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+ | <onlyinclude> | ||
+ | {{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}} | ||
− | < | + | 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 | + | |
+ | <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> | ||
+ | |||
+ | == 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+ | {{Rewrite|section=1|reason=1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics}} | ||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. | ||
+ | |||
+ | === 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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 [[Trait#Brawler|Brawler]] trait), and vice versa. | ||
+ | |||
+ | === Armor === | ||
+ | They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat. | ||
+ | |||
+ | === Loot === | ||
+ | {{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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! 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 | ||
+ | }} | ||
+ | |} | ||
+ | |||
+ | 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}} | ||
+ | |} | ||
+ | |||
+ | == Humanlike == | ||
+ | There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points. | ||
+ | |||
+ | Raider types are exclusive to their faction - mercenaries being exempt. | ||
+ | |||
+ | 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 === | ||
+ | {{main|Tribes}} | ||
+ | Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food. | ||
+ | {{:Tribes/Pawns}} | ||
+ | |||
+ | === Pirates === | ||
+ | {{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}} | ||
+ | |||
+ | === Outlanders === | ||
+ | {{main|Outlanders}} | ||
+ | As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game. | ||
+ | {{:Outlanders/Pawns}} | ||
+ | |||
+ | === Mercenaries === | ||
+ | Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks. | ||
+ | {{:Mercenaries/Pawns}} | ||
+ | |||
+ | === Spacer === | ||
+ | {{main|Ancients}} | ||
+ | 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}} | ||
+ | |||
+ | === Empire === | ||
+ | {{Royalty|section=1|No Category}} | ||
+ | {{Main|Empire}} | ||
+ | {{:Empire/Pawns}} | ||
+ | |||
+ | === Cultist === | ||
+ | {{Anomaly|section=1|No Category}} | ||
+ | |||
+ | 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 spiker]]s), underthrall gunner (equipped with heavier guns) and underthrall grunt (Equipped with melee weapons). | ||
+ | |||
+ | {{:Horax cult/Pawns}} | ||
+ | |||
+ | == Mechanoid == | ||
+ | {{main|Mechanoid}} | ||
+ | |||
+ | Mechanical enemies that neither feel pain nor seek cover. | ||
+ | |||
+ | {| {{STDT| c_01 text-center}} | ||
+ | ! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info | ||
+ | |- | ||
+ | ! [[Scyther]] | ||
+ | |[[{{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--> | ||
+ | |- | ||
+ | ! [[Lancer]] | ||
+ | |[[{{Q|Lancer|Image}}|50px]] || 180 || 100 || Normal || - || 9999 || '''[[Charge lance]]''' || Any || - | ||
+ | |- | ||
+ | ! [[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 || - | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Mechanoid cluster === | ||
+ | {{main|Mechanoid cluster}} | ||
+ | |||
+ | Added in Royalty was the "Mechanoid Cluster" event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down. | ||
+ | |||
+ | == Raiders' strategies == | ||
+ | The message from the event will detail how the raiders from the hostile faction will raid. | ||
+ | |||
+ | === General Mechanics === | ||
+ | |||
+ | === Raider Targeting === | ||
+ | |||
+ | 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 === | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {| {{STDT| c_50}} | ||
+ | ! style="text-align:left;" | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid? | ||
+ | |- | ||
+ | | rowspan="7" | Walk in Edge (45%) | ||
+ | | rowspan="3" | Immediate Attack | ||
+ | | No | ||
+ | | rowspan="3" | Tribal, Outlander, Pirate, Mechanoid | ||
+ | | rowspan="2" | Yes | ||
+ | |- | ||
+ | | 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 | ||
+ | |} | ||
+ | |||
+ | === Immediate attack === | ||
+ | {{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. | ||
+ | |||
+ | === "Drop right on top of you" drop pods === | ||
+ | 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 === | ||
+ | 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 === | ||
+ | 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 === | ||
+ | {{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. | ||
− | The | + | 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. | ||
− | <gallery | + | <gallery mode="packed-hover"> |
− | File: | + | File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls. |
− | File: | + | File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely. |
− | File: | + | 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. |
+ | 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. | ||
+ | File:Sappers demise.png|5: Sappers are defeated. | ||
</gallery> | </gallery> | ||
+ | === 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}} | ||
− | [[ | + | 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]]. | ||
− | + | 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. |
+ | |||
+ | [[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.]] | ||
+ | |||
+ | === 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}} | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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 === | ||
+ | Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy. | ||
+ | |||
+ | === Multiple group attacks === | ||
+ | Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord. | ||
+ | |||
+ | === Drop pod scatter === | ||
+ | Enemies capable of drop pods have a chance of 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=== | ||
+ | {{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. | ||
