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..f03117c777 100644
--- a/code/game/objects/items/stacks/sheets/sheet_types.dm
+++ b/code/game/objects/items/stacks/sheets/sheet_types.dm
@@ -397,6 +397,8 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
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 = 30, 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..7d55dedee3
--- /dev/null
+++ b/code/modules/antagonists/clockcult/clock_structures/trap_triggers/pressure_sensor_mech.dm
@@ -0,0 +1,20 @@
+/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/tips.txt b/strings/tips.txt
index 9571527853..fb6c277164 100644
--- a/strings/tips.txt
+++ b/strings/tips.txt
@@ -263,3 +263,4 @@ When crafting most items, you can either manually combine parts or use the craft
Suit storage units not only remove blood and dirt from clothing, but also radiation!
Remote devices will work when used through cameras. For example: Bluespace RPEDs and door remotes.
Laser pointers can be upgraded by replacing its micro laser with a better one from RnD! Use a screwdriver on it to remove the old laser. Upgrading the laser pointer gives you better odds of stunning a cyborg, and even blinding people with sunglasses.
+You can bypass clockwork cult pressure sensors if you walk instead of jog on them. Alternatively, you can also become a clockwork cultist.
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"