Difference between revisions of "Raider"

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<onlyinclude>
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{{About|NPC enemies|the ideological meme|Ideoligion#Raider{{!}}Raider}}
 +
{{imagemargin|[[File:raiders_layout_preview.png|124px|right]]|41px}}</div>'''Raiders''' are essentially the main antagonists of ''RimWorld''. They are predatory enemies who appear in events called "Raids" and are sent by the storyteller or by player accepted quests. The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.</onlyinclude>
 
{{TOCright}}
 
{{TOCright}}
<onlyinclude>
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Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned. Human raiders continue to attack until one of several conditions are met. Mechanoid raiders continue to attack indefinitely. 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.
'''Raiders''' are enemies that spawn in groups at semi-regular intervals. Group size, health, skill, and equipment depend on both the set [[AI_Storytellers#Challenge scale|game difficulty]] and the time already elapsed in the game. Typically on Tough [[Cassandra Classic]] only one wounded raider spawns in the first group. The subsequent group has 3-5 raiders, and eventually, there are groups of more than 20 raiders with the lowest health being above 80.
 
Raiders will invoke a message when they spawn, and an alert will come when they begin their assault.
 
  
Raiders can enter "steal" mode if they see enough value. In this mode, they will grab your stuff and carry it off.
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<gallery widths="250px" heights="250px" class="center" mode="nolines">
 +
File:Ransom.png|'''Ransom'''
 +
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''
 +
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''
 +
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''
 +
</gallery>
  
If the raiders see that they are losing, they may most likely flee, or try and kidnap downed colonists by letting some do the actual kidnapping and some covering them. After one of your colonists has been kidnapped, a ‘ransom demand’ incident can fire, demanding silver for the colonists that has been kidnapped.
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== Equipment ==
 +
{{Rewrite|section=1|reason=1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics}}
 +
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing 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.
  
They can spawn with both ranged or melee weapons, all melee with personal shields (for Pirates or Outlanders), or all ranged.
+
=== 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 [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s.  
  
{{asof|A15}} raiders steal a bit more often now.
+
A raiding party may include members equipped with melee weapons and [[shield belt]]s. 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.
</onlyinclude>
 
  
=Equipment=
+
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.
  
Raiders have limited equipment possibilities. Usually on [[Cassandra Classic]] they come equipped early on with mostly [[pistol]]s and crude melee weapons, some [[survival rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or even [[Charge Rifle]]s. A raiding party may include members equipped with melee weapons and [[Armor#Personal_Shield|personal shields]]. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction.
+
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 [[Trait#Brawler|Brawler]] trait), and vice versa.
  
{{asof|A14}} the AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather.
+
=== 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 [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.
  
=Raider Types (Humanlike)=
+
=== Loot ===
There are multiple types of Raiders in RimWorld, each with their own sets of equipment and budgets. Raider types are exclusive to their faction.
+
{{stub|section=1|reason=Is there always loot?}}
 +
Raiders can spawn carrying additional items unrelated to their pawnkind and their combat role. These function as an additional reward for defeating the raid. These items spawn inside the inventories of some raiders and are dropped on their being [[downed]]. The type of loot depends on the faction the raider is from. Note that while drugs and resources do spawn as part of this loot, it is in addition to that spawned for addictions and siege construction.
  
==Pirates==
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The total [[market value]] of the loot is proportional to the [[raid points]] of the raid it spawns in. The loot may spawn on one raider or it may be distributed across several individuals. Note that the value does not increase after 4000 raid points.
The following is a list of raider types exclusive to Piratebands, in order as shown in Defs:
 
  
===Drifter===
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{| class="wikitable"
Drifters are effectively the cannon fodder of pirate raiders, wielding no more than a sub-par quality club, occasionally a shiv - or rarely: a knife. They are normally either naked, or seen sporting a tattered pair of pants or t-shirt also of sub-par quality. Drifters also have a 20% chance of sporting some form of crude headgear, and a 10% chance of rocking a Peg Leg for that Pirate look. Drifters are only encountered in your very first raid (or on very low difficulties), and they prove to be of very little threat. Pirates also care so little for their drifters that they don't even send them with food.
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|-
 +
! Loot market value by Raid points
 +
|-
 +
|{{GraphChart|width = 400
 +
|height = 200
 +
|type = line
 +
|xAxisTitle = Raid Points
 +
|xAxisMin =  
 +
|xAxisMax =  
 +
|yAxisMin =
 +
|yAxisMax =
 +
|yAxisTitle = Value (Silver)
 +
|legend = Legend
 +
|x = 35, 100, 1000, 2000, 4000, 5000
 +
|y1 = 8, 60, 250, 400, 500, 500
 +
|y1Title = Mechanoids
 +
|y2 = 15, 120, 500, 800, 1000, 1000
 +
|y2Title = All Other Factions
 +
}}
 +
|}
  
It is listed in the weapon tags that Drifters may show up with guns, but they don't appear to actually bear firearms about their person.
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The items that compose the loot vary and are themed to the faction performing the raid. The options are:
 +
{| class="wikitable"
 +
|-
 +
! [[Mechanoid Hive]] !! [[Outlanders]] !! [[Tribals]] !! [[Pirates]] !! [[Empire]]{{RoyaltyIcon}}
 +
|-
 +
| {{Icon List|Plasteel}}
 +
{{Icon List|Component }}
 +
| {{Icon List|Silver}}
 +
{{Icon List|Medicine}}
 +
{{Icon List|Component}}
 +
{{Icon List|Packaged survival meal}}
 +
{{Icon List|Neutroamine }}
 +
| {{Icon List|Silver}}
 +
{{Icon List|Jade}}
 +
{{Icon List|Herbal medicine}}
 +
{{Icon List|Pemmican}}
 +
|{{Icon List|Silver}}
 +
{{Icon List|Medicine}}
 +
{{Icon List|Packaged survival meal}}
 +
{{Icon List|Flake}}
 +
{{Icon List|Yayo}}
 +
{{Icon List|Go juice}}
 +
{{Icon List|Wake up}}
 +
{{Icon List|Smokeleaf}}
 +
{{Icon List|Luciferium}}
 +
| {{Icon List|Gold}}
 +
{{Icon List|Glitterworld medicine}}
 +
{{Icon List|Uranium}}
 +
{{Icon List|Packaged survival meal}}
 +
|}
  
'''Combat Power''': 25<br>
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== Humanlike ==
'''Average Gear Health''': 40% <br>
+
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.
'''Average Gear Quality''': Shoddy<br>
 
'''Clothing Budget''': 90-280 Silver<br>
 
'''Weapon Budget''': 60-100 Silver<br>
 
'''Silver Carried''': 30-70 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None<br>
 
'''Maximum Age''': None
 
  
===Scavenger===
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Raider types are exclusive to their faction - mercenaries being exempt.
Ranked above the Drifters; Scavengers have the privilege of actually equipping firearms as opposed to paltry low-quality melee weapons. Their equipment will still generally be of bad quality - but a massive step above what Drifters have to put up with none-the-less. Scavengers are most often seen with Machine pistols, Pump shotguns, Survival rifles, and Incendiary launchers; but they can also be seen rocking Pistols, Heavy SMGs, and even LMGs. Scavengers also typically have multiple items of clothing on them, but never armoured vests.
 
  
Scavengers have a 30% chance of spawning with headwear, and a 10% chance of being hindered by a Peg Leg. Scavengers typically accompany your average second-to-fourth-or-so pirate raid, depending on wealth and difficulty; and are therefore still not a truly significant threat, but you should still be cautious at the stage of which you'll typically fight them.
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This note is temporary and needs to be processed normally.
 +
As a result of experiments, it was found out how many raid points some entities generate
 +
Devouver-250
 +
Himera- 135
 +
Gorehulk- 75
 +
Shumbler- 50
 +
Flechbeasts cinkhole- 800
 +
Sightstealer- 140
  
'''Combat Power''': 38<br>
+
=== Tribals ===
'''Average Gear Health''': 55% <br>
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{{main|Tribes}}
'''Average Gear Quality''': Poor<br>
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Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.
'''Clothing Budget''': 300-500 Silver<br>
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{{:Tribes/Pawns}}
'''Weapon Budget''': 250-450 Silver<br>
 
'''Silver Carried''': 25-50 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None<br>
 
'''Maximum Age''': None
 
  
===Thrasher===
+
=== Pirates ===
Thrashers are a direct step up from Drifters; typically being seen with higher quality melee weapons, but they are still generally limited to clubs, shivs, and knives - with clubs still being the most common, but knives and shivs are roughly equally likely. They are also often seen wearing headgear, and they have a generous apparel budget (for their rank), but they still have a poor weapon budget which limits them to poor melee weapon types. Thrashers have an 80% chance of coming with a hat, and a 10% chance of rocking the stage with a Peg Leg. There is a chance that a Pirate Leader could show up in a raid as a Thrasher.
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{{main|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.
 +
{{:Pirates/Pawns}}
  
Thrashers are only seen early game, and are soon replaced by the advanced Slashers, so they'll generally only feature in around one or two raids under typical circumstance. They pose a minor threat, but nothing too significant.
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=== Outlanders ===
 +
{{main|Outlanders}}
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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.
 +
{{:Outlanders/Pawns}}
  
'''Combat Power''': 36<br>
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=== Mercenaries ===
'''Average Gear Health''': 75% <br>
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Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.
'''Average Gear Quality''': Poor<br>
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{{:Mercenaries/Pawns}}
'''Clothing Budget''': 300-800 Silver<br>
 
'''Weapon Budget''': 60-150 Silver<br>
 
'''Silver Carried''': 25-50 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None<br>
 
'''Maximum Age''': 48 Years
 
  
===Pirate===
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=== Spacer ===
Pirates are a step up from Scavengers, with further improved weapon and clothing budgets. As a result, Pirates can potentially be a moderate threat to the colony should one not take sufficient care in dispatching of them. Pirates are typically equipped with higher grade firearms such as Assault rifles and LMGs; but are also often seen with Pump shotguns, Survival rifles, and Heavy SMGs, and less oft seen with Sniper rifles, and rarely Machine pistols and Pistols.
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{{main|Ancients}}
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These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.
 +
{{:Ancients/Pawns}}
  
Pirates may also sport Armoured vests and Devilstrand clothing. There's a 70% chance they'll be wearing a hat, and a 10% chance they'll have a peg leg.
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=== Empire ===
 +
{{Royalty|section=1|No Category}}
 +
{{Main|Empire}}
 +
{{:Empire/Pawns}}
  
'''Combat Power''': 56<br>
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=== Cultist ===
'''Average Gear Health''': 95% <br>
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{{Anomaly|section=1|No Category}}
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 500-1100 Silver<br>
 
'''Weapon Budget''': 450-600 Silver<br>
 
'''Silver Carried''': 40-80 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None<br>
 
'''Maximum Age''': 50 Years
 
  
==Outlanders==
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A spooky siege raid, will summon [[fleshbeasts]] if you don't take them out quickly. About half of the enemies would need to be executed twice due to [[Death refusal]], so do not leave the fight early. Mortars and mechanoid seem effective.
The following is a list of Raider Types exclusive to Outlander Towns.
 
  
They are not strictly 'raiders' as they are often friendly and visit the colony or escort a trade caravan to your base.
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The unit types are highthrall (equipped with [[Nerve spiker]]s), underthrall gunner (equipped with heavier guns) and underthrall grunt (Equipped with melee weapons).
  
===Town Councilman & Town Trader ('Villager' based)===
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{{:Horax cult/Pawns}}
These two types of Outlanders are often found in trade [[caravan]]s or as visitors, and are put together because they share the 'Villager' pawn kind. Villagers will typically be fully clothed and will have basic weapons of both the melee and firearm variety: usually clubs, knives, maces, and pistols.
 