+ | |||
+ | === Weapon-specific raids === | ||
+ | Humanlike raiders have the ability to send raiders with a specific kind of weapon only. | ||
+ | |||
+ | ==== Melee rush ==== | ||
+ | Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields. | ||
+ | |||
+ | Mechanoids have their own rendition of the melee rush with [[scyther]]s only. | ||
+ | |||
+ | ==== Sniper party ==== | ||
+ | Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks. | ||
+ | |||
+ | ==== Explosives assault ==== | ||
+ | Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire. | ||
== Raid strength == | == 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. | A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty. | ||
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength. | The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength. | ||
− | The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is | + | 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. | ||
=== Points === | === 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. | Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee. | ||
The base formula for raid points could be expressed as follows: | The base formula for raid points could be expressed as follows: | ||
− | + | {{math|big=0|P {{=}} (( C × 42 ) + ( iW ÷ 100 ) + ( bW ÷ 200 )) × ( sR × lR ) × D × T × R}} | |
− | + | {| {{STDT| c_01 text-left}} | |
+ | |- | ||
+ | ! Variable !! Meaning !! Value | ||
+ | |- | ||
+ | ! C | ||
+ | | number of colonists that your base has || Colonists are always worth 42 points, regardless of their condition | ||
+ | |- | ||
+ | ! iW | ||
+ | | base's item wealth || can be checked under the 'History' tab | ||
+ | |- | ||
+ | ! bW | ||
+ | | base's building wealth || can be checked under the 'History' tab | ||
+ | |- | ||
+ | ! sR | ||
+ | | short-term ramp-up factor || Check below | ||
+ | |- | ||
+ | ! lR | ||
+ | | long-term ramp-up factor || Check below | ||
+ | |- | ||
+ | ! D | ||
+ | | difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme. | ||
+ | |- | ||
+ | ! T | ||
+ | | the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on. | ||
+ | |- | ||
+ | ! R | ||
+ | | the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35. | ||
+ | |} | ||
− | + | ====Ramp-up factors==== | |
− | |||
− | |||
− | |||
− | |||
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− | |||
− | |||
− | ====Ramp- | ||
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved: | Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved: | ||
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====Example==== | ====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. | 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. | ||
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Therefore, the raid will be 122 points. | Therefore, the raid will be 122 points. | ||
+ | --> | ||
− | == | + | == Defense strategies == |
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''For a more comprehensive list of strategies, see [[Defense tactics]].'' <br> | ''For a more comprehensive list of strategies, see [[Defense tactics]].'' <br> | ||
''For constructed defenses to hold against raiders, see [[Defense structures]].'' | ''For constructed defenses to hold against raiders, see [[Defense structures]].'' | ||
Line 344: | Line 552: | ||
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. | 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 | + | === 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 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| | ||
=== Siege defense === | === Siege defense === | ||
− | |||
When faced with a siege, there are a few coping strategies you can use. | When faced with a siege, there are a few coping strategies you can use. | ||
Line 357: | Line 563: | ||
=== Mechanoid assaults === | === Mechanoid assaults === | ||
+ | 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 ==== | ||
+ | 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. | ||
− | + | Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice. | |
− | + | ==== Scyther ==== | |
+ | Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious. | ||
− | + | Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies. A thrumbo could beat up one easily, they are strong enough that even a calf could kill one in a 1v1. | |
− | + | ==== Pikemen ==== | |
+ | Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal. | ||
− | + | Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice. | |
==== Centipedes ==== | ==== Centipedes ==== | ||
+ | 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. | |
− | |||
− | |||
− | The | ||
Engaging it in melee is not recommended due to its armor, high health and heavy damage. | Engaging it in melee is not recommended due to its armor, high health and heavy damage. | ||
=== Tribal raids === | === 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. | 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. <br> | Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. <br> | ||
− | 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. | + | 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 [[ | + | 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 weapons are also useful in crowd control. | ||
Line 395: | Line 606: | ||
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit. | 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]] |
Latest revision as of 03:15, 13 November 2024
|
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 section is suggested to be rewritten. Reason: 1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics. You can help the RimWorld Wiki by improving it. |
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]
This section is a stub. You can help RimWorld Wiki by expanding it. 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.
