Difference between revisions of "Raider"

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(This really should be here - there needs to be a way to check every raider type a player might encounter.)
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=== Empire ===
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== Mechanoid ==
 
== Mechanoid ==

Revision as of 00:30, 27 March 2021

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors

Raiders are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.

Raiders have several strategies when an a raid event is spawned.

Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild animals, or unpowered turrets. They will, however, engage prisoners from enemy factions.

If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation.


Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.

Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.

Equipment

This Google Sheets spreadsheet shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.

Weapons

Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on Cassandra Classic and Phoebe Chillax they come equipped early on with mostly autopistols and crude melee weapons, some bolt-action rifles and pump shotguns later down the line. In the late game they can come equipped with things such as frag grenades, sniper rifles, incendiary launchers and machine pistols. Rarely some will have assault rifles or LMGs.

A raiding party may include members equipped with melee weapons and shield belts. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.

Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.

Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the Brawler trait), and vice versa.

Armor

They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing parkas and tuques, but they don't usually wear dusters and cowboy hats in the heat.

Humanlike

There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.

Raider types are exclusive to their faction - mercenaries being exempt.

Tribals

Tribal fighters, weak but expendable. They never carry silver or medicine. They carry pemmican as food.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Penitent Penitent2056.png 35 20-110 Poor 50-100 90-150 Club Knife Up to 60 15% chance to have one of the following prostheses: Denture Peg leg Wooden foot Wooden hand
Archer Archer1557.png 48 50-180 Poor 180-350 80 Short bow Up to 60 3% chance to have one of the following prostheses: Denture Peg leg Wooden foot Wooden hand. Can never have the Brawler trait.
Warrior Warrior1557.png 60 50-180 Poor 200-300 150 Ikwa Up to 60 Always has a war veil.
Hunter Hunter1722.png 65 50-180 Normal 200-300 100 Recurve bow Up to 60 Always has a war veil. Can never have the Brawler trait.
Trader ? 65 50-180 Normal 200-300 100 Recurve bow Up to 60 Always has a tribal headdress. Can never have the Brawler trait.
Berserker Berserker1722.png 90 100 Normal 200-550 300 Spear Up to 60 Always has a war mask.
Heavy Archer HeavyArcher1722.png 90 100 Normal 200-550 250 Greatbow Pila Up to 60 Always has a war mask. Can never have the Brawler trait.
Archer chief Chief1557.png 130 100 Normal 450-750 500-1000 Greatbow At least 30 Always has a tribal headdress and plate armor. Difficult to recruit (90% base). Can be faction leader. Can never have the Brawler trait.
Berserker chief MeleeChief2056.png 130 100 Normal 450-750 500-1000 Longsword Spear At least 30 Always has a tribal headdress and plate armor. Difficult to recruit (90% base). Can be faction leader.

Pirates

These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Drifter Drifter1557.png 35 20-60 Poor 90-280 60-200 Club Knife Any Never carries food. Has a 15% chance to carry 1x Herbal medicine. 15% chance to have one of the following prostheses: Denture Peg leg Wooden foot Wooden hand
Scavenger Gunner Scavenger1557.png 45 40-110 Normal 300-500 200-300 Autopistol Bolt-action rifle Machine pistol Pump shotgun Revolver Any Has a 5% chance to carry 1x Medicine. Has a 4% chance to have one of the following prostheses: Denture Peg leg Wooden foot Wooden hand
Scavenger Thrasher Thrasher1557.png 45 40-110 Normal 300-800 100-160 Axe Club Gladius Knife Mace Warhammer Any Has a 5% chance to carry 1x Medicine. Has a 4% chance to have one of the following prostheses: Denture Peg leg Wooden foot Wooden hand
Pirate Gunner Pirate1557.png 65 70-230 Normal 400-1000 250-345 Autopistol Bolt-action rifle Incendiary launcher Machine pistol Pump shotgun Revolver Up to 65 Has a 10% chance to carry 1x Medicine. Has a 4% chance to have one of the following prostheses: Denture Peg leg Wooden foot Wooden hand. There is a 20% chance that their weapon is biocoded to them.

Outlanders

As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Villager Villager1557.png 35 20-200 Poor 200-400 65-250 Autopistol Knife Machine pistol Revolver Any 6% chance to have one of the following prostheses: Aesthetic nose Cochlear implant Denture Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand. 40% chance to wear headgear of some sort.
Town Guard Guard1557.png 55 60-200 Normal 400-600 250-400 Autopistol Bolt-action rifle Heavy SMG Incendiary launcher Machine pistol Pump shotgun Revolver Any 40% chance to wear headgear of some sort. 4% chance to have one of the following prostheses: Aesthetic nose Cochlear implant Denture Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand.
Trader ? 40 100 Normal 400-600 200 Autopistol Revolver Any Always has bowler hat.

15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Denture Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Peg leg Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland Wooden foot Wooden hand.