  
'''Combat Power''': 25<br>
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== Mechanoid ==
'''Average Gear Health''': 110% <br>
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{{main|Mechanoid}}
'''Average Gear Quality''': Poor<br>
 
'''Clothing Budget''': 300-900 Silver<br>
 
'''Weapon Budget''': 0-250 Silver<br>
 
'''Silver Carried''': 25-70 (22.5% chance), 700-1000 (2.5% chance)<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None (Town traders), 40 (Town councilman)<br>
 
'''Maximum Age''': None (Town Traders), 100 (Town councilman)
 
  
===Town Guard===
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Mechanical enemies that neither feel pain nor seek cover.
Town Guards are moderately powerful outlanders which can be seen accompanying Outlander Trade Caravans, or in hostile Outlander raids. Town Guards are most often seen with Pistols, but can also be seen with Machine pistols, Heavy SMGs, Pump shotguns, Survival rifles, Incendiary launchers, Sniper rifles - and even LMGs and Assault rifles.
 
  
'''Combat Power''': 50<br>
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{| {{STDT| c_01 text-center}}
'''Average Gear Health''': 115% <br>
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! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info
'''Average Gear Quality''': Normal<br>
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|-
'''Clothing Budget''': 300-900 Silver<br>
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! [[Scyther]]
'''Weapon Budget''': 200-600 Silver<br>
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|[[{{Q|Scyther|Image}}|50px]] || 150 || 100 || - || - || - || '''Melee (Blades)''' || Any || - <!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis-->
'''Silver Carried''':  30-100 Silver (5% chance)<br>
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|-
'''Medicine Carried''': None<br>
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! [[Lancer]]
'''Minimum Age''': None <br>
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|[[{{Q|Lancer|Image}}|50px]] || 180 || 100 || Normal || - || 9999 || '''[[Charge lance]]''' || Any || -
'''Maximum Age''': 65 Years
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|-
 +
! [[Centipede]]
 +
|[[{{Q|Centipede|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''[[Heavy charge blaster]]''', '''[[Inferno cannon]]''', '''[[Minigun]]''' || Any || -
 +
|-
 +
! [[Pikeman]]
 +
|[[{{Q|Pikeman|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -
 +
|-
 +
! [[Termite]]
 +
|[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || -
 +
|-
 +
! [[Militor]]
 +
|[[{{Q|Militor|Image}}|50px]] || 45  || 100 || Normal || - || 9999 || '''[[Mini-shotgun]]''' || Any || -
 +
|-
 +
! [[Legionary]]
 +
|[[{{Q|Legionary|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -
 +
|-
 +
! [[Tesseron]]
 +
|[[{{Q|Tesseron|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Beam graser]]''' || Any || -
 +
|-
 +
! [[Scorcher]]
 +
|[[{{Q|Scorcher|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Mini-flameblaster]]''' || Any || -
 +
|-
 +
! [[Tunneler (Mechanoid)|Tunneler]]
 +
|[[{{Q|Tunneler|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''Melee (Power claws)''' || Any || -
 +
|-
 +
! [[Centurion]]
 +
|[[{{Q|Centurion|Image}}|50px]] || 250 || 100 || Normal || - || 9999 || '''[[Charge blaster turret]]''' || Any || -
 +
|-
 +
! [[Diabolus]]
 +
|[[{{Q|Diabolus|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Hellsphere cannon]]''' || Any || -
 +
|-
 +
! [[War queen]]
 +
|[[{{Q|War queen|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Charge blaster turret]]''' || Any || -
 +
|-
 +
! [[Apocriton]]
 +
|[[{{Q|Apocriton|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Toxic needle gun]]''' || Any || -
 +
|-
 +
! [[War urchin]]
 +
|[[{{Q|War urchin|Image}}|50px]] || 75 || 100 || Normal || - || 9999 || '''[[Spiner]]''' || Any || -
 +
|-
 +
|}
  
==Tribal==
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=== Mechanoid cluster ===
The following is a list of Raider types exclusive to glorified manhu - I mean tribes:
+
{{main|Mechanoid cluster}}
  
===Warrior===
+
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.
Tribal warriors are your standard... tribal warriors! They appear in Tribal raids equipped with nothing but Clubs, and occasionally Spears, and they only wear Tribalwear - or Parkas if necessary. Individually, they're a moderate threat at most - but they can be a considerable threat and potentially overpower your defensive line due to the sheer numbers that they occur in.
 
  
'''Combat Power''': 38<br>
+
== Raiders' strategies ==
'''Average Gear Health''': 115% <br>
+
The message from the event will detail how the raiders from the hostile faction will raid.
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 180-350 Silver<br>
 
'''Weapon Budget''': 60-400 Silver<br>
 
'''Silver Carried''':  None<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 40 Years
 
  
===Archer===
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=== General Mechanics ===
Archers are somewhat self-explanatory in their titles: they assault in masses, and let off a cloud of arrows (or pila) which could poke an eyeball or two. Archers typically utilise Pila and Great bows, but they may rarely sport Short bows too; and they wear your standard Tribalwear, and Parka if the conditions are too harsh to go without. Archers equipped with Pila and Great Bows are dangerous as a Pilum in the wrong place can render a colonist useless, or even kill them, and Great bows are effectively Wooden Survival rifles.
 
  
'''Combat Power''': 48<br>
+
=== Raider Targeting ===
'''Average Gear Health''': 115% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 180-350 Silver<br>
 
'''Weapon Budget''': 60-400 Silver<br>
 
'''Silver Carried''':  None<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 40 Years
 
  
===Chief===
+
Standard raiders, including humans and mechanoids, attack targets based on a rough priority system with some random elements. Raiders who are able to path towards a colonist or powered turret will attempt to attack such a colonist or pathable furniture. Raiders who are only able to path towards furniture may attack that furniture or may instead attack random walls and doors. The chance raiders attack the furniture rather than random walls and doors has some random elements to it. Raiders who cannot path towards any colonist nor any furniture targets will attack random walls and doors.
Chiefs are hardened, high-ranking tribals which have endured the heat of battle and the hardship of survival on the Rim, and so far made it through alive. They only get the best weapons that their tribe can possibly make, but they are ultimately glorified Archers which may have a chronic disease or few. Chiefs will only be found equipped with Pila and Great bows, of which some could be Excellent or even Masterwork quality. Chiefs are also more difficult to recruit as colonists if they survived to be imprisoned.
 
  
'''Combat Power''': 70<br>
+
Pathable means that the raider can move to the same cell as the target. "Furniture" targets include objects like stools, tables, chairs, and even things like Wind Turbines, Geothermal Generators, Unpowered Turrets, and production benches.
'''Average Gear Health''': 185% <br>
 
'''Average Gear Quality''': Superior<br>
 
'''Clothing Budget''': 600-1600 Silver<br>
 
'''Weapon Budget''': 800-1000 Silver<br>
 
'''Silver Carried''':  None<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': 35 Years <br>
 
'''Maximum Age''': None
 
  
==Mercenaries==
+
Raider targeting can change based on nearby targets, if their target is destroyed or becomes non-pathable, or if they take damage.
Mercenaries are usually encountered in mid-game raids onwards, and will usually be found in Pirate raids, but can also be mixed amongst Outlander raids - but never Tribal raids. Mercenaries are high-ranking soldiers which have high budgets for weapons and clothing, and are usually encountered wearing an armoured vest. There are several variations of mercenaries:
 
  
===Mercenary Gunner===
+
Raider targeting can also be overridden by nearby targets of opportunity. Raiders may light wooden walls or crops on fire, for example.
Mercenary gunners are the weakest mercenaries out of the lot, but still pose a moderate to considerable threat with their numbers. Gunners will spawn with pretty much any mid-range weapon with near-equal commonality: from Machine pistols to LMGs and Sniper rifles, and in-between - but never pistols. Gunners will also usually wear armoured vests, along with Kevlar helmets, Military helmets, and rarely even Power armour helmets - and they'll occasionally be seen wearing Hyperweave clothing.  
 
  
Mercenary Gunners also have a 0.3% chance of spawning with a bionic body part. Mercenary gunners can also be seen with Combat Enhancing Drugs.
+
=== "Victory" Conditions ===
  
'''Combat Power''': 70<br>
+
Human raiders continue to attack until one of several conditions are met. Mechanoid raiders attack indefinitely. Once mechanoids have destroyed every possible target they wander around in place indefinitely until a new target appears.
'''Average Gear Health''': 150% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 1500-2800 Silver<br>
 
'''Weapon Budget''': 400-900 Silver<br>
 
'''Silver Carried''':  50-200 (20% chance)<br>
 
'''Medicine Carried''': 1 (20% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Mercenary Sniper===
+
Downing or killing 40% to 70% of human raiders causes the remaining alive raiders to cease their attack and attempt to flee. A random value between 40% and 70% is chosen for each raider group. If a raid attacks in multiple groups, each group has their own randomly chosen 40% to 70% flee value. Each individual raider group only counts dead or downed members of their own group. Each group attacks and flees independently.  
Mercenary snipers are... well, snipers! Their clothing budget is overall slightly lower than a Gunner's, but they have an improved weapon budget, and always spawn with a long-range weapon, the [[Sniper Rifle]]. Everything else remains the same.
 
  
'''Combat Power''': 90<br>
+
Human Raiders will flee after attacking for approximately 10 to 15 hours. A random value is chosen between these timers. After the time is passed the group will flee. For enemies attacking in multiple groups, each group will have its own timer and solely that group will flee when the timer is met. For sieges, the timer only begins after the siege stops attempting to siege and directly assaults the colony.
'''Average Gear Health''': 150% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 1500-2500 Silver<br>
 
'''Weapon Budget''': 1200-1800 Silver<br>
 
'''Silver Carried''':  50-200 (20% chance)<br>
 
'''Medicine Carried''': 1 (20% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Grenadier===
+
Human enemies may attempt to kidnap downed colonists. When kidnapping, enemies may disengage from combat and attempt to flee the map.
Grenadiers can prove to be somewhat of a threat towards both colonist lives and structures alike. Grenadiers are identical to Mercenary gunners, except they mainly utilise [[frag grenade|grenades]] and [[molotov cocktail|molotovs]], and also have a considerably lower clothing budget.
 
  
Alternatively, they may come equipped with [[EMP grenades]], and will be called EMP grenadiers. These deal no damage but can stun turrets and down [[Armor#Personal_shield|personal shields]]', spelling trouble for turret-based defenses or shielded melee fighters.
+
Human enemies may attempt to steal nearby loot. When stealing, enemies may disengage from combat and attempt to flee the map. How much nearby loot is required to cause raider theft depends on the raid points of the colony. Higher raid points requires more loot.
  