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 | Empire |
---|---|---|---|---|
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 |
30 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Available: Broadwrap , Headwrap , Kid parka , Kid tribalwear |
Budget: 0 |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden hand, Wooden foot, Peg leg |
51x | 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 |
40 | HP: 20~110% Avg. Quality: Poor |
Budget: 50~100 Available: Broadwrap , Headwrap , Visage mask , Parka, Tribalwear |
Budget: 90~150 Available: Knife, Club |
Budget: 50~50 15% chance to have one of the following: Denture, Wooden hand, Wooden foot, Peg leg |
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 |
45 | HP: 50~180% Avg. Quality: Poor |
Budget: 180~350 Available: Broadwrap , Headwrap , Visage mask , Parka, Tribalwear |
Budget: 80~80 Available: Short bow |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden hand, Wooden foot, Peg leg |
51x | 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 |
50 | HP: 50~180% Avg. Quality: Poor |
Budget: 200~300 Required: Veil Available: Broadwrap , Headwrap , Visage mask , Parka, Tribalwear |
Budget: 150~150 Available: Ikwa |
- | 51x | 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 |
55 | HP: 50~180% Avg. Quality: Poor |
Budget 200~300 Required: Veil Available: Broadwrap , Headwrap , Visage mask , Parka, Tribalwear |
Budget: 150~150 Available: Breach axe |
- | 51x | 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 |
60 | HP: 50~180% | Budget: 200~300 Required: Veil Available: Broadwrap , Headwrap , Visage mask , Parka, Tribalwear |
Budget: 100~100 Available: Recurve bow |
- | 51x | 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 |
60 | HP: 50~180% | Budget: 200~300 Required: Tribal headdress Available: Broadwrap , Headwrap , Visage mask , Parka, Tribalwear |
Budget: 100~100 Available: Recurve bow |
- | 51x | 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 |
65 | - | Budget: 200~550 Required: War mask Available: Broadwrap , Headwrap , Visage mask , Parka, Tribalwear |
Budget: 300~300 Available: Spear |
- | 51x | 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 |
75 | - | Budget: 200~550 Required: War mask Available: Broadwrap , Headwrap , Visage mask , Parka, Tribalwear |
Budget: 250~250 Available: Greatbow, Pila |
- | 51x | 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 |
85 | Avg. Quality: Normal | Budget: 450~750 Required: Tribal headdress, Plate armor Available: Headwrap , Visage mask , Broadwrap , Parka, Tribalwear |
Budget: 500~1000 Available: Longsword, Spear |
- | 51x | 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 | 85 | Avg. Quality: Normal | Budget: 450~750 Required: Tribal headdress, Plate armor Available: Headwrap , Visage mask , Broadwrap , Parka, Tribalwear |
Budget: 500~1000 Available: Greatbow |
- | 51x | 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 |
35 | HP: 20~60% Avg. Quality: Poor |
Budget: 90~280 Allow Headgear Chance: 20% Available: Bowler hat, Tuque, Cowboy hat, Gas mask , Parka, Button-down shirt, Pants, T-shirt |
Budget: 60~200 Biocoded Chance: 10% Available: Knife, Club |
Budget: 50~50 15% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
0 Nutrition 10% chance for: 1x 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 |
50 | HP: 40~110% Avg. Quality: Poor |
Budget: 300~500 Allow Headgear Chance: 40% Available: Tuque, Cowboy hat, Bowler hat, Gas mask , Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants, T-shirt |
Budget: 200~300 Biocoded Chance: 10% Available: Revolver, Autopistol, Machine pistol, Bolt-action rifle, Pump shotgun |
Budget: 50~50 4% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
2.55 Nutrition 5% chance for: 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 |
50 | HP: 40~110% Avg. Quality: Poor |
Budget: 300~800 Allow Headgear Chance: 40% Available: Tuque, Cowboy hat, Bowler hat, Gas mask , Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants, T-shirt |
Budget: 100~160 Biocoded Chance: 10% Available: Axe , Knife, Gladius, Mace, Warhammer , Club |
Budget: 50~50 4% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
2.55 Nutrition 5% chance for: 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 |
65 | HP: 70~230% | Budget: 400~1000 Allow Headgear Chance: 70% Available: Tuque, Cowboy hat, Bowler hat, Gas mask , Psychic foil helmet, Flak helmet, Simple helmet, Flak vest, Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants, T-shirt... further results |
Budget: 250~345 Biocoded Chance: 20% Available: Revolver, Autopistol, Machine pistol, Bolt-action rifle, Pump shotgun, Incendiary launcher |
Budget: 50~800 4% chance to have one of the following: Denture, Wooden hand, Wooden foot, Peg leg, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, Drill arm , Field hand , Aesthetic nose |
2.55 Nutrition 10% chance of: 1x 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) |
45 | HP: 20~200% Avg. Quality: Poor |