Town Councilman Councilman2056.png 40 100 Good 700-1200 200 Autopistol Revolver At least 30 Always has bowler hat. Only one can show in a raid.

15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland.

Mercenaries

Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Grenadier Grenadier1557.png 65 70-230 Normal 400-700 500 Frag grenades Molotov cocktails Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 10% chance for weapon to be biocoded. 5% chance to carry 1x Medicine Cannot have the Brawler Trait.

Has a 5% chance to have one of the following prostheses: Cochlear implant Denture Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand

EMP Grenadier EMPGrenadier2056.png 65 70-230 Normal 400-700 500 EMP grenades Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 10% chance for weapon to be biocoded. 5% chance to carry 1x Medicine Cannot have the Brawler Trait.

Has a 5% chance to have one of the following prostheses: Cochlear implant Denture Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand

Smoke Grenadier ? 65 70-230 Normal 400-700 500 Smoke launcher Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 10% chance for weapon to be biocoded. 5% chance to carry 1x Medicine Cannot have the Brawler Trait.

Has a 5% chance to have one of the following prostheses: Cochlear implant Denture Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand

Mercenary Gunner Gunner1557.png 90 70-320 Normal 1000-1500 330-650 Assault rifle Autopistol Bolt-action rifle Chain shotgun EMP launcher Heavy SMG Hellcat rifle Incendiary launcher Incinerator LMG Machine pistol Pump shotgun Revolver Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 5% chance to carry between 0 and 2 combat enhancing drugs. 20% chance for weapon to be biocoded. 10% chance to carry 1x Medicine. Cannot have the Brawler Trait.

Has a 15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland

Mercenary Sniper Sniper1557.png 110 70-320 Normal 1000-1500 600-600 Sniper rifle Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 20% chance for weapon to be biocoded. 10% chance to carry 1x Medicine

Has a 15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland

Mercenary Slasher Slasher1557.png 150 70-320 Normal 300-1400 200-500 Axe Gladius Longsword Mace Spear Warhammer Up to 65 Always has a Shield belt. Will never wear headgear. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 20% chance for weapon to be biocoded. 10% chance to carry 1x Medicine

Has a 15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland

Heavy Mercenary Heavy1557.png 150 70-320 Normal 200-350 1200 Doomsday rocket launcher Minigun Triple rocket launcher Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 20% chance for weapon to be biocoded. 10% chance to carry 1x Medicine

Has a 15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland

Elite Mercenary Elite1557.png 150 100 Normal 2500-3500 500-1400 Assault rifle Chain shotgun Heavy SMG Hellcat rifle LMG Up to 45 90% chance to wear headgear of some sort. 10% chance of a drug addition. 80% chance to carry between 1 and 2 combat enhancing drugs. 30% chance for weapon to be biocoded. 10% chance to carry 1x Medicine. Cannot have the Brawler Trait.

Has a 35% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Reprocessor stomach Sterilizing stomach Toughskin gland

Boss Elite1557.png 150 100 Normal 2500-3500 500-1400 Assault rifle Chain shotgun Heavy SMG Hellcat rifle LMG Up to 45 May be faction leader. 90% base recruitment difficulty. 90% chance to wear headgear of some sort. 10% chance of a drug addition. 80% chance to carry between 1 and 2 combat enhancing drugs. 30% chance for weapon to be biocoded. Cannot have the Brawler Trait.  

Has a 35% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Reprocessor stomach Sterilizing stomach Toughskin gland

Spacer

These people don't appear in normal raids but are found in ancient shrines. This variety is always hostile to the player's faction.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Ancient Soldier SpaceSoldier1722.png 100 100 Normal 0-3800 300-900 Assault rifle Autopistol Bolt-action rifle Chain shotgun EMP launcher Heavy SMG Hellcat rifle Incendiary launcher Incinerator LMG Machine pistol Pump shotgun Revolver Any Will never have headgear of any type. Has a 40% chance to carry 1 or 2 combat enhancing drugs. Has a 20% chance to carry a biocoded weapon. Is always capable of Violent. 8% chance to have a drug addiction. Base recruit difficulty of 30%

Has a 40% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic jaw Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Elbow blade Gastro-analyzer Hand talon Healing enhancer Immunoenhancer Joywire Knee spike Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Reprocessor stomach Sterilizing stomach Stoneskin gland Toughskin gland Venom fangs Venom talon

Empire

Color Guide:

  • : drab dark blue
  • : drab light green
  • : drab dark green
  • : drab dark green
  • : tan
  • : muted brown
  • : light brown
  • : mid brown
  • : dark brown

Shared traits between all pawn kinds (except for Slave):