'''Combat Power''': 60<br>
+
{| {{STDT| c_50}}
'''Average Gear Health''': 150% <br>
+
! style="text-align:left;" | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid?
'''Average Gear Quality''': Normal<br>
+
|-
'''Clothing Budget''': 800-1400 Silver<br>
+
| rowspan="7" | Walk in Edge (45%)
'''Weapon Budget''': 600-1000 Silver<br>
+
| rowspan="3" | Immediate Attack
'''Silver Carried''': 50-200 (10% chance)<br>
+
| No
'''Medicine Carried''': 1 (10% chance)<br>
+
| rowspan="3" | Tribal, Outlander, Pirate, Mechanoid
'''Minimum Age''': None <br>
+
| rowspan="2" | Yes
'''Maximum Age''': 65 Years
+
|-
 +
| Yes
 +
|-
 +
| Yes (Breach)
 +
| No
 +
|-
 +
| rowspan="2" | Preparation || No
 +
| rowspan="7" | Tribal, Outlander, Pirate
 +
| rowspan="2" | Yes
 +
|-
 +
| Yes
 +
|-
 +
| Sapper || No
 +
| No
 +
|-
 +
| Siege || No
 +
| Yes
 +
|-
 +
| rowspan="3" | Walk in Edge Group (15%)
 +
| rowspan="2" | Immediate Attack
 +
| No
 +
| rowspan="2" | Yes
 +
|-
 +
| Yes
 +
|-
 +
| Sapper || No
 +
| No
 +
|-
 +
| rowspan="7" | Drop pods (30%)
 +
| rowspan="3" | Immediate Attack
 +
| No
 +
| rowspan="5" | Tribal, Outlander, Pirate, Empire, Mechanoid
 +
| rowspan="2" | Yes
 +
|-
 +
| Yes
 +
|-
 +
| Yes (Breach)
 +
| No
 +
|-
 +
| rowspan="2" | Preparation || No
 +
| rowspan="2" | Yes
 +
|-
 +
| Yes
 +
|-
 +
| Sapper || No
 +
| rowspan="2" | Tribal, Outlander, Pirate, Empire
 +
| No
 +
|-
 +
| Siege || No
 +
| rowspan="2" | Yes
 +
|-
 +
| Haywired drop pods (10%) || Immediate Attack || No || Tribal, Outlander, Pirate, Empire, Mechanoid
 +
|-
 +
| colspan="2" | Mechanoid Cluster {{RoyaltyIcon}} || No || Mechanoid || No
 +
|}
  
===Mercenary Slasher===
+
=== Immediate attack ===
Slashers can prove to be a real threat to front-line gunmen due to their use of Personal shields and high-quality melee weapons. A typical slasher can be overwhelmed by a couple of people beating the living daylights out of them, shooting them at point-blank range, or with concentrated fire from a distance; however, they can and will often come in large numbers, in which they can cause great trouble. Slashers have an 8% chance of spawning with bionic body parts.
+
{{Quote|They are attacking immediately.|Description}}
 +
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.
  
'''Combat Power''': 135<br>
+
=== "Drop right on top of you" drop pods ===
'''Average Gear Health''': 140% <br>
+
Raiders will drop pod right "on top of you" circumventing all exterior defenses. "Drop on top of you" raids choose a singular colonist and all drop pods land around this target in open cells. That singular colonist cannot be under overhead mountain. The drop pods can crash through nearby overhead mountain even though the singular colonist target cannot currently be under overhead mountain.
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 1000-2600 Silver<br>
 
'''Weapon Budget''': 1200-2000 Silver<br>
 
'''Silver Carried''': 180-400 (20% chance)<br>
 
'''Medicine Carried''': 1-2 (20% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Heavy Mercenary===
+
Only outlander, pirate and empire factions can "Drop right on top of you". Tribal factions cannot use drop pods. Mechanoid "Drop right on top of you" raids were removed in patch 1.4.
Heavy Mercenaries are a force to be reckoned with in terms of firepower, and should be prioritised as a target in most combat situations. Heavy Mercenaries are specialised with heavy weaponry; and will therefore utilise [[Triple rocket launcher]]s, [[Doomsday rocket launcher]]s, and [[minigun]]s. Despite packing serious heat, Heavy Mercenaries have a poor clothing budget, and will therefore not be very well protected against sustained fire. Heavy mercenaries have an 8% chance of spawning with a bionic body part.
 
  
'''Combat Power''': 185<br>
+
Rather than landing on a colonist, "Drop right on top of you" raids have a 40% chance to land on a powered, unroofed, orbital trade beacon.
'''Average Gear Health''': 95% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 200-350 Silver<br>
 
'''Weapon Budget''': 1600-2000 Silver<br>
 
'''Silver Carried''': None<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Elite Mercenary & Boss===
+
These "drop right on top of you" raids always attack immediately and follow standard enemy pathing.
Elite Mercenaries and Bosses are functionally identical, so the information here applies to both. Despite having a higher 'Combat Power' rating, it is arguable that Heavy Mercenaries will still pose a more significant threat than Elite Mercenaries, purely due to their explosive arsenal. However, Elite Mercenaries have exceptionally high equipment budgets, and are not to be messed with at all. They often utilise power armour helmets and devilstrand/hyperweave clothing, but never power armour. Their arsenal consists solely of LMGs, Assault rifles, and Charge rifles. Elite mercenaries have an 8% chance of spawning with a bionic body part.
 
  
'''Combat Power''': 220<br>
+
=== Immediate attack smart ===
'''Average Gear Health''': 215% <br>
+
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid turret line of sight if possible. If there is no path to the raider's target around turret line of sight, or if their target is a turret, they will walk through turret line of sight.
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 2500-4200 Silver<br>
 
'''Weapon Budget''': 1600-2000 Silver<br>
 
'''Silver Carried''': 120-480 (20% chance)<br>
 
'''Medicine Carried''': 1-2 (20% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 45 Years
 
  
=Raider Types (Mechanoid)=
+
Despite their description, they do not avoid traps like Spike Traps nor IEDs in any way.
  
{{main|Mechanoid}}
+
=== 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.
  
The following is a list of all mechanoids that can show up in raids.
+
=== Sappers ===
 +
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}
 +
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 an assigned sleeping position. An assigned sleeping position can be a colonist bed, an animal bed, or even a freely placed prison sleeping spot that is assigned to a prisoner.
  
===Scyther===
+
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.
Scythers are fast-moving, and particularly dangerous against isolated targets due to their high shooting accuracy and their potential to instantly destroy vital organs, and risk of loss of limb - or even life - when facing one. Although Scythers are dangerous to confront at longer distances if you don't have any bionically augmented or careful marksmen, they can generally be quickly overwhelmed by a small firing squad at closer range. They always come equipped with a [[charge lance]], which is comparable in overall firepower to a [[survival rifle]]. Scythers are also highly competent at melee, and it's generally a bad idea to send somebody in without very high quality armour, a personal shield, and a minimum of a mediocre plasteel longsword.
 
  
'''Combat Power''': 160<br>
+
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 (spike trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.
'''Average Gear Quality''': Normal<br>
 
'''Weapon Budget''': 5000 Silver
 
  
===Centipede===
+
However, in open bases they are even worse than regular raiders as they come in smaller numbers.
Centipedes are the opposite of scythers: slow-moving, lumbering hunks of metal that can take a considerable beating to take down. As they move so slowly, it is almost feasible to pound them with [[mortar]]s if possible - as opposed to risking a colonist's life and limb. Although generally of little threat to solitary targets due to forced miss radius (unless wielding an [[inferno cannon]]) due to forced miss radius, centipedes can be highly destructive against groups of people that dare step in their way. Centipedes can be equipped with [[minigun]]s, [[heavy charge blaster]]s, or inferno cannons.
 
  
'''Combat Power''': 290<br>
+
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.
'''Average Gear Quality''': Normal<br>
 
'''Weapon Budget''': 8000 Silver
 
  
=Raiders' Strategies=
+
<gallery mode="packed-hover">
=== Immediate Attack ===
+
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.
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.
+
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.
=== Immediate Attack Smart ===
+
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.
Like Immediate Attack, but the raiders are unusually clever in their tactics because they 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.
+
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.
=== Preparation ===
+
File:Sappers demise.png|5: Sappers are defeated.
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.
+
</gallery>
=== Sappers ===
 
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony but not attack. They will instead mine a separate way into your colony away from your defenses.
 
  
This can be a fairly dangerous way (to you) for them to try and attack, especially in mountain bases which tend to have defenses concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much.
+
=== Breachers ===
 +
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}
  
On the other hand, in most open bases, they are mostly no better than regular raiders, and can be dealt with as such.
+
Much like sappers, raiders will utilize their tools to easily breach past your walls. Breachers, like sappers, target assigned sleeping positions. Unlike Sappers, however, breachers come equipped with tools designed to destroy walls easily regardless of their mining skill.
 +
* [[Tribals]] use pawns equipped with [[breach axe]]s.
 +
* [[Outlanders]], [[Pirates]], and [[Empire|Imperials]]{{RoyaltyIcon}} use [[frag grenade|frag grenadiers]].
 +
* Mechanoids utilize the [[thump cannon]]-wielding [[Termite]].  
  
=== Siege ===
+
Unlike sappers, they mostly target colony-built walls in their direct path, instead of mining the shortest route. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range. Breachers will not attack passable player buildings, and instead only target impassable buildings like walls.
Raiders, upon entering the edges of the map, will proceed to receive supplies ([[steel]], [[packaged survival meal]]s, [[component]]s, and [[mortar shell]]s) from drop pods and construct any number of the following:
 
*Mortars
 
*Incendiary Mortars
 
*Sandbags
 
  
They will always construct two mortars, regardless of the number of raiders.
+
They ignore walls that are not owned by the colonist unless there are no pathways around them, making it more difficult to trick the breachers into unintentionally opening the ancient shrines.
  
After constructing the amount they desire, they will proceed to bombard the colony with mortar shells, potentially causing a great deal of damage.  
+
Unlike sappers, which usually come in small numbers of raiders, breachers are always followed by a ton of raiding pawns, or Centipedes in the case of Termite, which covers the disadvantageous issue that the Sapping raid in the open has with. This kind of raid will appear more frequently if the colony's wealth is high enough.
  
During the siege, food and mortar shells will be continuously replenished upon running out through drop pods, with each containing 12 of packaged survival meals or shells.
+
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location. The faint "blueprint" for the base is not visible until the resources are dropped.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.]]
  
Oddly, they rarely use the best constructors when building.
+
=== Siege ===
 +
{{See also|Auto-mortar}}
 +
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}}
  
= Defense Strategies =
+
Raiders enter your map from an edge and head towards a point well outside your base to set up a makeshift siege base. Once there, drop pods supply them with ample resources to construct 2 [[mortar]]s ([[steel]], [[component]]s, and both [[high-explosive shell]]s and [[incendiary shell]]s). They also get some [[cloth]] to create [[sandbags]] as cover, and [[packaged survival meal]]s. Two random raiders will begin constructing the mortars (one each), and a few more will throw the sandbags down while the rest stand guard.
  
Raiders will attack randomly chosen constructed objects and colonists. They will not attack [[prisoners]], natural rock walls (not the case for sappers, [[animals]] (unless the animals are hostile or tamed) or unpowered turrets. Raiders will usually set fire to crops in growing zones, [[power]] generation or conduits, [[wall]]s, [[nutrient paste dispenser]]s, [[equipment rack]]s, [[orbital trade beacon]]s; they will melee-attack [[Standing_lamp|lamps]], [[bed]]s, [[stool]]s, [[Table_(short)|short tables]], [[Table_(long)|long tables]], and [[door]]s; they also use [[Molotov_cocktails|molotovs]] and [[frag grenades]] on [[improvised turret|turrets]]s, [[sandbag]]s, or other targets, and some use [[EMP grenades]] to stun your turrets. It is thus recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance. 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.
+
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and waste that mortar's resources.  As they will not get additional components, this will make any bombardment half as damaging.
 +
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]]
 +
Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony. Valid targets appear to be colonists and buildings but not player owned animals.  
  
===Raider Preparation===
+
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.
  
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 [[Buildings#Solar generator|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 [[Deadfall trap|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.
+
A siege will begin their direct assault of the player colony under a few conditions. The siege will begin their assault after a random amount of time between 1.5 and 3 days has past. Every time a sieger takes damage there's an 8% chance the siege assaults directly.
  
===Siege defense===
+
=== 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.
  
When faced with a siege, there are a few coping strategies you can use.
+
=== 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.
  