Budget: 200~400 Allow Headgear Chance: 40% Available: Cowboy hat, Bowler hat, Tuque, Gas mask , Kid parka , Kid shirt , Kid romper , Kid pants |
Budget: 0 Available: Knife |
Budget: 50~600 6% chance to have one of the following: Denture, Wooden hand, Wooden foot, Peg leg, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, Drill arm , Field hand , Aesthetic nose |
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 |
45 | HP: 20~200% Avg. Quality: Poor |
Budget: 200~400 Allow Headgear Chance: 40% Available: Tuque, Cowboy hat, Bowler hat, Gas mask , Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants, T-shirt |
Budget: 65~250 Available: Knife, Revolver, Autopistol, Machine pistol |
Budget: 50~600 6% chance to have one of the following: Denture, Wooden hand, Wooden foot, Peg leg, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, Drill arm , Field hand , Aesthetic nose |
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 |
60 | HP: 60~200% |
Budget: 400~600 Allow Headgear Chance: 40% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Pants... further results |
Budget: 250~400 Available: Revolver, Autopistol, Machine pistol, Bolt-action rifle, Pump shotgun, Incendiary launcher, Heavy SMG... further results |
Budget: 200~700 4% chance to have one of the following: Denture, Wooden hand, Wooden foot, Peg leg, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, Drill arm , Field hand , Aesthetic nose |
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 |
45 | HP: 100% Avg. Quality: Normal |
Budget: 400~600 Required: Bowler hat Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, T-shirt... further results |
Budget: 200~200 Available: Revolver, Autopistol |
Budget: 600~1500 15% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand, Joywire, Painstopper, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose ... 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 Chemical Addiction Chance: 5% Initial Will Range: 2~4 Initial Resistance Range: 12~20 |
Town councilman |
40 | HP: 100% Avg. Quality: Good |
Budget: 700~1200 Required: Bowler hat Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, T-shirt, Pants... further results |
Budget: 200~200 Available: Revolver, Autopistol |
Budget: 600~1500 15% chance to have one of the following: Joywire, Painstopper, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator ... 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 |
70 | HP: 70~230% Avg. Quality: Normal |
Budget: 400~700 Allow Headgear Chance: 50% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Pants... further results |
Budget: 500~500 Biocoded Chance: 10% Available: Molotov cocktails, Frag grenades |
Budget: 500~500 5% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Drill arm , Field hand |
2.55 Nutrition 15% chance for: 0~2x Go juice or Yayo 5% chance for: 1x 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 |
55 | HP: 70~230% Avg. Quality: Normal |
Budget: 400~700 Allow Headgear Chance: 50% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Pants... further results |
Budget: 500~500 Biocoded Chance: 10% Available: EMP grenades |
Budget: 500~500 5% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Drill arm , Field hand |
2.55 Nutrition 15% chance for: 0~2x Go juice or Yayo 5% chance for: 1x 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 |
55 | HP: 70~230% Avg. Quality: Normal |
Budget: 400~700 Allow Headgear Chance: 50% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Pants... further results |
Budget: 400~400 Biocoded Chance: 10% Available: Smoke launcher |
Budget: 500~500 5% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Drill arm , Field hand |
2.55 Nutrition 15% chance for: 0~2x Go juice or Yayo 5% chance for: 1x 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 |
85 | HP: 70~320% Avg. Quality: Normal |
Budget: 1000~1500 Allow Headgear Chance: 50% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, Parka... further results |
Budget: 330~650 Biocoded Chance: 20% Available: Revolver, Autopistol, Machine pistol, Pump shotgun, Bolt-action rifle, Incendiary launcher, Heavy SMG, Chain shotgun, LMG... further results |
Budget: 700~1200 15% chance to have one of the following: Painstopper, Joywire, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator ... further results |
2.55 Nutrition 5% chance for: 0~2x Go juice or Yayo 10% chance for: 1x 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) |
85 | HP: 70~320% Avg. Quality: Normal |
Budget: 1000~1500 Allow Headgear Chance: 50% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, Parka... further results |
Budget: 330~650 Biocoded Chance: 20% Available: Revolver, Autopistol, Machine pistol, Pump shotgun, Bolt-action rifle, Incendiary launcher, Heavy SMG, Chain shotgun, LMG... further results |
Budget: 700~1200 Required: Death acidifier 15% chance to have one of the following: Painstopper, Joywire, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator ... further results |
2.55 Nutrition 5% chance for: 0~2x Go juice or Yayo 10% chance for: 1x 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 |