  • Race: Human
  • Default Faction: Empire
  • Pawn Kind Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Slave (Empire)
    Imperial slave.png
    30 HP: 20~80%
    Avg. Quality: Poor
    Budget: 0~350
    Allow Headgear Chance: 0%
    Available: Parka.png Parka, Pants.png Pants, Button-Down Shirt.png Button-down shirt, T-Shirt.png T-shirt
    Ignore Seasons
    Ignore Pollution
    - Budget: 50~800
    3% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg
    20x Pemmican c.png Pemmican Age Range: Any
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (10% Commonality); Offworld, Outlander, Outsider
    isFighter: false
    Xenotypes: 5% Highmate Highmate
    Chemical Addiction Chance: 5%
    Initial Will Range: 0~0
    Initial Resistance Range: 10~17
    Imperial citizen
    Imperial common lodger.png
    30 HP: 100%
    Avg. Quality: Always Normal
    Budget: 200~1000
    0% Headgear; Required: Cloth UpperHead, Cloth Torso, Cloth Legs
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Colors:
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    - Budget: 50~800
    8% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg
    - Age Range: Up to 65
    Min Title: Freeholder
    Backstories: Imperial Common Child and Adult, Imperial Fighter Child and Adult, Cryptosleep (8% Commonality); Not Fighter
    Disallowed Traits: Nudist
    Xenotypes: 20% Neanderthal, 10% Hussar, 10% Genie
    Initial Will Range: 1~3
    Initial Resistance Range: 10~17
    Imperial trader
    Imperial common trader.png
    40 Avg. Quality: Normal Budget: 1250~2500
    Required: ClothBeret.png Beret Content added by the Royalty DLC,
    LadiesHat.png Ladies hat Content added by the Royalty DLC,
    TopHat.png Top hat Content added by the Royalty DLC, Cloth Torso, Cloth Legs
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    KevlarHelmet.png Flak helmet,
    PsychicFoilHelmet.png Psychic foil helmet,
    M1Helmet.png Simple helmet,
    ArmorVest.png Flak vest,
    Jacket.png Jacket,
    Flak jacket.png Flak jacket,
    Duster.png Duster,
    Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Flak pants.png Flak pants; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Colors:
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    Budget: 1100~3500
    Revolver.png Revolver, Autopistol.png Autopistol
    Budget: 1000~1800
    15% chance to have one of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results
    2.55 Nutrition
    15% Go juice Go juice or Yayo Yayo, 30% 30~100x Silver
    Age Range: Up to 65
    Backstories: Cryptosleep (8% Commonality)
    Min Title: Freeholder; Trader; Not Fighter
    Xenotypes: 5% Highmate
    Chemical Addiction Chance: 10%
    Initial Will Range: 3~5
    Initial Resistance Range: 16~25
    Imperial laborer
    Imperial common laborer.png
    30 HP: 100%
    Avg. Quality: Always Normal
    Budget: 200~1000
    0% Headgear; Required: Cloth UpperHead, Cloth Torso, Cloth Legs
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    - Budget: 50~800
    8% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg
    - Age Range: Up to 50
    Backstories: Cryptosleep (8% Commonality), Imperial Common Child and Adult
    Not Fighter
    Required Work Tags: Manual Dumb, Manual Skilled, Cleaning, Hauling, Firefighting
    Disallowed Traits: Nudist
    Override Faction Xenotypes: 75% Neanderthal, 3% Hussar, 3% Genie
    Initial Will Range: 1~3
    Initial Resistance Range: 6~10
    Trooper
    Imperial fighter trooper.png
    65 Avg. Quality: Normal Budget: 5000~8000
    50% Headgear, 25% Gunlink; Required: Flak jacket, Flak vest, Flak pants, Cloth Torso|OnSkin
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    KevlarHelmet.png Flak helmet,
    PsychicFoilHelmet.png Psychic foil helmet,
    M1Helmet.png Simple helmet,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 1100~2500
    Biocoded: 15%
    Assault rifle.png Assault rifle,
    HeavySMG.png Heavy SMG,
    ChainShotgun.png Chain shotgun,
    LMG.png LMG,
    HellcatRifle.png Hellcat rifle Content added by the Anomaly DLC
    Budget: 1000~1500
    Required: Death acidifier Death acidifier; 30% chance to have one of the following: Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Love enhancer Content added by the Royalty DLC, Health item bionic.png Circadian assistant Content added by the Royalty DLC, Health item bionic.png Immunoenhancer Content added by the Royalty DLC, Health item bionic.png Reprocessor stomach Content added by the Royalty DLC, Health item bionic.png Neurocalculator Content added by the Royalty DLC, Health item bionic.png Circadian half-cycler Content added by the Royalty DLC, Health item bionic.png Learning assistant Content added by the Royalty DLC, Health item bionic.png Sterilizing stomach Content added by the Royalty DLC... further results