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.
+
=== Drop pod scatter ===
 +
Enemies capable of drop pods have a chance of launching a raiding party onto the map via said pods at random points scattered around the map. Due to the fact they can drop through roofs, this type of attack can be incredibly devastating, as they can bypass all of your external defenses and immediately start setting fires, attacking colonists, and destroying furniture. The layout of your base and the room they choose to drop in can also make it very difficult to set up a sufficient defense, as they may drop into an extremely unfortunate location, such as a cramped storage room with lots of things to burn and destroy, and no good way to attack them beyond filing all of your fighting colonists into the room and hoping for the best or attempting to shoot through the door. While the raiders themselves will most likely be easy enough to kill, it is likely they will have ample opportunity to cause tons of damage before they can be stopped. Setting up ample fire defenses and having a defense plan for all potential drop points can help limit the amount of damage they can cause, although it’s almost guaranteed they will be able to cause at least some damage if they drop directly into a room.
  
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, although killing them prompts them to assault your colony directly instead of sieging.
+
===Emerge from water===
 +
{{Stub|section=1|reason=Added in 1.5}}
 +
Mechanoids can emerge from bodies of water (including rivers{{Check Tag|Lakes?|Probably not small lakes. Maybe it has to be connected to the map edge?}}) to attack your colony.
  
[[Incendiary mortar]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. This way, 2 mortars are enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby.
+
=== Weapon-specific raids ===
 +
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.
  
[[EMP mortar]]s are extremely efficient siege-breakers; they can easily detonate the mortar shells, killing nearby raiders, as well as stun the mortars, preventing them from firing. Sometimes only 1-2 shells are enough to prompt them to attack.
+
==== 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.
  
=== Mortar Tactics ===
+
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.
  
A mortar attack on siege and raids can be effective while the attackers are still preparing. It's fun and most times raiders would flee before begin their assault due to huge losses of men during preparation.
+
==== Sniper party ====
 +
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.
  
Due to inaccuracy, it takes at least 4 mortars to be effective, and around 8 mortars will be enough for most attacks. Do note that each mortar needs its own shell storage, mortar shells can stack up to 25, you will need around 200 shells for 8 mortars to work effectively/automatically (manually un-man the turret can solve this issue)
+
==== 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.
  
Note that [[Armor#Personal_shield|personal shields]] can easily mitigate the damage from the mortars, so be careful when facing enemies equipped with these. EMP mortars are a good way of dealing with shields, as they instantly down them and have a much larger radius.
+
== Raid strength ==
 +
{{Main|Raid points}}
 +
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.
  
=== Melee charges ===
+
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.
  
Pirates or Outlanders can come with all melee charges complete with [[personal shield]]s. This can prove an extreme threat to colonies, especially as they charge towards the colonists directly with their personal shields blocking large amounts of gunfire.
+
For a full technical breakdown; see [[Raid points]]
 +
<!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet
 +
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.
  
However, they are often poorly equipped, aside from the shields; they aren't particularly well-clothed or armored, and their weapons are often of low quality. They are also highly vulnerable when their shields are down.
+
=== 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.
  
Ideally you will want to have a few brawlers on your own, preferably with better equipment, such as full armor and quality weapons to fight the incoming charge.
+
The base formula for raid points could be expressed as follows:
  
If you happen to not have enough brawlers to handle the charge, attempt to concentrate fire to break the shields, then kill any unshielded raiders. If they do come close, get your colonists to fire point-blank at them if it deals more damage than unarmed, otherwise assign 2 colonists to beat up each attacker.
+
{{math|big=0|P {{=}} (( C &times; 42 ) + ( iW &divide; 100 ) + ( bW &divide; 200 )) &times; ( sR &times; lR ) &times; D &times; T &times; R}}
  
Explosive weapons are not very useful on them due to their shields protecting them, but you can still try and break their shields with them. <br>
+
{| {{STDT| c_01 text-left}}
Incendiary weapons penetrate the shield and set the raider on fire, distracting them. While their shields block gunfire, the distraction makes it easier for it to be broken, and makes there be fewer enemies engaging your colonists at a time.<br>
+
|-
EMP weapons can be used to devastating effect by downing their shields, leaving them to the mercy of your colonists' gunfire.
+
! 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.
 +
|}
  
=== Mechanoid assaults ===
+
====Ramp-up factors====
 +
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:
  
Mechanoids only come in 2 types, Scythers and Centipedes. They have much differing stats and weapons, meaning different tactics may be used.
+
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.
  
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.
+
'''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.
  
Scythers are capable of long-range attacks, and are extremely deadly with melee. If fighting it from a distance, cover along with long-ranged weapons such as [[sniper rifle]]s or [[survival rifle]]s are vital. <br>
+
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):
Despite its high melee damage, sometimes melee fighting it may be better, as long as you have good enough armor and weapons.
 
  
=== Tribal raids ===
+
{| {{STDT| c_01 text-center}}
 +
! 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
 +
|- newline
 +
! 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
 +
|}
  
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it requires a different strategy compared to pirate or outlander raids.
+
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.
  
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. <br>
+
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:
However, as tribalwear does not provide protection and they do not wear any form of 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.
+
    IF P > 1000 THEN
 +
        IF P > 2000 THEN
 +
            P = 2000 + (P - 2000) * 0.5
 +
        P = 1000 + (P - 1000) * 0.5
  
Their archers are dangerous
+
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.
  
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.
+
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.
  
===Dealing with Explosives===
+
====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.
  
Raiders wielding explosives can be a serious threat to colonists, especially those equipped with the [[Doomsday rocket launcher]] or [[triple rocket launcher]].
+
The values in the formula will be as follows:
  
====Thrown explosives====
+
'''C''' = 4<br>
 +
'''iW''' = 11000<br>
 +
'''bW''' = 4000<br>
 +
'''sR''' = 1<br>
 +
'''lR''' = 1<br>
 +
'''D''' = 0.65<br>
 +
'''T''' = 0.7<br>
 +
'''R''' = 0.9
  
Raiders with thrown explosives are horribly short-ranged, giving your colonists a chance to shoot them down before they can even throw a single grenade.
+
Plugging these values into the formula:
  
As [[frag grenades]] have a fuse and small radius, evacuating colonists can safely avoid the damage.
+
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or<br>
 +
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or<br>
 +
'''P = 298 * 0.4095''' thus<br>
 +
'''P = 122.031''' or<br>
 +
'''P = 122'''
  
[[Molotov cocktail]]s explode instantly, and can set your colonists on fire; while they do not cause as much direct damage as frags, they can cause your colonists to exit cover and run around erratically, exposing them to gunfire. Downed colonists will certainly die from fire unless extinguished or rescued. <br>
+
Therefore, the raid will be 122 points.
The fires started can also be damaging to your base and can burn down vital structures such as power conduits and generators.
+
-->
  
[[Incendiary launcher]]s are functionally the same, however they have a longer range, making them harder to deal with.
+
== Defense strategies ==
 +
''For a more comprehensive list of strategies, see [[Defense tactics]].'' <br>
 +
''For constructed defenses to hold against raiders, see [[Defense structures]].''
  
[[EMP grenades]] are less dangerous overall, as they do no physical damage; still, they pose some threat to melee brawlers by downing their shields, as well as stun turrets.
+
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.
  
====Rocket launchers====
+
=== 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 [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left.
  
Raiders with rocket launchers are arguably more dangerous, due to their long range and high damage explosive attacks that can easily down, maim or kill several colonists at once.
+
=== Siege defense ===
 +
When faced with a siege, there are a few coping strategies you can use.
  
However, they are not good shooters; they don't have much qualms about injuring their comrades at all, even if there's only 1 lone colonist but many of their fellow raiders around them. This can be exploited simply by making a colonist equipped with a [[Armor#personal_shield|personal shield]] run towards them. They will often hit their allies, especially when using the Doomsday rocket launcher, while the shield will block the damage from the explosion. <br>
+
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.
Note that this is somewhat risky as your colonist's shield is likely to be broken from the resulting concentrated gunfire even if it did survive the blast; afterwards, your colonist may be injured, downed or even killed. Still better than having many colonists die from a rocket launcher though.
 
  
Alternatively, you can use one of your more expendable battle animals to charge the attackers; this has the same effect except your animal will most likely die from the rockets.
+
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.
  
== Defensive Construction ==
+
=== Mechanoid assaults ===
 +
Mechanoids have much differing stats and weapons, meaning different tactics may be used.
  
The below shows ways you can build a base to repel attacks.
+
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.
  
=== Perimeter sandbags ===
+
==== Lancers ====
An essential way to defend a large base if you don't want to build killboxes (see below) or the like, this simply involves surrounding your base with [[sandbags]]. This provides essential cover from gunfire, stopping 65% of the bullets that will otherwise hit your colonists.
+
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 rifle]]s or [[bolt-action rifle]]s are vital.
  
=== Turret Nested Entryway ===
+
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.
Turreted outside areas are generally only viable for the first several raids (in [[Tough Cassandra Classic]]), after which the areas will quickly get overwhelmed each raid due to not being able to focus fire on the spread-out raiders. While protecting the outside starting area, you want to rapidly pause the game during raids and give orders to repair damaged turrets. Turrets should each get their own sandbags to reduce incoming fire both to the turret and the colonist behind the turret repairing/shooting.
 
  
Putting a turreted defense in an underground base with a narrow entrance and wide turreted area is best because it forces the raiders to take a single-file approach to where all the turrets will be able to fire on them. There should be more than one line of turrets so that the innermost line or lines can be used to position colonists where they are not immediately under threat from grenades (grenadiers will target the closest turrets first) or if colonists are positioned closer so they can repair, to retreat colonists further back when turrets are about to be or have been destroyed. Every line of turrets should have a line of sandbags directly in front and every supporting wall/rock should also have sandbags to lessen the likelihood of collapse due to collateral damage. Turrets should not be placed directly (within three tiles) next to wall/rock or other turrets for the same reason, as they explode when they run out of health. Outside or in front of the defense area, you can put blasting charge minefields in areas they are likely to group up in.
+
==== 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.
  
Remember that raiders will run from exploding turrets!
+
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies. A thrumbo could beat up one easily, they are strong enough that even a calf could kill one in a 1v1.
  
=== Minelaying ===
+
==== Pikemen ====
Early on, you want to focus on armed colonist defense with turrets, but as the raiders grow in number, it becomes more efficient to use a bit of metal to kill several at once than to invest a lot of metal in a turret that costs nothing to fire, but will explode rapidly due to large raider groups.
+
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.
[[IED trap]]s are extremely effective when used correctly, and the raiders will make some (but not usually enough) of an attempt to avoid them, which can force them into a single-file line even before they reach the entrance.  
 
  
Note that IED traps have a delay before exploding, allowing some raiders to escape.
+
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.
  
=== Killboxes ===
+
==== Centipedes ====
Killboxes are in general heavily trapped, armed areas where enemies are funneled to so they can be destroyed easily.
+
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.
  
They almost always consist of a funnel which directs raiders into it, like a wall with a single opening. <br>
+
The inferno cannon is not as directly destructive towards your colonists, but is dangerous due to the [[fire]] it spreads - destroying defenses and bases, causing burning pawns to run out of cover, and preventing movement. 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.
Raiders will then trickle in, allowing colonists or turrets to concentrate fire on them.
 
  
This is an extremely effective way to defeat most raids, as the enemies will often be overwhelmed by the sheer firepower raining on them. It also allows effective use of traps, as funneling enemies greatly increases the chance one's going to trigger them.
+
Engaging it in melee is not recommended due to its armor, high health and heavy damage.
  
Note that sappers will attempt to mine into the base away from the killboxes, so make sure you have an effective coping strategy.
+
=== 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.
  
=== "Attention Suppressor" Entryway ===
+
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. <br>
Once you have lots of bulk materials, but don't have enough industry to build proper defenses, you can build an attention suppressor out front of your basic defensive line. This is usually out of [[wood]], although the flammability of wood is a problem.
+
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.
  