110 | HP: 70~320% Avg. Quality: Normal |
Budget: 1000~1500 Allow Headgear Chance: 50% Available: Tuque, Cowboy hat, Bowler hat, Gas mask , Psychic foil helmet, Flak helmet, Simple helmet, Flak vest, Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants, T-shirt... further results |
Budget: 600~600 Biocoded Chance: 20% Available: Sniper rifle |
Budget: 700~1200 15% chance to have one of the following: Painstopper, Joywire, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator ... further results |
2.55 Nutrition 15% chance for: 0~2x Go juice or Yayo 10% chance for: 1x 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) |
110 | HP: 70~320% Avg. Quality: Normal |
Budget: 1000~1500 Allow Headgear Chance: 50% Available: Tuque, Cowboy hat, Bowler hat, Gas mask , Psychic foil helmet, Flak helmet, Simple helmet, Flak vest, Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants, T-shirt... further results |
Budget: 600~600 Biocoded Chance: 20% Available: Sniper rifle |
Budget: 700~1200 Required: Death acidifier 15% chance to have one of the following: Painstopper, Joywire, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator ... further results |
2.55 Nutrition 15% chance for: 0~2x Go juice or Yayo 10% chance for: 1x 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 |
140 | HP: 70~320% Avg. Quality: Normal |
Budget: 300~1400 Required: Shield belt Allow Headgear Chance: 0% Available: Tuque, Cowboy hat, Bowler hat, Gas mask , Psychic foil helmet, Flak helmet, Simple helmet, Flak vest, Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants, T-shirt... further results |
Budget: 200~500 Biocoded Chance: 20% Available: Axe , Longsword, Spear, Mace, Gladius, Warhammer |
Budget: 700~1200 15% chance to have one of the following: Painstopper, Joywire, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator ... further results |
2.55 Nutrition 15% chance for: 0~2x Go juice or Yayo 10% chance for: 1x 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) |
140 | HP: 70~320% Avg. Quality: Normal |
Budget: 300~1400 Required: Shield belt Allow Headgear Chance: 0% Available: Tuque, Cowboy hat, Bowler hat, Gas mask , Psychic foil helmet, Flak helmet, Simple helmet, Flak vest, Jacket, Flak jacket, Duster, Parka, Button-down shirt, Pants, T-shirt... further results |
Budget: 200~500 Biocoded Chance: 20% Available: Axe , Longsword, Spear, Mace, Gladius, Warhammer |
Budget: 700~1200 Required: Death acidifier 15% chance to have one of the following: Painstopper, Joywire, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator ... further results |
2.55 Nutrition 15% chance for: 0~2x Go juice or Yayo 10% chance for: 1x 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 |
140 | HP: 70~320% Avg. Quality: Normal |
Budget: 200~350 Allow Headgear Chance: 50% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, Parka... further results |
Budget: 1200~1200 Biocoded Chance: 20% Available: Incinerator , Doomsday rocket launcher, Triple rocket launcher, Minigun |
Budget: 700~1200 15% chance to have one of the following: Painstopper, Joywire, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator ... further results |
2.55 Nutrition 15% chance for: 0~2x Go juice or 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 |
130 | HP: 100% Avg. Quality: Normal |
Budget: 2500~3500 Allow Headgear Chance: 90% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Recon helmet, Marine helmet, Flak vest, Recon armor, Marine armor... further results |
Budget: 500~1400 Biocoded Chance: 30% Available: Heavy SMG, Chain shotgun, LMG, Assault rifle, Hellcat rifle |
Budget: 1000~1200 35% chance to have one of the following: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results |
2.55 Nutrition 80% chance for: 1~2x Go juice or 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 |
130 | HP: 100% Avg. Quality: Normal |
Budget: 2500~3500 Allow Headgear Chance: 90% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Recon helmet, Marine helmet, Flak vest, Recon armor, Marine armor... further results |
Budget: 500~1400 Biocoded Chance: 30% Available: Heavy SMG, Chain shotgun, LMG, Assault rifle, Hellcat rifle |
Budget: 1000~1200 35% chance to have one of the following: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results |
2.55 Nutrition 80% chance for: 1~2x Go juice or Yayo 10% chance for: 1x 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) |
130 | HP: 100% Avg. Quality: Normal |
Budget: 2500~3500 Allow Headgear Chance: 90% Available: Firefoam pop pack, Smokepop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Recon helmet, Marine helmet, Flak vest, Recon armor, Marine armor... further results |
Budget: 500~1400 Biocoded Chance: 30% Available: Heavy SMG, Chain shotgun, LMG, Assault rifle, Hellcat rifle |
Budget: 1000~1200 Required: Death acidifier 35% chance to have one of the following: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results |
2.55 Nutrition 80% chance for: 1~2x Go juice or Yayo 10% chance for: 1x 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.