    2.55 Nutrition
    15% 0~2x Go juice Go juice or Yayo Yayo
    Age Range: Up to 55
    Backstories: Cryptosleep (8% Commonality), Imperial Fighter Child and Adult
    Min Title: Freeholder
    Disallowed Traits: Body purist, Brawler; Forced Skills: 4~10 Shooting
    Override Faction Xenotypes: 25% Hussar, 3% Neanderthal, 3% Genie
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 15~24
    Imperial grenadier
    Imperial fighter grenadier.png
    100 Avg. Quality: Normal Budget: 6000~9000
    50% Headgear; Required: Marine helmet, Marine armor, Cloth Torso|OnSkin, ClothPants
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    KevlarHelmet.png Flak helmet,
    PsychicFoilHelmet.png Psychic foil helmet,
    M1Helmet.png Simple helmet,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 1100~2500
    Biocoded: 15%
    FragGrenades.png Frag grenades
    Budget: 1000~1500
    Required: Death acidifier Death acidifier; 30% chance to have one of the following: Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Love enhancer Content added by the Royalty DLC, Health item bionic.png Circadian assistant Content added by the Royalty DLC, Health item bionic.png Immunoenhancer Content added by the Royalty DLC, Health item bionic.png Reprocessor stomach Content added by the Royalty DLC, Health item bionic.png Neurocalculator Content added by the Royalty DLC, Health item bionic.png Circadian half-cycler Content added by the Royalty DLC, Health item bionic.png Learning assistant Content added by the Royalty DLC, Health item bionic.png Sterilizing stomach Content added by the Royalty DLC... further results
    2.55 Nutrition
    15% 0~2x Go juice Go juice or Yayo Yayo
    Age Range: Up to 55
    Backstories: Cryptosleep (8% Commonality), Imperial Fighter Child and Adult
    Min Title: Freeholder
    Disallowed Traits: Body purist, Brawler; canBeSapper; isGoodBreacher; Forced Skills: 4~10 Shooting
    Xenotypes: 40% Hussar, 3% Neanderthal, 3% Genie
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 13~21
    Janissary
    Imperial fighter janissary.png
    100 Avg. Quality: Normal Budget: 6000~9000
    50% Headgear, 25% Gunlink; Required: Recon helmet, Recon armor, Cloth Torso|OnSkin, ClothPants
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    KevlarHelmet.png Flak helmet,
    PsychicFoilHelmet.png Psychic foil helmet,
    M1Helmet.png Simple helmet,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 1550~2700
    Biocoded: 15%
    Assault rifle.png Assault rifle,
    HeavySMG.png Heavy SMG,
    ChainShotgun.png Chain shotgun,
    LMG.png LMG,
    HellcatRifle.png Hellcat rifle Content added by the Anomaly DLC,
    SniperRifle.png Sniper rifle,
    R4ChargeRifle.png Charge rifle,
    ChargeLance.png Charge lance
    Budget: 1000~1500
    Required: Death acidifier Death acidifier; 30% chance to have one of the following: Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Love enhancer Content added by the Royalty DLC, Health item bionic.png Circadian assistant Content added by the Royalty DLC, Health item bionic.png Immunoenhancer Content added by the Royalty DLC, Health item bionic.png Reprocessor stomach Content added by the Royalty DLC, Health item bionic.png Neurocalculator Content added by the Royalty DLC, Health item bionic.png Circadian half-cycler Content added by the Royalty DLC, Health item bionic.png Learning assistant Content added by the Royalty DLC, Health item bionic.png Sterilizing stomach Content added by the Royalty DLC... further results
    2.55 Nutrition; 15% 0~2x Go juice Go juice or Yayo Yayo Age Range: Up to 55
    Backstories: Cryptosleep (8% Commonality), Imperial Fighter Child and Adult
    Min Title: Freeholder
    Disallowed Traits: Body purist, Brawler; Forced Skills: 6~10 Shooting
    Override Faction Xenotypes: 40% Hussar, 3% Neanderthal, 3% Genie
    Chemical Addiction Chance: 10%
    Initial Will Range: 3~5
    Initial Resistance Range: 13~21
    Champion
    Imperial fighter champion.png
    100 Avg. Quality: Normal Budget: 1250~2500
    50% Headgear; Required: Plate armor, Shield belt, Cloth Torso|OnSkin, ClothPants
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    KevlarHelmet.png Flak helmet,
    PsychicFoilHelmet.png Psychic foil helmet,
    M1Helmet.png Simple helmet,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 1100~2500
    Biocoded: 15%
    Longsword.png Longsword,
    Spear.png Spear,
    Mace.png Mace,
    Gladius.png Gladius,
    Axe.png Axe Content added by the Royalty DLC,
    Warhammer.png Warhammer Content added by the Royalty DLC,
    Monosword.png Monosword Content added by the Royalty DLC,