Start like you're making a 29×29 room(27×27 interior), but instead of doors, just leave one-tile openings at opposite ends. That way it doesn't get a roof. If needed, use a [[no roof area]]. Down the middle of the attention suppressor leave an open path, 3 tiles wide, which will actually be travelled by your colonists. Pack the sides with alternating walls, leaving numerous blind alleys branching off the open path. The attention suppressor should look like two giant combs facing each other across the path, or perhaps like a cutaway of an especially-blocky sound suppressor.
+
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.
  
'''Diagram:'''
+
Explosive weapons are also useful in crowd control.
  
<pre>
+
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. <br>
#############  #############
+
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. <br>
#                          #
 
#############  #############
 
#                          #
 
#############  #############
 
#                          #
 
#############  #############
 
#                          #
 
#############  #############
 
#                          #
 
...and so on
 
</pre>
 
  
A raider entering through an attention suppressor is presented with numerous blind alleys, each one of which could hold something important. Raiders will typically only resist the lure of a dozen or so blind alleys, after which they'll turn off into a blind alley to look for something to attack. In many cases they'll attack the walls, but the general effect is that a raiding force will spend a long time milling around in the attention suppressor, deeply distracted, and slowly trickle out of it toward your base alone, or (for a large raid) in twos and threes. This slow trickle of raiders is easily handled by a few colonists with basic weapons, or later a few turrets and a [[Menus#Repair|repair]]er.
+
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.
  
Colonists and visitors with specific business on one side or the other of the attention suppressor will go quickly down the middle without being distracted. However, colonists pursuing [[joy]] activities like going for a walk will usually be diverted to do so in the blind alleys of the attention suppressor. As a result, it's not safe to fill with deathtraps.
+
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.
  
 +
== Version history ==
 +
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.
 +
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.
 +
* [[Version/0.5.492|0.5.492]] -  Sieges added.
 +
* [[Version/0.11.877|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.
 +
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?
 +
* Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
 +
* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.
 +
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels.
 +
* [[Version/1.3.3200|1.3.3200]] - Adjusted human factions' raid strategy selection weights for slightly more variation. Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
 +
* [[Version/1.4.3524|1.4.3524]] - Fix: Breach raids not spawning.
  
 +
{{nav|factions|wide}}
 
[[Category:Characters]]
 
[[Category:Characters]]
[[Category:Events]]
 

Latest revision as of 03:15, 13 November 2024

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 layout preview.png

Raiders are essentially the main antagonists of RimWorld. They are predatory enemies who appear in events called "Raids" and are sent by the storyteller or by player accepted quests. 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 a raid event is spawned. Human raiders continue to attack until one of several conditions are met. Mechanoid raiders continue to attack indefinitely. 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[edit]

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[edit]

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[edit]

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.

Loot[edit]

Raiders can spawn carrying additional items unrelated to their pawnkind and their combat role. These function as an additional reward for defeating the raid. These items spawn inside the inventories of some raiders and are dropped on their being downed. The type of loot depends on the faction the raider is from. Note that while drugs and resources do spawn as part of this loot, it is in addition to that spawned for addictions and siege construction.

The total market value of the loot is proportional to the raid points of the raid it spawns in. The loot may spawn on one raider or it may be distributed across several individuals. Note that the value does not increase after 4000 raid points.

Loot market value by Raid points

The items that compose the loot vary and are themed to the faction performing the raid. The options are:

Mechanoid Hive Outlanders Tribals Pirates EmpireContent added by the Royalty DLC

Humanlike[edit]

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.

This note is temporary and needs to be processed normally. As a result of experiments, it was found out how many raid points some entities generate Devouver-250 Himera- 135 Gorehulk- 75 Shumbler- 50 Flechbeasts cinkhole- 800 Sightstealer- 140

Tribals[edit]

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

  • Pawn Kind Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Villager
    Tribal child.png
    30 HP: 50~180%
    Avg. Quality: Poor
    Budget: 180~350
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, KidParka.png Kid parka Content added by the Biotech DLC, KidTribalwear.png Kid tribalwear Content added by the Biotech DLC
    Budget: 0
    Budget: 50~50
    3% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot
    51x Pemmican Pawn Group Development Stage: Child
    Race: Human
    Default Faction Type: Civil Tribe
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 17~27
    Penitent
    Tribal penitent.png
    40 HP: 20~110%
    Avg. Quality: Poor
    Budget: 50~100
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 90~150
    Available:
    Knife.png Knife, Club.png Club
    Budget: 50~50
    15% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot
    0 Nutrition Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Chemical Addiction Chance: 10%
    Initial Will Range: 0~1
    Initial Resistance Range: 10~17
    Archer
    Tribal archer.png
    45 HP: 50~180%
    Avg. Quality: Poor
    Budget: 180~350
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 80~80
    Available:
    ShortBow.png Short bow
    Budget: 50~50
    3% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot
    51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Disallowed Traits: Brawler
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 17~27
    Warrior
    Tribal warrior.png
    50 HP: 50~180%
    Avg. Quality: Poor
    Budget: 200~300
    Required: Veil Veil
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 150~150
    Available:
    Ikwa.png Ikwa
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    canBeSapper
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 5~9
    Breacher
    Tribal breacher
    55 HP: 50~180%
    Avg. Quality: Poor
    Budget 200~300
    Required: Veil Veil
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 150~150
    Available: BreachAxe.png Breach axe
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 12~19
    Can Be Sapper: true
    Is Good Breacher: true
    Hunter
    Tribal hunter.png
    60 HP: 50~180% Budget: 200~300
    Required: Veil Veil
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 100~100
    Available:
    RecurveBow.png Recurve bow
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Backstories: Tribal (Childhood) and Tribal Hunter (Adulthood)
    Disallowed Traits: Brawler
    Required Work Types: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 10~16
    Trader
    Tribal trader.png
    60 HP: 50~180% Budget: 200~300
    Required: Tribal headdress Tribal headdress
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 100~100
    Available:
    RecurveBow.png Recurve bow
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Backstories: Tribal (Childhood) and Tribal Hunter (Adulthood)
    Disallowed Traits: Brawler
    Required Work Types: Violent
    Trader
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 9~15
    Berserker
    Tribal berserker.png
    65 - Budget: 200~550
    Required: War mask War mask
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 300~300
    Available:
    Spear.png Spear
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    canBeSapper
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 13~20
    Heavy archer
    Tribal heavy archer.png
    75 - Budget: 200~550
    Required: War mask War mask
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 250~250
    Available:
    GreatBow.png Greatbow, Pila.png Pila
    - 51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Disallowed Traits: Brawler
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 14~22
    Berserker chief
    Tribal berserker chief.png
    85 Avg. Quality: Normal Budget: 450~750
    Required: Tribal headdress Tribal headdress, Plate armor Plate armor
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 500~1000
    Available:
    Longsword.png Longsword, Spear.png Spear
    - 51x Pemmican Age Range: 30~999
    Race: Human
    Default Faction Type: Civil Tribe
    Faction Leader
    canBeSapper
    Required Work Tags: Violent
    Chemical Addiction Chance: 5%
    Initial Will Range: 3~5
    Initial Resistance Range: 38~58
    Archer chief


    Tribal archer chief.png

    85 Avg. Quality: Normal Budget: 450~750
    Required: Tribal headdress Tribal headdress, Plate armor Plate armor
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC, Headwrap.png Headwrap Content added by the Ideology DLC, Visage mask.png Visage mask Content added by the Ideology DLC, Parka.png Parka, Tribalwear.png Tribalwear
    Budget: 500~1000
    Available:
    GreatBow.png Greatbow
    - 51x Pemmican Age Range: 30~999
    Race: Human
    Default Faction Type: Civil Tribe
    Faction Leader
    canBeSapper
    Required Work Tags: Violent
    Disallowed Traits: Brawler
    Chemical Addiction Chance: 5%
    Initial Will Range: 3~5
    Initial Resistance Range: 16~26
  • Pirates[edit]

    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 Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Drifter
    Drifter.png
    35 HP: 20~60%
    Avg. Quality: Poor
    Budget: 90~280
    Allow Headgear Chance: 20%
    Available: Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, GasMask.png Gas mask Content added by the Biotech DLC, Parka.png Parka, Button-Down Shirt.png Button-down shirt, Pants.png Pants, T-Shirt.png T-shirt
    Budget: 60~200
    Biocoded Chance: 10%
    Available:
    Knife.png Knife, Club.png Club
    Budget: 50~50
    15% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot
    0 Nutrition
    10% chance for: 1x Herbal medicine Herbal medicine
    Age Range: Any
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (5% Commonality)
    Chemical Addiction Chance: 12%
    Initial Will Range: 0~1
    Initial Resistance Range: 7~12
    Scavenger gunner
    Scavenger gunner.png
    50 HP: 40~110%
    Avg. Quality: Poor
    Budget: 300~500
    Allow Headgear Chance: 40%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, GasMask.png Gas mask Content added by the Biotech DLC, Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket, Parka.png Parka, Pants.png Pants, T-Shirt.png T-shirt, Button-Down Shirt.png Button-down shirt
    Budget: 200~300
    Biocoded Chance: 10%
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol, Machine pistol.png Machine pistol, Pump shotgun.png Pump shotgun, Bolt-action rifle.png Bolt-action rifle
    Budget: 50~50
    4% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot
    2.55 Nutrition
    5% chance for: Medicine Medicine
    Age Range: Any
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (5% Commonality)
    Chemical Addiction Chance: 12%
    Initial Will Range: 1~3
    Initial Resistance Range: 17~26
    Scavenger thrasher
    Scavenger thrasher.png
    50 HP: 40~110%
    Avg. Quality: Poor
    Budget: 300~800
    Allow Headgear Chance: 40%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, GasMask.png Gas mask Content added by the Biotech DLC, Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket, Parka.png Parka, Pants.png Pants, T-Shirt.png T-shirt, Button-Down Shirt.png Button-down shirt
    Budget: 100~160
    Biocoded Chance: 10%
    Available:
    Axe.png Axe Content added by the Royalty DLC, Knife.png Knife, Mace.png Mace, Gladius.png Gladius, Warhammer.png Warhammer Content added by the Royalty DLC, Club.png Club
    Budget: 50~50
    4% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot
    2.55 Nutrition
    5% chance for: Medicine Medicine
    Age Range: Any
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (5% Commonality)
    canBeSapper: true
    Chemical Addiction Chance: 12%
    Initial Will Range: 1~3
    Initial Resistance Range: 14~23
    Pirate gunner
    Pirate gunner.png
    65 HP: 70~230% Budget: 400~1000
    Allow Headgear Chance: 70%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, 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, Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket, Parka.png Parka, Pants.png Pants, T-Shirt.png T-shirt, Button-Down Shirt.png Button-down shirt... further results
    Budget: 250~345
    Biocoded Chance: 20%
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol, Machine pistol.png Machine pistol, Bolt-action rifle.png Bolt-action rifle, Pump shotgun.png Pump shotgun, Incendiary launcher.png Incendiary launcher
    Budget: 50~800
    4% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden foot, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic leg, Health item prosthetic.png Prosthetic arm, 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
    2.55 Nutrition
    10% chance of: 1x Medicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (5% Commonality)
    Chemical Addiction Chance: 12%
    Initial Will Range: 2~3
    Initial Resistance Range: 7~12
  • Outlanders[edit]

