Fallout: New Vegas traps

Traps are world objects $$

Mine
Frag Mines are commonly laid in areas occupied by hostile forces. They have a sensor that registers vibration on the ground, and when the vibration exceeds a certain level, it detonates. The length of the fuse is based on the player's Explosives skill; the greater the skill number, the longer the fuse. They require an explosives skill of 1 to disarm, meaning any player can disarm one. They can be picked up after being disarmed. Mines can be shot in order to cause premature detonation. Mines can sometimes be found tucked partly under orange traffic cones, boxes, dead bodies or other objects, making it harder to find and defuse them before they detonate.

Followers will trigger mines as well, which can prove troublesome even to a player who has the Light Step perk, which allows the player to never set off floor-based traps. If any enemy or follower steps directly on one there is a chance of them being knocked unconscious or killed instantly (when in Hardcore Mode), as the blast could blow their leg(s) off.

A craftable variant of mines called a Powder Charge is commonly found around Powder Ganger camps. They work in the same way as mines and can be defused and collected in addition to being crafted by the player.

Concealed mine
Concealed mines appear as a small raised area resembling a tiny concrete hill. They can be disarmed in the same manner as a regular frag mine, and the player character will receive a regular frag mine upon a successful disarming. Unlike a regular frag mine and more like a trap such as a tripwire, a menu appears that gives the player the option to disarm and collect the mine or leave it alone. The disarm option requires an Explosives skill of 28. If the player gets within 16 distance units from the mine, it will explode. Concealed mines cannot be added to a player's inventory via the console.

Swinging object
Swinging objects are simple, heavy objects (often a girder, automotive engine, or rotting brahmin body parts) chained to the ceiling and held up by a tripwire. When the wire is broken, the object swings down and impacts the player for a moderate amount of damage, especially when the trap deals multiple blows, which often occurs. The tripwire requires a Repair skill of 25 to disarm, or the object itself can be grabbed and manually moved to a safe "down" position without any required skill, or optionally shot. Because of the nature of the trap, it can remain dangerous even after the initial trigger. At certain angles, especially if walked into, it will cause damage, often several times in quick succession. It can also cause damage when manually moved by the grab action.

Rigged shotgun
The rigged shotgun is a simple but dangerous trap consisting of a Single Shotgun wired to a pressure plate or a tripwire. When triggered, it fires a single blast at the position of the trigger. A Repair skill of 45 is required to disarm the gun itself. Disarming the gun rewards the player with only one 20 Gauge Round; the shotgun itself will be removed from the trap, but will not at any time be added to the player's inventory, or anywhere else for that matter.

Unlike traps such as grenade bouquets, rigged shotguns can be disarmed after having been triggered.

Rigged terminal
Another variation of the deadly ordinary objects theme rigged computer terminals can be found in certain locations. Attempting to use the terminal triggers the trap, causing a slight electrical shock followed by the detonation of the main frag grenade inside. It can be recognized by the antenna on the back and the warped rear panel. The trap can be deactivated by defusing the back panel. Disarming the trap will move the grenade into the player's inventory. The terminal can then be rearmed with a grenade from the player character's inventory, but this is of limited utility as NPCs are unable to trigger these traps. Strangely, when you look at the terminal it says "Trapped Terminal", telling you it's a trap.

Radios and speakers (Sierra Madre)
- Sierra Madre radios that interfere with the explosive collar can be shot or switched off. Speakers were specially shielded to prevent vandalism. Some have broken over time as indicated by their activation light, however, and these damaged speakers can be destroyed.

Tripwire
Tripwires are thin, easily broken wires suspended a few inches off the floor, usually just behind doors so players won't see the posts it is tied to. Opening the door doesn't trigger it. Players with the Light Step perk can walk over them without fear. They require a Repair skill of 22 to disarm. The player must interact with the posts to disarm it, as the wire is intangible.

Laser tripwire
Far less common than the low tech variety, laser tripwires follow the same general principle for triggering and avoidance. They can be identified by the narrow beam of light that projects from a wall-mounted emitter. The emitter is also the point where it can be disarmed. They are often employed across an entryway. However, they can be set to project at various heights and angles, and even blatantly across a room. In order to hack or disarm a laser tripwire, the Courier needs a Repair skill of at least 50 or a Science skill of 50.


 * - The laser tripwires found in the X-13 Research Facility will trigger when the Courier starts the X-13: Attack of the Infiltrator! and/or Project X-13 quest but can have the IFF hacked so the player can cross them without triggering.
 * - They are also seen in the lower missile path walks in Ulysses' Temple. They emit a blue ray before you talk with Ulysses and you can disarm them completely before talking to him. There are three on each path walk protecting the computer terminal at the end of the path walk. You can use the terminal during the final fight to hack the eyebots (only if you choose to fight Ulysses).
 * In HELIOS One, several Protectrons are activated by a laser tripwire.

Pressure plate
Pressure plates are weight-activated mechanisms set off when it senses pressure from the player stepping on it, thus triggering the associated trap. Bear traps have built-in pressure plates. The Light Step perk will allow players to avoid triggering either variety. Pressure plates require a Repair skill of 25 to disarm. The bear trap version can be triggered with a direct gunshot or an object.

Proximity fuse
All mines work on a proximity fuse. The Light Step perk will negate ordinary mine fuses but not the fuses of rigged mailboxes or concealed mines. The only other way to get past it is to disarm the explosive before its timer runs out.

Usage
Rigged equipment such as computer terminals are triggered by any attempt to use them. A separate area on the object must be interacted with to disarm it.

Bugs
If a throwing weapon (such as Throwing Spear, Throwing Knife, etc) is thrown at an armed bear trap, it results in an explosion.