Empire[edit]
This section relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
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) |
30 | HP: 20~80% Avg. Quality: Poor |
Budget: 0~350 Allow Headgear Chance: 0% Available: Parka, Pants, Button-down shirt, T-shirt Ignore Seasons Ignore Pollution |
- | Budget: 50~800 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
20x Pemmican | Age Range: Any Race: Human Default Faction Type: Civil Outlander Backstories: Cryptosleep (10% Commonality); Offworld, Outlander, Outsider isFighter: false Xenotypes: 5% Highmate Chemical Addiction Chance: 5% Initial Will Range: 0~0 Initial Resistance Range: 10~17 |
Imperial citizen |
30 | HP: 100% Avg. Quality: Always Normal |
Budget: 200~1000 0% Headgear; Required: UpperHead, Torso, Legs Available: Tuque, Gas mask , Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Colors: , , , , , , , , , , , |
- | Budget: 50~800 8% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm |
- | 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% , 10% , 10% Initial Will Range: 1~3 Initial Resistance Range: 10~17 |
Imperial trader |
40 | Avg. Quality: Normal | Budget: 1250~2500 Required: Beret , Ladies hat , Top hat , Torso, Legs Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Jacket, Flak jacket, Duster, Parka, Pants, Button-down shirt, T-shirt, Flak pants; Disallowed: Bowler hat, Cowboy hat Colors: , , , , , , , , , , , |
Budget: 1100~3500 Revolver, Autopistol |
Budget: 1000~1800 15% chance to have one of the following: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results |
2.55 Nutrition 15% Go juice or Yayo, 30% 30~100x |
Age Range: Up to 65 Backstories: Cryptosleep (8% Commonality) Min Title: Freeholder; Trader; Not Fighter Xenotypes: 5% Chemical Addiction Chance: 10% Initial Will Range: 3~5 Initial Resistance Range: 16~25 |
Imperial laborer |
30 | HP: 100% Avg. Quality: Always Normal |
Budget: 200~1000 0% Headgear; Required: UpperHead, Torso, Legs Available: Tuque, Gas mask , Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: , , , , , , , , , , , |
- | Budget: 50~800 8% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm |
- | 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% , 3% , 3% Initial Will Range: 1~3 Initial Resistance Range: 6~10 |
Trooper |
65 | Avg. Quality: Normal | Budget: 5000~8000 50% Headgear, 25% ; Required: , , , Torso|OnSkin Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 1100~2500 Biocoded: 15% Assault rifle, Heavy SMG, Chain shotgun, LMG, Hellcat rifle |
Budget: 1000~1500 Required: Death acidifier; 30% chance to have one of the following: Drill arm , Field hand , Aesthetic nose , Aesthetic shaper , Coagulator , Gastro-analyzer , Neurocalculator , Circadian half-cycler , Learning assistant , Sterilizing stomach , Healing enhancer , Nuclear stomach , Love enhancer , Circadian assistant ... further results |
2.55 Nutrition 15% 0~2x Go juice or 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% , 3% , 3% Chemical Addiction Chance: 10% Initial Will Range: 2~4 Initial Resistance Range: 15~24 |
Imperial grenadier |
100 | Avg. Quality: Normal | Budget: 6000~9000 50% Headgear; Required: , , Torso|OnSkin, Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 1100~2500 Biocoded: 15% Frag grenades |
Budget: 1000~1500 Required: Death acidifier; 30% chance to have one of the following: Drill arm , Field hand , Aesthetic nose , Aesthetic shaper , Coagulator , Gastro-analyzer , Neurocalculator , Circadian half-cycler , Learning assistant , Sterilizing stomach , Healing enhancer , Nuclear stomach , Love enhancer , Circadian assistant ... further results |
2.55 Nutrition 15% 0~2x Go juice or 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% , 3% , 3% Chemical Addiction Chance: 10% Initial Will Range: 2~4 Initial Resistance Range: 13~21 |
Janissary |
100 | Avg. Quality: Normal | Budget: 6000~9000 50% Headgear, 25% ; Required: , , Torso|OnSkin, Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 1550~2700 Biocoded: 15% Assault rifle, Heavy SMG, Chain shotgun, LMG, Hellcat rifle , Sniper rifle, Charge rifle, Charge lance |