    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 Kind Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Villager (Child)
    Villager child.png
    45 HP: 20~200%
    Avg. Quality: Poor
    Budget: 200~400
    Allow Headgear Chance: 40%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, GasMask.png Gas mask Content added by the Biotech DLC, KidParka.png Kid parka Content added by the Biotech DLC, KidRomper.png Kid romper Content added by the Biotech DLC, KidPants.png Kid pants Content added by the Biotech DLC, KidShirt.png Kid shirt Content added by the Biotech DLC
    Budget: 0
    Available:
    Knife.png Knife
    Budget: 50~600
    6% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden foot, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic leg, Health item prosthetic.png Prosthetic arm, 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
    2.55 Nutrition Pawn Group Development Stage: Child
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (5% Commonality)
    isFighter: false
    Chemical Addiction Chance: 5%
    Initial Will Range: 0~1
    Initial Resistance Range: 10~17
    Villager
    Villager.png
    45 HP: 20~200%
    Avg. Quality: Poor
    Budget: 200~400
    Allow Headgear Chance: 40%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, GasMask.png Gas mask Content added by the Biotech DLC, Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket, Parka.png Parka, Pants.png Pants, T-Shirt.png T-shirt, Button-Down Shirt.png Button-down shirt
    Budget: 65~250
    Available:
    Knife.png Knife, Revolver.png Revolver, Autopistol.png Autopistol, Machine pistol.png Machine pistol
    Budget: 50~600
    6% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden foot, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic leg, Health item prosthetic.png Prosthetic arm, 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
    2.55 Nutrition Age Range: Any
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (5% Commonality)
    isFighter: false
    Chemical Addiction Chance: 5%
    Initial Will Range: 0~1
    Initial Resistance Range: 10~17
    Town guard
    Town guard.png
    60 HP: 60~200%
    Budget: 400~600
    Allow Headgear Chance: 40%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, GasMask.png Gas mask Content added by the Biotech DLC, M1Helmet.png Simple helmet, PsychicFoilHelmet.png Psychic foil helmet, ArmorVest.png Flak vest, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka, Button-Down Shirt.png Button-down shirt... further results
    Budget: 250~400
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol, Machine pistol.png Machine pistol, Bolt-action rifle.png Bolt-action rifle, Pump shotgun.png Pump shotgun, Incendiary launcher.png Incendiary launcher, HeavySMG.png Heavy SMG... further results
    Budget: 200~700
    4% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Wooden foot, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic leg, Health item prosthetic.png Prosthetic arm, 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
    2.55 Nutrition Age Range: Any
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (5% Commonality)
    isFighter: true
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~3
    Initial Resistance Range: 15~24
    Town trader
    Town trader.png
    45 HP: 100%
    Avg. Quality: Normal
    Budget: 400~600
    Required: BowlerHat.png Bowler hat
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, GasMask.png Gas mask Content added by the Biotech DLC, PsychicFoilHelmet.png Psychic foil helmet, KevlarHelmet.png Flak helmet, M1Helmet.png Simple helmet, ArmorVest.png Flak vest, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka, Pants.png Pants... further results
    Budget: 200~200
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol
    Budget: 600~1500
    15% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic leg, Health item prosthetic.png Prosthetic arm, 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... further results
    2.55 Nutrition Age Range: Any
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (5% Commonality)
    Trader: true
    isFighter: false
    Xenotypes: 4% Highmate Highmate
    Chemical Addiction Chance: 5%
    Initial Will Range: 2~4
    Initial Resistance Range: 12~20
    Town councilman
    Town councilman.png
    40 HP: 100%
    Avg. Quality: Good
    Budget: 700~1200
    Required: BowlerHat.png Bowler hat
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, GasMask.png Gas mask Content added by the Biotech DLC, PsychicFoilHelmet.png Psychic foil helmet, M1Helmet.png Simple helmet, ArmorVest.png Flak vest, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka, Pants.png Pants, Button-Down Shirt.png Button-down shirt... further results
    Budget: 200~200
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol
    Budget: 600~1500
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic leg, Health item prosthetic.png Prosthetic arm, 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 Coagulator Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC... further results
    2.55 Nutrition Age Range: At least 30
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (5% Commonality)
    Faction Leader: true
    isFighter: false
    Chemical Addiction Chance: 5%
    Initial Will Range: 3~5
    Initial Resistance Range: 7~11
  • Mercenaries[edit]

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

  • Pawn Type Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Grenadier
    Grenadier.png
    70 HP: 70~230%
    Avg. Quality: Normal
    Budget: 400~700
    Allow Headgear Chance: 50%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, GasMask.png Gas mask Content added by the Biotech DLC, M1Helmet.png Simple helmet, PsychicFoilHelmet.png Psychic foil helmet, ArmorVest.png Flak vest, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka, Button-Down Shirt.png Button-down shirt... further results
    Budget: 500~500
    Biocoded Chance: 10%
    Available:
    Molotov.png Molotov cocktails, FragGrenades.png Frag grenades
    Budget: 500~500
    5% 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, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC
    2.55 Nutrition
    15% chance for: 0~2x Go juice Go juice or Yayo Yayo
    5% chance for: 1xMedicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits: Brawler
    canBeSapper: true
    isGoodBreacher: true
    Chemical Addiction Chance: 10%
    Initial Will Range: 1~3
    Initial Resistance Range: 10~16
    EMP grenadier
    EMP grenadier.png
    55 HP: 70~230%
    Avg. Quality: Normal
    Budget: 400~700
    Allow Headgear Chance: 50%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, GasMask.png Gas mask Content added by the Biotech DLC, M1Helmet.png Simple helmet, PsychicFoilHelmet.png Psychic foil helmet, ArmorVest.png Flak vest, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka, Button-Down Shirt.png Button-down shirt... further results
    Budget: 500~500
    Biocoded Chance: 10%
    Available:
    EMP grenades.png EMP grenades
    Budget: 500~500
    5% 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, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC
    2.55 Nutrition
    15% chance for: 0~2x Go juice Go juice or Yayo Yayo
    5% chance for: 1xMedicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits: Brawler
    Chemical Addiction Chance: 10%
    Initial Will Range: 1~3
    Initial Resistance Range: 15~24
    Smoke grenadier
    Smoke grenadier.png
    55 HP: 70~230%
    Avg. Quality: Normal
    Budget: 400~700
    Allow Headgear Chance: 50%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, GasMask.png Gas mask Content added by the Biotech DLC, M1Helmet.png Simple helmet, PsychicFoilHelmet.png Psychic foil helmet, ArmorVest.png Flak vest, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka, Button-Down Shirt.png Button-down shirt... further results
    Budget: 400~400
    Biocoded Chance: 10%
    Available:
    SmokeLauncher.png Smoke launcher
    Budget: 500~500
    5% 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, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC
    2.55 Nutrition
    15% chance for: 0~2x Go juice Go juice or Yayo Yayo
    5% chance for: 1xMedicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits: Brawler
    Chemical Addiction Chance: 10%
    Initial Will Range: 1~3
    Initial Resistance Range: 18~28
    Mercenary gunner
    Mercenary gunner.png
    85 HP: 70~320%
    Avg. Quality: Normal
    Budget: 1000~1500
    Allow Headgear Chance: 50%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, 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, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka... further results
    Budget: 330~650
    Biocoded Chance: 20%
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol, Machine pistol.png Machine pistol, Bolt-action rifle.png Bolt-action rifle, Pump shotgun.png Pump shotgun, Incendiary launcher.png Incendiary launcher, HeavySMG.png Heavy SMG, ChainShotgun.png Chain shotgun, LMG.png LMG... further results
    Budget: 700~1200
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, 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 Coagulator Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC... further results
    2.55 Nutrition
    5% chance for: 0~2x Go juice Go juice or Yayo Yayo
    10% chance for: 1x Medicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits: Brawler
    Forced Traits: 4~14 Shooting
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 6~10
    Mercenary gunner (Death acidifier)
    Mercenary gunner (Death acidifier).png
    85 HP: 70~320%
    Avg. Quality: Normal
    Budget: 1000~1500
    Allow Headgear Chance: 50%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, 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, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka... further results
    Budget: 330~650
    Biocoded Chance: 20%
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol, Machine pistol.png Machine pistol, Bolt-action rifle.png Bolt-action rifle, Pump shotgun.png Pump shotgun, Incendiary launcher.png Incendiary launcher, HeavySMG.png Heavy SMG, ChainShotgun.png Chain shotgun, LMG.png LMG... further results
    Budget: 700~1200
    Required: Death acidifier Death acidifier
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, 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 Coagulator Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC... further results
    2.55 Nutrition
    5% chance for: 0~2x Go juice Go juice or Yayo Yayo
    10% chance for: 1x Medicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits: Brawler
    Forced Traits: 4~14 Shooting
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 10~16
    Mercenary sniper
    Mercenary sniper.png
    110 HP: 70~320%
    Avg. Quality: Normal
    Budget: 1000~1500
    Allow Headgear Chance: 50%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, 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, Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket, Parka.png Parka, Pants.png Pants, T-Shirt.png T-shirt, Button-Down Shirt.png Button-down shirt... further results
    Budget: 600~600
    Biocoded Chance: 20%
    Available:
    SniperRifle.png Sniper rifle
    Budget: 700~1200
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, 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 Coagulator Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC... further results
    2.55 Nutrition
    15% chance for: 0~2x Go juice Go juice or Yayo Yayo
    10% chance for: 1x Medicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits:
    Forced Skills: 8~16 Shooting
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 13~20
    Mercenary sniper (Death acidifier)
    Mercenary sniper (Death acidifier).png
    110 HP: 70~320%
    Avg. Quality: Normal
    Budget: 1000~1500
    Allow Headgear Chance: 50%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, 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, Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket, Parka.png Parka, Pants.png Pants, T-Shirt.png T-shirt, Button-Down Shirt.png Button-down shirt... further results
    Budget: 600~600
    Biocoded Chance: 20%
    Available:
    SniperRifle.png Sniper rifle
    Budget: 700~1200
    Required: Death acidifier Death acidifier
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, 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 Coagulator Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC... further results
    2.55 Nutrition
    15% chance for: 0~2x Go juice Go juice or Yayo Yayo
    10% chance for: 1x Medicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits:
    Forced Skills: 8~16 Shooting
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 14~23
    Mercenary slasher
    Mercenary slasher.png
    140 HP: 70~320%
    Avg. Quality: Normal
    Budget: 300~1400
    Required: Shield belt Shield belt
    Allow Headgear Chance: 0%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, 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, Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket, Parka.png Parka, Pants.png Pants, T-Shirt.png T-shirt, Button-Down Shirt.png Button-down shirt... further results
    Budget: 200~500
    Biocoded Chance: 20%
    Available:
    Axe.png Axe Content added by the Royalty DLC, Longsword.png Longsword, Spear.png Spear, Gladius.png Gladius, Mace.png Mace, Warhammer.png Warhammer Content added by the Royalty DLC
    Budget: 700~1200
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, 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 Coagulator Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC... further results
    2.55 Nutrition
    15% chance for: 0~2x Go juice Go juice or Yayo Yayo
    10% chance for: 1x Medicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits:
    canBeSapper: true
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 10~16
    Mercenary slasher (Death acidifier)
    Mercenary slasher (Death acidifier).png
    140 HP: 70~320%
    Avg. Quality: Normal
    Budget: 300~1400
    Required: Shield belt Shield belt
    Allow Headgear Chance: 0%
    Available: BowlerHat.png Bowler hat, Tuque.png Tuque, CowboyHat.png Cowboy hat, 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, Flak jacket.png Flak jacket, Duster.png Duster, Jacket.png Jacket, Parka.png Parka, Pants.png Pants, T-Shirt.png T-shirt, Button-Down Shirt.png Button-down shirt... further results
    Budget: 200~500
    Biocoded Chance: 20%
    Available:
    Axe.png Axe Content added by the Royalty DLC, Longsword.png Longsword, Spear.png Spear, Gladius.png Gladius, Mace.png Mace, Warhammer.png Warhammer Content added by the Royalty DLC
    Budget: 700~1200
    Required: Death acidifier Death acidifier
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, 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 Coagulator Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC... further results
    2.55 Nutrition
    15% chance for: 0~2x Go juice Go juice or Yayo Yayo
    10% chance for: 1x Medicine Medicine
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits:
    canBeSapper: true
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 9~15
    Heavy mercenary
    Heavy mercenary.png
    140 HP: 70~320%
    Avg. Quality: Normal
    Budget: 200~350
    Allow Headgear Chance: 50%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, 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, Duster.png Duster, Jacket.png Jacket, Flak jacket.png Flak jacket, Parka.png Parka... further results
    Budget: 1200~1200
    Biocoded Chance: 20%
    Available:
    Incinerator.png Incinerator Content added by the Anomaly DLC, Triple rocket launcher.png Triple rocket launcher, Doomsday rocket launcher.png Doomsday rocket launcher, Minigun.png Minigun
    Budget: 700~1200
    15% chance to have one of the following: Health item prosthetic.png Joywire, Health item prosthetic.png Painstopper, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, 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 Coagulator Content added by the Royalty DLC, Health item bionic.png Gastro-analyzer Content added by the Royalty DLC... further results
    2.55 Nutrition
    15% chance for: 0~2x Go juice Go juice or Yayo Yayo
    Age Range: Up to 65
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (8% Commonality)
    Disallowed Traits:
    Chemical Addiction Chance: 10%
    Initial Will Range: 2~4
    Initial Resistance Range: 14~23
    Boss
    Pirate boss.png
    130 HP: 100%
    Avg. Quality: Normal
    Budget: 2500~3500
    Allow Headgear Chance: 90%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, GasMask.png Gas mask Content added by the Biotech DLC, KevlarHelmet.png Flak helmet, PsychicFoilHelmet.png Psychic foil helmet, M1Helmet.png Simple helmet, PoweredArmorHelmet.png Marine helmet, ReconHelmet.png Recon helmet, ArmorVest.png Flak vest, ReconArmor.png Recon armor, PoweredArmor.png Marine armor... further results
    Budget: 500~1400
    Biocoded Chance: 30%
    Available:
    HeavySMG.png Heavy SMG, ChainShotgun.png Chain shotgun, LMG.png LMG, Assault rifle.png Assault rifle, HellcatRifle.png Hellcat rifle Content added by the Anomaly DLC
    Budget: 1000~1200
    35% 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 Detoxifier lung Content added by the Biotech DLC... further results
    2.55 Nutrition
    80% chance for: 1~2x Go juice Go juice or Yayo Yayo
    Age Range: Up to 45
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (25% Commonality)
    Disallowed Traits: Brawler
    Faction Leader: true
    canBeSapper: true
    Chemical Addiction Chance: 10%
    Initial Will Range: 3~5
    Initial Resistance Range: 17~27
    Elite mercenary
    Elite mercenary.png
    130 HP: 100%
    Avg. Quality: Normal
    Budget: 2500~3500
    Allow Headgear Chance: 90%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, GasMask.png Gas mask Content added by the Biotech DLC, KevlarHelmet.png Flak helmet, PsychicFoilHelmet.png Psychic foil helmet, M1Helmet.png Simple helmet, PoweredArmorHelmet.png Marine helmet, ReconHelmet.png Recon helmet, ArmorVest.png Flak vest, ReconArmor.png Recon armor, PoweredArmor.png Marine armor... further results
    Budget: 500~1400
    Biocoded Chance: 30%
    Available:
    HeavySMG.png Heavy SMG, ChainShotgun.png Chain shotgun, LMG.png LMG, Assault rifle.png Assault rifle, HellcatRifle.png Hellcat rifle Content added by the Anomaly DLC
    Budget: 1000~1200
    35% 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 Detoxifier lung Content added by the Biotech DLC... further results
    2.55 Nutrition
    80% chance for: 1~2x Go juice Go juice or Yayo Yayo
    10% chance for: 1x Medicine Medicine
    Age Range: Up to 45
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (25% Commonality)
    Disallowed Traits: Brawler
    Forced Skills: 10~15 Shooting
    Chemical Addiction Chance: 10%
    Initial Will Range: 3~5
    Initial Resistance Range: 15~23
    Elite mercenary (Death acidifier)
    Elite mercenary (Death acidifier).png
    130 HP: 100%
    Avg. Quality: Normal
    Budget: 2500~3500
    Allow Headgear Chance: 90%
    Available: SmokepopPack.png Smokepop pack, FirefoamPack.png Firefoam pop pack, BroadshieldPack.png Low-shield pack Content added by the Royalty DLC, Tuque.png Tuque, CowboyHat.png Cowboy hat, BowlerHat.png Bowler hat, GasMask.png Gas mask Content added by the Biotech DLC, KevlarHelmet.png Flak helmet, PsychicFoilHelmet.png Psychic foil helmet, M1Helmet.png Simple helmet, PoweredArmorHelmet.png Marine helmet, ReconHelmet.png Recon helmet, ArmorVest.png Flak vest, ReconArmor.png Recon armor, PoweredArmor.png Marine armor... further results
    Budget: 500~1400
    Biocoded Chance: 30%
    Available:
    HeavySMG.png Heavy SMG, ChainShotgun.png Chain shotgun, LMG.png LMG, Assault rifle.png Assault rifle, HellcatRifle.png Hellcat rifle Content added by the Anomaly DLC
    Budget: 1000~1200
    Required: Death acidifier Death acidifier
    35% 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 Detoxifier lung Content added by the Biotech DLC... further results
    2.55 Nutrition
    80% chance for: 1~2x Go juice Go juice or Yayo Yayo
    10% chance for: 1x Medicine Medicine
    Age Range: Up to 45
    Race: Human
    Default Faction Type: Pirate
    Backstories: Cryptosleep (25% Commonality)
    Disallowed Traits: Brawler
    Forced Skills: 10~15 Shooting
    Chemical Addiction Chance: 10%
    Initial Will Range: 3~5
    Initial Resistance Range: 12~20
  • Spacer[edit]

