diff --git a/code/game/objects/empulse.dm b/code/game/objects/empulse.dm
index 16e13a9fe2..56e47ed6f5 100644
--- a/code/game/objects/empulse.dm
+++ b/code/game/objects/empulse.dm
@@ -9,7 +9,7 @@
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
- if(heavy_range > 1)
+ if(heavy_range >= 1)
new /obj/effect/temp_visual/emp/pulse(epicenter)
if(heavy_range > light_range)
diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm
index e63ddd1c02..89d939e505 100644
--- a/code/game/objects/items/stacks/sheets/sheet_types.dm
+++ b/code/game/objects/items/stacks/sheets/sheet_types.dm
@@ -382,8 +382,8 @@ GLOBAL_LIST_INIT(runed_metal_recipes, list ( \
GLOBAL_LIST_INIT(brass_recipes, list ( \
new/datum/stack_recipe("wall gear", /obj/structure/destructible/clockwork/wall_gear, 3, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
null,
- new/datum/stack_recipe("pinion airlock", /obj/machinery/door/airlock/clockwork, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
- new/datum/stack_recipe("brass pinion airlock", /obj/machinery/door/airlock/clockwork/brass, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
+ new/datum/stack_recipe("brass pinion airlock", /obj/machinery/door/airlock/clockwork, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
+ new/datum/stack_recipe("brass pinion airlock - windowed", /obj/machinery/door/airlock/clockwork/brass, 5, time = 50, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brass windoor", /obj/machinery/door/window/clockwork, 2, time = 30, on_floor = TRUE, window_checks = TRUE), \
null,
new/datum/stack_recipe("directional brass window", /obj/structure/window/reinforced/clockwork/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
@@ -392,11 +392,14 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
new/datum/stack_recipe("brass table frame", /obj/structure/table_frame/brass, 1, time = 5, one_per_turf = TRUE, on_floor = TRUE), \
null,
new/datum/stack_recipe("sender - pressure sensor", /obj/structure/destructible/clockwork/trap/trigger/pressure_sensor, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
+ new/datum/stack_recipe("sender - mech sensor", /obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("sender - lever", /obj/structure/destructible/clockwork/trap/trigger/lever, 1, time = 10, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("sender - repeater", /obj/structure/destructible/clockwork/trap/trigger/repeater, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE), \
null,
new/datum/stack_recipe("receiver - brass skewer", /obj/structure/destructible/clockwork/trap/brass_skewer, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_ADJACENT), \
new/datum/stack_recipe("receiver - steam vent", /obj/structure/destructible/clockwork/trap/steam_vent, 3, time = 30, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_CARDINALS), \
+ new/datum/stack_recipe("receiver - power nullifier", /obj/structure/destructible/clockwork/trap/power_nullifier, 5, time = 20, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_CARDINALS), \
+
))
/obj/item/stack/tile/brass
diff --git a/code/modules/antagonists/clockcult/clock_structures/trap_triggers/pressure_sensor_mech.dm b/code/modules/antagonists/clockcult/clock_structures/trap_triggers/pressure_sensor_mech.dm
new file mode 100644
index 0000000000..3eac1b9fef
--- /dev/null
+++ b/code/modules/antagonists/clockcult/clock_structures/trap_triggers/pressure_sensor_mech.dm
@@ -0,0 +1,20 @@
+//Mech sensor: Activates when stepped on by a mech
+/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech
+ name = "mech sensor"
+ desc = "A thin plate of brass, barely visible but clearly distinct."
+ clockwork_desc = "A trigger that will activate when a mech controlled by a non-servant runs across it."
+ max_integrity = 5
+ icon_state = "pressure_sensor"
+ alpha = 75
+
+/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech/Crossed(atom/movable/AM)
+
+ if(!istype(AM,/obj/mecha/))
+ return
+
+ var/obj/mecha/M = AM
+ if(M.occupant && is_servant_of_ratvar(M.occupant))
+ return
+ audible_message("*click*")
+ playsound(src, 'sound/items/screwdriver2.ogg', 50, TRUE)
+ activate()
\ No newline at end of file
diff --git a/code/modules/antagonists/clockcult/clock_structures/traps/brass_skewer.dm b/code/modules/antagonists/clockcult/clock_structures/traps/brass_skewer.dm
index 6312228447..ebfb219c9a 100644
--- a/code/modules/antagonists/clockcult/clock_structures/traps/brass_skewer.dm
+++ b/code/modules/antagonists/clockcult/clock_structures/traps/brass_skewer.dm
@@ -68,7 +68,14 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE //So players can interact with the tile it's on to pull them off
buckle_mob(squirrel, TRUE)
else
- visible_message("A massive brass spike erupts from the ground!")
