enemy crew are in the enemy's Teleport. This command requires Python 3.X.
None -> Target Enemy TeleportTarget Room Has Enemy -> Set Maximum Power None -> Set Zero Power
Security Gates cannot be buffed with Crew.