    Plasmasword.png Plasmasword Content added by the Royalty DLC,
    Zeushammer.png Zeushammer Content added by the Royalty DLC
    Budget: 1000~1500
    Required: Death acidifier Death acidifier; 30% chance to have one of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results
    2.55 Nutrition
    15% 0~2x Go juice Go juice or Yayo Yayo
    Age Range: Up to 40
    Backstories: Cryptosleep (8% Commonality), Imperial Fighter Child and Adult
    Min Title: Freeholder
    Disallowed Traits: Body purist; Forced Skills: 8~13 Melee
    Override Faction Xenotypes: 40% Hussar, 3% Neanderthal, 3% Genie
    Chemical Addiction Chance: 10%
    Initial Will Range: 3~5
    Initial Resistance Range: 12~20
    Cataphract
    Imperial fighter cataphract.png
    150 Avg. Quality: Normal Budget: 7000~10000
    50% Headgear, 20% Gunlink; Required: Cataphract helmet, Cataphract armor, Synthread Torso|OnSkin, Synthread Legs|OnSkin
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    KevlarHelmet.png Flak helmet,
    PsychicFoilHelmet.png Psychic foil helmet,
    M1Helmet.png Simple helmet,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 1100~2500
    Biocoded: 15%
    Minigun.png Minigun,
    R4ChargeRifle.png Charge rifle,
    ChargeLance.png Charge lance
    Budget: 1000~4000
    Required: Death acidifier Death acidifier, Armorskin gland Armorskin gland
    30% chance to have at most 4 of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results
    2.55 Nutrition
    15% 0~2x Go juice Go juice or Yayo Yayo
    Age Range: Up to 40
    Backstories: Cryptosleep (8% Commonality), Imperial Fighter Child and Adult
    Min Title: Freeholder
    Disallowed Traits: Body purist, Brawler; No Royal Room Requirements
    10% chance of Title: Freeholder or Yeoman; Forced Skills: 8~12 Shooting
    Override Faction Xenotypes: 40% Hussar, 3% Neanderthal, 3% Genie
    Chemical Addiction Chance: 10%
    Initial Will Range: 4~6
    Initial Resistance Range: 17~26
    Stellic defender
    Imperial fighter stellic guard ranged.png
    150 Avg. Quality: Excellent Budget: 7000~10000
    50% Headgear; Required:
    Prestige cataphract helmet, Prestige cataphract armor, Hyperweave Torso|OnSkin, HyperweavePants
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    KevlarHelmet.png Flak helmet,
    PsychicFoilHelmet.png Psychic foil helmet,
    M1Helmet.png Simple helmet,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 3000~3500
    Biocoded: 15%
    R4ChargeRifle.png Charge rifle, ChargeLance.png Charge lance
    Budget: 1000~4000
    Required: Death acidifier Death acidifier, 2x Bionic eye Bionic eyes, Stoneskin gland Stoneskin gland; Disallowed: Mindscrew Mindscrew
    30% chance to have at most 4 of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results
    2.55 Nutrition
    15% 0~2x Go juice Go juice or Yayo Yayo
    Age Range: Up to 40
    Backstories: Cryptosleep (8% Commonality), Imperial Fighter Child and Adult
    Min Title: Freeholder
    Disallowed Traits: Body purist, Brawler, Nudist, Wimp; No Royal Room Requirements
    Title: Freeholder, Yeoman, Acolyte, or Knight / Dame
    Override Faction Xenotypes: 75% Hussar, 3% Neanderthal, 3% Genie; Forced Skills: 11~16 Shooting
    Chemical Addiction Chance: 3%
    Initial Will Range: 5~7
    Initial Resistance Range: 14~22
    Stellic warden
    Imperial fighter stellic guard melee.png
    150 Avg. Quality: Excellent Budget: 7000~10000
    50% Headgear; Required:
    Prestige cataphract helmet, Prestige cataphract armor, Shield belt, Hyperweave Torso|OnSkin, HyperweavePants
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    KevlarHelmet.png Flak helmet,
    PsychicFoilHelmet.png Psychic foil helmet,
    M1Helmet.png Simple helmet,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 3000~3500
    Biocoded: 15%
    Persona PlasmaSword.png Persona plasmasword Content added by the Royalty DLC,
    Persona Monosword.png Persona monosword Content added by the Royalty DLC,
    Persona ZeusHammer.png Persona zeushammer Content added by the Royalty DLC
    Budget: 1000~4000
    Required: Death acidifier Death acidifier, 2x Bionic eye Bionic eyes, Stoneskin gland Stoneskin gland; Disallowed: Mindscrew Mindscrew; 30% chance to have at most 4 of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results
    2.55 Nutrition
    15% 0~2x Go juice Go juice or Yayo Yayo
    Age Range: Up to 40
    Backstories: Cryptosleep (8% Commonality), Imperial Fighter Child and Adult
    Min Title: Freeholder
    Disallowed Traits: Body purist, Nudist, Wimp; No Royal Room Requirements
    Title: Knight
    Override Faction Xenotypes: 75% Hussar, 3% Neanderthal, 3% Genie; Forced Skills: 11~16 Melee
    Chemical Addiction Chance: 3%
    Initial Will Range: 5~7
    Initial Resistance Range: 19~30