    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 Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range
    Additional Info
    Ancient Soldier
    SpaceSoldier1722.png
    85 100 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[edit]

    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, Button-Down Shirt.png Button-down shirt, T-Shirt.png T-shirt, Pants.png Pants
    Ignore Seasons
    Ignore Pollution
    - Budget: 50~800
    3% chance to have one of the following: Medicine industrial a.png Denture, Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot
    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 Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, 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: ClothLadiesHat.png Ladies hat Content added by the Royalty DLC,
    TopHat.png Top hat Content added by the Royalty DLC,
    Beret.png Beret 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,
    Flak jacket.png Flak jacket,
    Duster.png Duster,
    Jacket.png Jacket,
    Parka.png Parka,
    T-Shirt.png T-shirt,
    Pants.png Pants,
    Button-Down Shirt.png Button-down 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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 Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, 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%
    ChainShotgun.png Chain shotgun,
    LMG.png LMG,
    Assault rifle.png Assault rifle,
    HeavySMG.png Heavy SMG,
    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 Coagulator 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 Nuclear stomach 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... 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 Coagulator 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 Nuclear stomach 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... 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,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 1550~2700
    Biocoded: 15%
    ChainShotgun.png Chain shotgun,
    LMG.png LMG,
    Assault rifle.png Assault rifle,
    HeavySMG.png Heavy SMG,
    HellcatRifle.png Hellcat rifle Content added by the Anomaly DLC,
    SniperRifle.png Sniper rifle,
    ChargeLance.png Charge lance,
    R4ChargeRifle.png Charge rifle
    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 Coagulator 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 Nuclear stomach 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... 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,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; 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,
    Gladius.png Gladius,
    Mace.png Mace,
    Warhammer.png Warhammer Content added by the Royalty DLC,
    Axe.png Axe Content added by the Royalty DLC,
    Zeushammer.png Zeushammer Content added by the Royalty DLC,
    Monosword.png Monosword Content added by the Royalty DLC,
    Plasmasword.png Plasmasword 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; 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,
    ChargeLance.png Charge lance,
    R4ChargeRifle.png Charge rifle
    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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; Disallowed: BowlerHat.png Bowler hat, CowboyHat.png Cowboy hat
    Style Item Tags: Soldier, Weight 1, Factor 1
    Colors:
    Budget: 3000~3500
    Biocoded: 15%
    Persona Monosword.png Persona monosword Content added by the Royalty DLC,
    Persona ZeusHammer.png Persona zeushammer Content added by the Royalty DLC,
    Persona PlasmaSword.png Persona plasmasword 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest 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 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; 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest Content added by the Royalty DLC
    Available: Parka.png Parka,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest Content added by the Royalty DLC
    Available: Parka.png Parka,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; 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 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, Health item bionic.png Coagulator 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 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest Content added by the Royalty DLC
    Available: Parka.png Parka,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest Content added by the Royalty DLC; Synthread Torso, SynthreadPants
    Available: Parka.png Parka,
    Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Pants.png Pants; 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest Content added by the Royalty DLC; Synthread Torso, SynthreadPants
    Available: Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Parka.png Parka,
    Pants.png Pants; 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest Content added by the Royalty DLC; Synthread Torso, SynthreadPants
    Available: Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Parka.png Parka,
    Pants.png Pants; 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest Content added by the Royalty DLC
    Available: Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Parka.png Parka,
    Pants.png Pants; 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest Content added by the Royalty DLC
    Available: Button-Down Shirt.png Button-down shirt,
    T-Shirt.png T-shirt,
    Parka.png Parka,
    Pants.png Pants; 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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% PsyfocusShirt.png Eltex shirt Content added by the Royalty DLC,
    PsyfocusRobe.png Eltex robe Content added by the Royalty DLC,
    PsyfocusVest.png Eltex vest 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 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 stomach, Health item bionic.png Bionic ear, Health item bionic.png Coagulator 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 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
  • Cultist[edit]

    A spooky siege raid, will summon fleshbeasts if you don't take them out quickly. About half of the enemies would need to be executed twice due to Death refusal, so do not leave the fight early. Mortars and mechanoid seem effective.

    The unit types are highthrall (equipped with Nerve spikers), underthrall gunner (equipped with heavier guns) and underthrall grunt (Equipped with melee weapons).