Budget: 1000~1500 Required: Death acidifier; 30% chance to have one of the following: Drill arm , Field hand , Aesthetic nose , Aesthetic shaper , Coagulator , Gastro-analyzer , Neurocalculator , Circadian half-cycler , Learning assistant , Sterilizing stomach , Healing enhancer , Nuclear stomach , Love enhancer , Circadian assistant ... further results |
2.55 Nutrition; 15% 0~2x Go juice or 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% , 3% , 3% Chemical Addiction Chance: 10% Initial Will Range: 3~5 Initial Resistance Range: 13~21 |
Champion |
100 | Avg. Quality: Normal | Budget: 1250~2500 50% Headgear; Required: , , Torso|OnSkin, Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 1100~2500 Biocoded: 15% Longsword, Spear, Mace, Gladius, Axe , Warhammer , Monosword , Plasmasword , Zeushammer |
Budget: 1000~1500 Required: Death acidifier; 30% chance to have one of the following: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results |
2.55 Nutrition 15% 0~2x Go juice or 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% , 3% , 3% Chemical Addiction Chance: 10% Initial Will Range: 3~5 Initial Resistance Range: 12~20 |
Cataphract |
150 | Avg. Quality: Normal | Budget: 7000~10000 50% Headgear, 20% ; Required: , , Torso|OnSkin, Legs|OnSkin Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 1100~2500 Biocoded: 15% Minigun, Charge rifle, Charge lance |
Budget: 1000~4000 Required: Death acidifier, Armorskin gland 30% chance to have at most 4 of the following: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results |
2.55 Nutrition 15% 0~2x Go juice or 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% , 3% , 3% Chemical Addiction Chance: 10% Initial Will Range: 4~6 Initial Resistance Range: 17~26 |
Stellic defender |
150 | Avg. Quality: Excellent | Budget: 7000~10000 50% Headgear; Required: , , Torso|OnSkin, Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 3000~3500 Biocoded: 15% Charge rifle, Charge lance |
Budget: 1000~4000 Required: Death acidifier, 2x Bionic eyes, Stoneskin gland; Disallowed: Mindscrew 30% chance to have at most 4 of the following: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results |
2.55 Nutrition 15% 0~2x Go juice or 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% , 3% , 3% ; Forced Skills: 11~16 Shooting Chemical Addiction Chance: 3% Initial Will Range: 5~7 Initial Resistance Range: 14~22 |
Stellic warden |
150 | Avg. Quality: Excellent | Budget: 7000~10000 50% Headgear; Required: , , , Torso|OnSkin, Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 3000~3500 Biocoded: 15% Persona plasmasword , Persona monosword , Persona zeushammer |
Budget: 1000~4000 Required: Death acidifier, 2x Bionic eyes, Stoneskin gland; Disallowed: Mindscrew; 30% chance to have at most 4 of the following: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results |
2.55 Nutrition 15% 0~2x Go juice or 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% , 3% , 3% ; Forced Skills: 11~16 Melee Chemical Addiction Chance: 3% Initial Will Range: 5~7 Initial Resistance Range: 19~30 |
Noble (wimp) |
40 | Avg. Quality: Excellent | Budget: 1000~1500 50% Headgear; Required: , (M) or (F), , , Torso, ; 8% Eltex vest , Eltex shirt , Eltex robe , 50% Available: Button-down shirt, T-shirt; Disallowed: Bowler hat, 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 |
- | 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% , 5% , 5% Chemical Addiction Chance: 5% Initial Will Range: 5~7 Initial Resistance Range: 26~40 |
Yeoman |
120 | Avg. Quality: Excellent | Budget: 1000~1500 50% Headgear; 8% Eltex vest , Eltex shirt , Eltex robe , 30% Available: Tuque, Gas mask , Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Painstopper, Joywire, Power claw, Drill arm , Field hand ; Disallowed: 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% , 5% , 5% Chemical Addiction Chance: 5% Initial Will Range: 8~11 Initial Resistance Range: 38~58 |
Acolyte |
125 | Avg. Quality: Excellent | Budget: 1000~1500 50% Headgear; Required: or 10% Eltex helmet , Eltex skullcap , , 30% , Torso, ; 8% Eltex vest , Eltex shirt , Eltex robe Available: Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach; Disallowed: 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% , 5% , 5% Chemical Addiction Chance: 5% Initial Will Range: 8~11 Initial Resistance Range: 37~56 |