    Noble (wimp)
    Imperial royal noble wimp.png
    40 Avg. Quality: Excellent Budget: 1000~1500
    50% Headgear; Required: SteelCrown, Formal vest (M) or Corset (F), Formal shirt, Prestige robe, Synthread Torso, SynthreadPants; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC, 50% Cape
    Available: Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Budget: 2600~3100 Budget: 0
    15% chance to have one of the following: ; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Knight / Dame or Praetor
    Disallowed Traits: Body purist, Nudist, Tough; No Royal Room or Apparel Requirements
    Pregnancy Chance: 0%
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie
    Chemical Addiction Chance: 5%
    Initial Will Range: 5~7
    Initial Resistance Range: 26~40
    Yeoman
    Imperial royal yeoman.png
    120 Avg. Quality: Excellent Budget: 1000~1500
    50% Headgear; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC, 30% Cape
    Available: Tuque.png Tuque,
    GasMask.png Gas mask Content added by the Biotech DLC,
    Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Colors:
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    ,
    Budget: 2600~3100
    None
    Budget: 0~500
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Yeoman
    Disallowed Traits: Body purist, Nudist
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie
    Chemical Addiction Chance: 5%
    Initial Will Range: 8~11
    Initial Resistance Range: 38~58
    Acolyte
    Imperial royal acolyte.png
    125 Avg. Quality: Excellent Budget: 1000~1500
    50% Headgear; Required:
    SynthreadBeret or 10% Psyfocushelmet.png Eltex helmet Content added by the Royalty DLC,
    Eltex skullcap.png Eltex skullcap Content added by the Royalty DLC, Formal shirt, 30% Cape,
    Synthread Torso, SynthreadPants; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC
    Available: Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Budget: 2600~3100
    None
    Budget: 300~800
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic ear, Health item bionic.png Bionic stomach; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Acolyte
    Disallowed Traits: Body purist, Nudist
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie
    Chemical Addiction Chance: 5%
    Initial Will Range: 8~11
    Initial Resistance Range: 37~56
    Knight / Dame
    Imperial royal knight.png
    130 Avg. Quality: Excellent Budget: 1000~1500
    50% Headgear; SynthreadBeret or 30% Psyfocushelmet.png Eltex helmet Content added by the Royalty DLC,
    Eltex skullcap.png Eltex skullcap Content added by the Royalty DLC; Required: Synthread Torso, SynthreadPants; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC
    Available: Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Colors:
    Budget: 2600~3100
    None
    Budget: 500~1000
    15% chance to have one of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic ear, Health item bionic.png Bionic stomach, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Knight / Dame
    Disallowed Traits: Body purist, Nudist
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie, 5% Sanguophage
    Chemical Addiction Chance: 5%
    Initial Will Range: 10~13
    Initial Resistance Range: 38~58
    Praetor
    Imperial royal praetor.png
    135 Avg. Quality: Excellent Budget: 1000~1500
    50% Headgear;
    Beret or 50% Psyfocushelmet.png Eltex helmet Content added by the Royalty DLC,
    Eltex skullcap.png Eltex skullcap Content added by the Royalty DLC; Required: Formal shirt,
    Torso 30% Cape, Synthread UpperHead, Synthread Torso, SynthreadPants; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC
    Available: Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Budget: 2600~3100
    None
    Budget: 1000~1500
    15% chance to have one of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Praetor
    Disallowed Traits: Body purist, Nudist
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie, 5% Sanguophage
    Chemical Addiction Chance: 5%
    Initial Will Range: 11~14
    Initial Resistance Range: 38~58
    Baron / Baroness
    Imperial royal baron.png
    135 Avg. Quality: Excellent Budget: 1000~1500
    50% Headgear; SteelCoronet, Formal vest (M) or Corset (F), Formal shirt,
    Torso,
    or 50% Cape; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC; Synthread Torso, SynthreadPants
    Available: Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Budget: 2600~3100
    None
    Budget: 1000~1500
    15% chance to have one of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Baron / Baroness
    Disallowed Traits: Body purist, Nudist
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie, 5% Sanguophage
    Chemical Addiction Chance: 5%