  • Pawn Kind Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Underthrall grunt
    Underthrall grunt.png
    55 - Budget: 400~1000
    Required:

    Robe Robe
    Allow Headgear Chance: 0%
    Naked Chance: 50%
    Available: Ritual mask.png Ritual mask Content added by the Anomaly DLC
    Style Item Tags: Cultist; Weight 5, Factor 1
    Budget: 100~160
    Available:
    Axe.png Axe Content added by the Royalty DLC, Knife.png Knife, Gladius.png Gladius, Mace.png Mace, Warhammer.png Warhammer Content added by the Royalty DLC, Club.png Club
    Starting Hediffs: Inhumanized
    15% chance for: Flesh tentacle Flesh tentacle
    5% chance for: Bliss lobotomy, Flesh whip Flesh whip
    - Age Range: Any
    Race: Human
    Default Faction Type: Horax Cult
    Disallowed Traits: Psychically deaf
    Required Work Tags: Violent
    Xenotypes: 5% Hussar Hussar, 5% Dirtmole Dirtmole, 2.5% Genie Genie, 2.5% Neanderthal Neanderthal
    Initial Will Range: 0~1
    Initial Resistance Range: 55~65
    Studiable As Prisoner: true
    Is Good Psychic Ritual Invoker: true
    Underthrall gunner
    Underthrall gunner.png
    80 - Budget: 400~1000
    Required:
    Robe Robe; Ritual mask Ritual mask (Random Style)
    Allow Headgear Chance: 0%
    Naked Chance: 0%
    Style Item Tags: Cultist; Weight 5, Factor 1
    Budget: 400~700
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol, Machine pistol.png Machine pistol, Pump shotgun.png Pump shotgun, HeavySMG.png Heavy SMG, ChainShotgun.png Chain shotgun... further results
    Starting Hediffs: Inhumanized, Death refusal
    15% chance for: Flesh tentacle Flesh tentacle
    5% chance for: Bliss lobotomy, Flesh whip Flesh whip
    - Age Range: Any
    Race: Human
    Default Faction Type: Horax Cult
    Disallowed Traits: Psychically deaf
    Required Work Tags: Violent
    Xenotypes: 5% Hussar Hussar, 5% Dirtmole Dirtmole, 2.5% Genie Genie, 2.5% Neanderthal Neanderthal
    Initial Will Range: 0~1
    Initial Resistance Range: 55~65
    Studiable As Prisoner: true
    Is Good Psychic Ritual Invoker: false
    Highthrall
    Highthrall.png
    90 - Color:

    Required: Robe Robe; Ceremonial hood Ceremonial hood (Random Style)
    Allow Headgear Chance: 0%
    Style Item Tags: Cultist; Weight 5, Factor 1
    Budget: 300~500
    Available:
    Nerve spiker.png Nerve spiker Content added by the Anomaly DLC
    Starting Hediffs: Inhumanized, Death refusal, Metalblood 60,000 ticks (1 in-game day)~300,000 ticks (5 in-game days)
    5% chance for: Flesh tentacle Flesh tentacle
    - Age Range: Any
    Race: Human
    Default Faction Type: Horax Cult
    Disallowed Traits: Psychically deaf
    Required Work Tags: Violent
    Xenotypes: 5% Hussar Hussar, 5% Dirtmole Dirtmole, 2.5% Genie Genie, 2.5% Neanderthal Neanderthal
    Initial Will Range: 0~1
    Initial Resistance Range: 55~65
    Studiable As Prisoner: true
    Is Good Psychic Ritual Invoker: true
  • Mechanoid[edit]

    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 Scyther east.png 150 100 - - - Melee (Blades) Any -
    Lancer MechanoidLancer.png 180 100 Normal - 9999 Charge lance Any -
    Centipede Centipede east.png 400 100 Normal - 9999 Heavy charge blaster, Inferno cannon, Minigun Any -
    Pikeman MechanoidPikeman.png 110 100 Normal - 9999 Needle gun Any -
    Termite Termite.png 110 100 Normal - 9999 Thump cannon Any -
    Militor Militor east.png 45 100 Normal - 9999 Mini-shotgun Any -
    Legionary Legionary east.png 150 100 Normal - 9999 Needle gun Any -
    Tesseron Tesseron east.png 150 100 Normal - 9999 Beam graser Any -
    Scorcher Scorcher east.png 110 100 Normal - 9999 Mini-flameblaster Any -
    Tunneler Tunneler Mechanoid east.png 400 100 Normal - 9999 Melee (Power claws) Any -
    Centurion Centurion east.png 250 100 Normal - 9999 Charge blaster turret Any -
    Diabolus Diabolus east.png 600 100 Normal - 9999 Hellsphere cannon Any -
    War queen Warqueen east.png 600 100 Normal - 9999 Charge blaster turret Any -
    Apocriton ApocritonAncient east.png 600 100 Normal - 9999 Toxic needle gun Any -
    War urchin War urchin east.png 75 100 Normal - 9999 Spiner Any -

    Mechanoid cluster[edit]

    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[edit]

    The message from the event will detail how the raiders from the hostile faction will raid.

    General Mechanics[edit]

    Raider Targeting[edit]

    Standard raiders, including humans and mechanoids, attack targets based on a rough priority system with some random elements. Raiders who are able to path towards a colonist or powered turret will attempt to attack such a colonist or pathable furniture. Raiders who are only able to path towards furniture may attack that furniture or may instead attack random walls and doors. The chance raiders attack the furniture rather than random walls and doors has some random elements to it. Raiders who cannot path towards any colonist nor any furniture targets will attack random walls and doors.

    Pathable means that the raider can move to the same cell as the target. "Furniture" targets include objects like stools, tables, chairs, and even things like Wind Turbines, Geothermal Generators, Unpowered Turrets, and production benches.

    Raider targeting can change based on nearby targets, if their target is destroyed or becomes non-pathable, or if they take damage.

    Raider targeting can also be overridden by nearby targets of opportunity. Raiders may light wooden walls or crops on fire, for example.

    "Victory" Conditions[edit]

    Human raiders continue to attack until one of several conditions are met. Mechanoid raiders attack indefinitely. Once mechanoids have destroyed every possible target they wander around in place indefinitely until a new target appears.

    Downing or killing 40% to 70% of human raiders causes the remaining alive raiders to cease their attack and attempt to flee. A random value between 40% and 70% is chosen for each raider group. If a raid attacks in multiple groups, each group has their own randomly chosen 40% to 70% flee value. Each individual raider group only counts dead or downed members of their own group. Each group attacks and flees independently.

    Human Raiders will flee after attacking for approximately 10 to 15 hours. A random value is chosen between these timers. After the time is passed the group will flee. For enemies attacking in multiple groups, each group will have its own timer and solely that group will flee when the timer is met. For sieges, the timer only begins after the siege stops attempting to siege and directly assaults the colony.

    Human enemies may attempt to kidnap downed colonists. When kidnapping, enemies may disengage from combat and attempt to flee the map.

    Human enemies may attempt to steal nearby loot. When stealing, enemies may disengage from combat and attempt to flee the map. How much nearby loot is required to cause raider theft depends on the raid points of the colony. Higher raid points requires more loot.

    Map Entry Attack Type Smart? Faction Raiders Ally use this raid?
    Walk in Edge (45%) Immediate Attack No Tribal, Outlander, Pirate, Mechanoid Yes
    Yes
    Yes (Breach) No
    Preparation No Tribal, Outlander, Pirate Yes
    Yes
    Sapper No No
    Siege No Yes
    Walk in Edge Group (15%) Immediate Attack No Yes
    Yes
    Sapper No No
    Drop pods (30%) Immediate Attack No Tribal, Outlander, Pirate, Empire, Mechanoid Yes
    Yes
    Yes (Breach) No
    Preparation No Yes
    Yes
    Sapper No Tribal, Outlander, Pirate, Empire No
    Siege No Yes
    Haywired drop pods (10%) Immediate Attack No Tribal, Outlander, Pirate, Empire, Mechanoid
    Mechanoid Cluster Content added by the Royalty DLC No Mechanoid No

    Immediate attack[edit]

    They are attacking immediately.

    — Description

    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.

    "Drop right on top of you" drop pods[edit]

    Raiders will drop pod right "on top of you" circumventing all exterior defenses. "Drop on top of you" raids choose a singular colonist and all drop pods land around this target in open cells. That singular colonist cannot be under overhead mountain. The drop pods can crash through nearby overhead mountain even though the singular colonist target cannot currently be under overhead mountain.

    Only outlander, pirate and empire factions can "Drop right on top of you". Tribal factions cannot use drop pods. Mechanoid "Drop right on top of you" raids were removed in patch 1.4.

    Rather than landing on a colonist, "Drop right on top of you" raids have a 40% chance to land on a powered, unroofed, orbital trade beacon.

    These "drop right on top of you" raids always attack immediately and follow standard enemy pathing.

    Immediate attack smart[edit]

    Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid turret line of sight if possible. If there is no path to the raider's target around turret line of sight, or if their target is a turret, they will walk through turret line of sight.

    Despite their description, they do not avoid traps like Spike Traps nor IEDs in any way.

    Preparation[edit]

    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[edit]

    It looks like they want to use sappers to tunnel around your defenses.

    — Description

    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 an assigned sleeping position. An assigned sleeping position can be a colonist bed, an animal bed, or even a freely placed prison sleeping spot that is assigned to a prisoner.

    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 (spike 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.

    Breachers[edit]

    These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.

    — Description

    Much like sappers, raiders will utilize their tools to easily breach past your walls. Breachers, like sappers, target assigned sleeping positions. Unlike Sappers, however, breachers come equipped with tools designed to destroy walls easily regardless of their mining skill.

    Unlike sappers, they mostly target colony-built walls in their direct path, instead of mining the shortest route. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range. Breachers will not attack passable player buildings, and instead only target impassable buildings like walls.

    They ignore walls that are not owned by the colonist unless there are no pathways around them, making it more difficult to trick the breachers into unintentionally opening the ancient shrines.

    Unlike sappers, which usually come in small numbers of raiders, breachers are always followed by a ton of raiding pawns, or Centipedes in the case of Termite, which covers the disadvantageous issue that the Sapping raid in the open has with. This kind of raid will appear more frequently if the colony's wealth is high enough.

    Siegers arriving at their chosen minibase location. The faint "blueprint" for the base is not visible until the resources are dropped.
    Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.

    Siege[edit]

    It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.

    — Description

    Raiders enter your map from an edge and head towards a point well outside your base to set up a makeshift siege base. Once there, drop pods supply them with ample resources to construct 2 mortars (steel, components, and both high-explosive shells and incendiary shells). They also get some cloth to create sandbags as cover, and packaged survival meals. Two random raiders will begin constructing the mortars (one each), and a few more will throw the sandbags down while the rest stand guard.

    You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the construction process and waste that mortar's resources. As they will not get additional components, this will make any bombardment half as damaging.

    Siegers not engaging friendlies while traveling to set up base.

    Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive different types of shells during the siege, which can be less or more dangerous to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony. Valid targets appear to be colonists and buildings but not player owned animals.

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

    A siege will begin their direct assault of the player colony under a few conditions. The siege will begin their assault after a random amount of time between 1.5 and 3 days has past. Every time a sieger takes damage there's an 8% chance the siege assaults directly.

    Ambush[edit]

    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[edit]

    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[edit]

    Enemies capable of drop pods have a chance of launching a raiding party onto the map via said pods at random points scattered around the map. Due to the fact they can drop through roofs, this type of attack can be incredibly devastating, as they can bypass all of your external defenses and immediately start setting fires, attacking colonists, and destroying furniture. The layout of your base and the room they choose to drop in can also make it very difficult to set up a sufficient defense, as they may drop into an extremely unfortunate location, such as a cramped storage room with lots of things to burn and destroy, and no good way to attack them beyond filing all of your fighting colonists into the room and hoping for the best or attempting to shoot through the door. While the raiders themselves will most likely be easy enough to kill, it is likely they will have ample opportunity to cause tons of damage before they can be stopped. Setting up ample fire defenses and having a defense plan for all potential drop points can help limit the amount of damage they can cause, although it’s almost guaranteed they will be able to cause at least some damage if they drop directly into a room.

    Emerge from water[edit]

    Mechanoids can emerge from bodies of water (including rivers[Lakes?]) to attack your colony.

    Weapon-specific raids[edit]

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

    Melee rush[edit]

    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[edit]

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

    Explosives assault[edit]

    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[edit]

    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.

    For a full technical breakdown; see Raid points

    Defense strategies[edit]

    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[edit]

    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.

    Siege defense[edit]

    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[edit]

    Mechanoids 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[edit]

    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[edit]

    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. A thrumbo could beat up one easily, they are strong enough that even a calf could kill one in a 1v1.

    Pikemen[edit]

    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[edit]

    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.

    The inferno cannon is not as directly destructive towards your colonists, but is dangerous due to the fire it spreads - destroying defenses and bases, causing burning pawns to run out of cover, and preventing movement. 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[edit]

    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[edit]

    • 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?
    • Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
    • 1.3.3066 - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.
    • 1.3.3159 - Reduce prevalence of breach raids at high points levels.
    • 1.3.3200 - Adjusted human factions' raid strategy selection weights for slightly more variation. Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
    • 1.4.3524 - Fix: Breach raids not spawning.