+ var/obj/mecha/M = locate() in get_turf(src)
+ if(M)
+ M.take_damage(50,BRUTE,"melee")
+ M.visible_message("A massive brass spike erupts from the ground, penetrating \the [M] and shattering the trap into pieces!")
+ addtimer(CALLBACK(src, .proc/take_damage, max_integrity), 1)
+ else
+ visible_message("A massive brass spike erupts from the ground!")
+
playsound(src, 'sound/machines/clockcult/brass_skewer.ogg', 75, FALSE)
icon_state = "[initial(icon_state)]_extended"
density = TRUE //Skewers are one-use only
diff --git a/code/modules/antagonists/clockcult/clock_structures/traps/power_null.dm b/code/modules/antagonists/clockcult/clock_structures/traps/power_null.dm
new file mode 100644
index 0000000000..6c8477ab5b
--- /dev/null
+++ b/code/modules/antagonists/clockcult/clock_structures/traps/power_null.dm
@@ -0,0 +1,17 @@
+/obj/structure/destructible/clockwork/trap/power_nullifier
+ name = "power nullifier"
+ desc = "A well hidden set of wires and connections."
+ clockwork_desc = "When triggered, it sets off a 3x3 emp pulse with the center suffering a stronger pulse."
+ icon_state = "electric_trap"
+ break_message = "The power nullifier sparks, then slowly crumbles to debris!"
+ max_integrity = 40
+ density = FALSE
+ var/activated = FALSE
+
+/obj/structure/destructible/clockwork/trap/power_nullifier/activate()
+ if(!activated)
+ activated = TRUE
+ empulse(get_turf(src),1,1,TRUE)
+
+/obj/structure/destructible/clockwork/trap/power_nullifier/emp_act(var/strength=1)
+ activate()
diff --git a/icons/obj/clockwork_objects.dmi b/icons/obj/clockwork_objects.dmi
index 5b8fc246cb..56cfdf468b 100644
Binary files a/icons/obj/clockwork_objects.dmi and b/icons/obj/clockwork_objects.dmi differ
diff --git a/strings/clockwork_cult_changelog.txt b/strings/clockwork_cult_changelog.txt
index c963ca91d1..3c5e5f5ef6 100644
--- a/strings/clockwork_cult_changelog.txt
+++ b/strings/clockwork_cult_changelog.txt
@@ -1 +1,4 @@
-Stargazers have been removed. Integration cogs are now the primary way of creating power.
\ No newline at end of file
+Stargazers have been removed. Integration cogs are now the primary way of creating power.
+Brass Skewers now deal damage to mechs.
+Mech Sensors are now available. They're similar to pressure sensors, but trigger if a mech steps on them, and can be built the same way.
+Power nullifiers are now available. Upon triggering, they send out a small 3x3 EMP, affecting cultists and enemies alike.
diff --git a/strings/tips.txt b/strings/tips.txt
index 9571527853..e9c1350469 100644
--- a/strings/tips.txt
+++ b/strings/tips.txt
@@ -229,6 +229,8 @@ As a Servant, wraith spectacles let you see everything through walls at virtuall
As a Servant, declaring war empowers a huge amount of your tools and constructs, and makes you into a spaceproof, armored clockwork automaton.
As a Servant, converting or sabotaging Science and Genetics can make defending the Ark much easier.
As a Servant, the Clockwork Armaments scripture allows you to summon armor and/or a weapon at will. Use it whenever you unlock it!
+As a Servant, Brass created from your replica fabricators can be ground down in reagent grinders for teslium and iron.
+You can bypass Servant created pressure sensors if you walk instead of jog on them. Alternatively, you can also become a Servant of Ratvar.
You can deconvert Cultists of Nar-Sie and Servants of Ratvar by feeding them large amounts of holy water. Unlike revolutionaries, implanting them with mindshield implants won't do it!
Tiles sprayed with holy water will permanently block Servants of Ratvar from teleporting onto them.
As a Wizard, you can turn people to stone, then animate the resulting statue with a staff of animation to create an extremely powerful minion, for all of 5 minutes at least.
diff --git a/tgstation.dme b/tgstation.dme
index 9e9c6fe593..01d40b61f4 100755
--- a/tgstation.dme
+++ b/tgstation.dme
@@ -1236,8 +1236,10 @@
#include "code\modules\antagonists\clockcult\clock_structures\wall_gear.dm"
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\lever.dm"
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\pressure_sensor.dm"
+#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\pressure_sensor_mech.dm"
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\repeater.dm"
#include "code\modules\antagonists\clockcult\clock_structures\traps\brass_skewer.dm"
+#include "code\modules\antagonists\clockcult\clock_structures\traps\power_null.dm"
#include "code\modules\antagonists\clockcult\clock_structures\traps\steam_vent.dm"
#include "code\modules\antagonists\cult\blood_magic.dm"
#include "code\modules\antagonists\cult\cult.dm"