    Initial Will Range: 12~15
    Initial Resistance Range: 25~39
    Count / Countess
    Imperial royal count.png
    135 Avg. Quality: Excellent Budget: 9999999
    50% Headgear; SteelCoronet,
    Formal vest (M) or Corset (F),
    Formal shirt,
    Prestige robe or 50% Cape; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC; Synthread Torso, SynthreadPants
    Available: Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Budget: 2600~3100
    None
    Budget: 1000~2000
    15% chance to have one of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Count / Countess
    Disallowed Traits: Body purist, Nudist
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie, 5% Sanguophage
    Chemical Addiction Chance: 5%
    Initial Will Range: 13~16
    Initial Resistance Range: 38~58
    Duke / Duchess
    Imperial royal duke.png
    135 Avg. Quality: Excellent Budget: 9999999
    50% Headgear; PlasteelCrown,
    Formal vest (M) or Corset (F),
    Formal shirt,
    Prestige robe or 50% Cape; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC; Synthread Torso, SynthreadPants
    Available: Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Budget: 2600~3100
    None
    Budget: 1000~2500
    25% chance to have at most 2 of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Duke / Duchess
    Disallowed Traits: Body purist, Nudist
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie, 15% Sanguophage
    Chemical Addiction Chance: 5%
    Initial Will Range: 14~17
    Initial Resistance Range: 38~58
    Consul
    Imperial royal consul.png
    135 Avg. Quality: Excellent Budget: 9999999
    50% Headgear; PlasteelCrown,
    Formal vest (M) or Corset (F),
    Formal shirt,
    Prestige robe or 50% Cape, Hyperweave Torso, HyperweavePants; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC
    Available: Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Budget: 2600~3100
    None
    Budget: 2000~2500
    25% chance to have at most 2 of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Consul
    Disallowed Traits: Body purist, Nudist
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie, 15% Sanguophage
    Chemical Addiction Chance: 5%
    Initial Will Range: 15~18
    Initial Resistance Range: 19~30
    Stellarch
    Imperial royal stellarch.png
    135 Avg. Quality: Excellent Budget: 9999999
    50% Headgear; GoldStellic crown,
    Hyperweave Corset (F) or Formal vest (M),
    Formal shirt,
    Prestige robe, HyperweavePants; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC
    Available: Parka.png Parka,
    Pants.png Pants,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Budget: 2600~3100
    None
    Budget: 3000~4000
    100% chance to have at most 3 of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results; Disallowed: Mindscrew Mindscrew
    - Age Range: Up to 80
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title: Stellarch
    Disallowed Traits: Body purist, Nudist; Faction Leader
    Override Faction Xenotypes: 5% Neanderthal, 5% Hussar, 5% Genie, 25% Sanguophage
    Chemical Addiction Chance: 5%
    Initial Will Range: 16~19
    Initial Resistance Range: 38~58
    Bestower
    Imperial royal bestower.png
    50 Avg. Quality: Excellent Budget: 1000~1500
    50% Headgear; Hood, Prestige robe, Formal shirt, HyperweavePants; 8% PsyfocusVest.png Eltex vest Content added by the Royalty DLC,
    PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC
    Available: None; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons
    Colors:
    Budget: 99999
    Psystaff.png Eltex staff Content added by the Royalty DLC
    Budget: 1000~4000
    Disallowed: Mindscrew Mindscrew
    15% chance to have at most 3 of the following: Health item prosthetic.png Painstopper, Health item prosthetic.png Joywire, Health item prosthetic.png Power claw, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Bionic tongue, Health item bionic.png Aesthetic nose Content added by the Royalty DLC, Health item bionic.png Bionic stomach, Health item bionic.png Bionic ear, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC, Health item bionic.png Aesthetic shaper Content added by the Royalty DLC, Health item bionic.png Coagulator Content added by the Royalty DLC, Health item bionic.png Detoxifier lung Content added by the Biotech DLC... further results
    - Age Range: At least 50
    Backstories: Cryptosleep (8% Commonality), Imperial Royal Child and Adult
    Title:
    Disallowed Traits: Body purist, Nudist
    Faction Hostile on Death
    Override Faction Xenotypes: 100% Baseliner
    Required Work Types: Violent
    Pregnancy Chance: 0%
    Chemical Addiction Chance: 5%
    Initial Will Range: 6~8
    Initial Resistance Range: 30~46
  • Mechanoid

    Mechanical enemies that neither feel pain nor seek cover.

    Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
    Scyther MechanoidScyther.png 160 100 - - - Melee (Blades) Any -
    Lancer MechanoidLancer.png 160 100 Normal - 9999 Charge lance Any -
    Centipede 50px 400 100 Normal - 9999 Heavy charge blaster, Inferno cannon Any -
    Pikeman MechanoidPikeman.png 110 100 Normal - ? Needle gun Any -

    Mechanoid cluster

    Added in Royalty was the "Mechanoid Cluster" event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.

    Raiders' strategies

    Immediate attack

    Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.

    They have a 70% chance to arrive on foot at the map edges, and 20% to drop pod there, assuming they don't use other strategies and are capable of utilizing drop pods.

    Mid-base drop pods

    Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.

    They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.

    Immediate attack smart

    Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.

    Despite their description, they can still be funneled into a killbox with relative ease.

    Preparation

    Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are "preparing". This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.

    Sappers

    Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is to reach one of your colonists assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.

    The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.

    They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.

    However, in open bases they are even worse than regular raiders as they come in smaller numbers.

    Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.

    Siege

    Raiders enter your map from an edge and head towards a point to set up a makeshift siege base with supplies (steel, packaged survival meals, components, high-explosive shells and incendiary shells) received from drop pods, and will construct two mortars and sandbags as cover.

    You can intercept them before they start building up if timing is favorable to you. They will always construct two mortars regardless of the number of raiders. They rarely use their best constructors when building, sometimes failing to complete the mortars. As they will not get additional components, this will make them lose firepower.

    Once ready, they will bombard you, with those not manning the mortars remaining on guard. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells. They can receive different types of shell during the siege. After causing enough destruction, they will proceed to converge on your colony.

    The siege team will not engage friendlies while heading towards their point until they actually start constructing or you assault them first.

    Siege pirates not engaging friendlies yet.png

    Ambush

    Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.

    Multiple group attacks

    Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.

    Drop pod scatter

    Enemies capable of drop pods have a chance of landing scattered across the map.

    Weapon-specific raids

    Humanlike raiders have the ability to send raiders with a specific kind of weapon only.

    Melee rush

    Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.

    Mechanoids have their own rendition of the melee rush with scythers only.

    Sniper party

    Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.

    Explosives assault

    Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.

    Raid strength

    A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.

    The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.

    The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.

    Points

    Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.

    The base formula for raid points could be expressed as follows:

    P = (( C × 42 ) + ( iW ÷ 100 ) + ( bW ÷ 200 )) × ( sR × lR ) × D × T × R


    Variable Meaning Value
    C number of colonists that your base has Colonists are always worth 42 points, regardless of their condition
    iW base's item wealth can be checked under the 'History' tab
    bW base's building wealth can be checked under the 'History' tab
    sR short-term ramp-up factor Check below
    lR long-term ramp-up factor Check below
    D difficulty's threat scale factor (i.e. points multiplier) 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.
    T the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, T's value will be 0.5 for your faction's second-ever big threat, and so on.
    R the strategy that the raiders are using 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.

    Ramp-up factors

    Ramp-ups (i.e. sR and lR) are substantially more complicated than any of the other factors involved:

    sR is always 1 until 21 days in; in which case 0.000514403335 is added to it every 5,000 ticks (1.39 mins) - or 1 every 162 days.

    lR is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.

    If a colonist gets downed or killed, 1 is subtracted from both sR and lR - but these aren't the new values; only part of the new values. sR and lR then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):

    Colonists 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16+
    sR Multiplier 0 0 0 0 0.15 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8
    lR Multiplier 0 0 0 0.2 0.4 0.6 0.7 0.75 0.8 0.85 0.9 0.91 0.92 0.93 0.94 0.95 0.95

    After sR and lR have been multiplied by whatever corresponding values, new sR and new lR both equal 1 + old correspondents.

    After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:

       IF P > 1000 THEN
           IF P > 2000 THEN
               P = 2000 + (P - 2000) * 0.5
           P = 1000 + (P - 1000) * 0.5
    

    In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.

    Finally, with Randy Random, a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.

    Example

    So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.

    The values in the formula will be as follows:

    C = 4
    iW = 11000
    bW = 4000
    sR = 1
    lR = 1
    D = 0.65
    T = 0.7
    R = 0.9

    Plugging these values into the formula:

    P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9 or
    P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9 or
    P = 298 * 0.4095 thus
    P = 122.031 or
    P = 122

    Therefore, the raid will be 122 points.

    Defense strategies

    For a more comprehensive list of strategies, see Defense tactics.
    For constructed defenses to hold against raiders, see Defense structures.

    It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.

    Raider preparation

    Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a colonist nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on solar generators, you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your traps are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.

    Siege defense

    When faced with a siege, there are a few coping strategies you can use.

    You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read Overhead Mountain when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.

    If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.

    Mechanoid assaults

    Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used.

    In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.

    Lancers

    Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as assault rifles or bolt-action rifles are vital.

    Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.

    Scyther

    Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.

    Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.

    Pikemen

    Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.

    Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.

    Centipedes

    Centipedes, on the other hand, specialize in crowd control and area denial; the minigun and heavy charge blaster can annihilate groups of colonists, while the inferno cannon sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.

    Centipedes wielding the Minigun and Heavy Charge Baster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire.
    The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.

    Engaging it in melee is not recommended due to its armor, high health and heavy damage.

    Tribal raids

    Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.

    Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers.
    However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.

    Crowd control is an important aspect in defeating tribal raids. The minigun or LMG is an effective weapon to use as it can easily mow down groups of raiders.

    Explosive weapons are also useful in crowd control.

    Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit.
    Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them.

    Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.

    Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.

    Version history

    • 0.0.245 - Sniper squad and mercenary squad added.
    • 0.3.410 - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.
    • 0.5.492 - Sieges added.
    • 0.11.877 - Sappers added. Raiders now opportunistically ignite crops on fire.
      • A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.
    • 0.12.906 - Sappers now avoid mining through high-health ores and barriers. Siegers will never be sent with only melee weapons ... again?