Knight / Dame |
130 | Avg. Quality: Excellent | Budget: 1000~1500 50% Headgear; or 30% Eltex helmet , Eltex skullcap ; Required: Torso, ; 8% Eltex vest , Eltex shirt , Eltex robe Available: Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results; Disallowed: 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% , 5% , 5% , 5% Chemical Addiction Chance: 5% Initial Will Range: 10~13 Initial Resistance Range: 38~58 |
Praetor |
135 | Avg. Quality: Excellent | Budget: 1000~1500 50% Headgear; or 50% Eltex helmet , Eltex skullcap ; Required: , Torso 30% , UpperHead, Torso, ; 8% Eltex vest , Eltex shirt , Eltex robe Available: Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results; Disallowed: 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% , 5% , 5% , 5% Chemical Addiction Chance: 5% Initial Will Range: 11~14 Initial Resistance Range: 38~58 |
Baron / Baroness |
135 | Avg. Quality: Excellent | Budget: 1000~1500 50% Headgear; , (M) or (F), , Torso, or 50% ; 8% Eltex vest , Eltex shirt , Eltex robe ; Torso, Available: Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results; Disallowed: 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% , 5% , 5% , 5% Chemical Addiction Chance: 5% Initial Will Range: 12~15 Initial Resistance Range: 25~39 |
Count / Countess |
135 | Avg. Quality: Excellent | Budget: 9999999 50% Headgear; , (M) or (F), , or 50% ; 8% Eltex vest , Eltex shirt , Eltex robe ; Torso, Available: Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results; Disallowed: 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% , 5% , 5% , 5% Chemical Addiction Chance: 5% Initial Will Range: 13~16 Initial Resistance Range: 38~58 |
Duke / Duchess |
135 | Avg. Quality: Excellent | Budget: 9999999 50% Headgear; , (M) or (F), , or 50% ; 8% Eltex vest , Eltex shirt , Eltex robe ; Torso, Available: Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results; Disallowed: 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% , 5% , 5% , 15% Chemical Addiction Chance: 5% Initial Will Range: 14~17 Initial Resistance Range: 38~58 |
Consul |
135 | Avg. Quality: Excellent | Budget: 9999999 50% Headgear; , (M) or (F), , or 50% , Torso, ; 8% Eltex vest , Eltex shirt , Eltex robe Available: Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results; Disallowed: 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% , 5% , 5% , 15% Chemical Addiction Chance: 5% Initial Will Range: 15~18 Initial Resistance Range: 19~30 |
Stellarch |
135 | Avg. Quality: Excellent | Budget: 9999999 50% Headgear; , (F) or (M), , , ; 8% Eltex vest , Eltex shirt , Eltex robe Available: Parka, Pants, Button-down shirt, T-shirt; Disallowed: Bowler hat, 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: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... further results; Disallowed: 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% , 5% , 5% , 25% Chemical Addiction Chance: 5% Initial Will Range: 16~19 Initial Resistance Range: 38~58 |
Bestower |
50 | Avg. Quality: Excellent | Budget: 1000~1500 50% Headgear; , , , ; 8% Eltex vest , Eltex shirt , Eltex robe Available: None; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Royalty, Weight 1, Factor 1; Ignore Seasons Colors: |
Budget: 99999 Eltex staff |
Budget: 1000~4000 Disallowed: Mindscrew 15% chance to have at most 3 of the following: Painstopper, Joywire, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Aesthetic shaper , Coagulator , Gastro-analyzer , Detoxifier lung ... 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% Required Work Types: Violent Pregnancy Chance: 0% Chemical Addiction Chance: 5% Initial Will Range: 6~8 Initial Resistance Range: 30~46 |
Cultist[edit]
This section relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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 |
55 | - | Budget: 400~1000 Required: Robe Allow Headgear Chance: 0% Naked Chance: 50% Available: Ritual mask Style Item Tags: Cultist; Weight 5, Factor 1 |
Budget: 100~160 Available: Axe , Knife, Mace, Gladius, Warhammer , Club |
Starting Hediffs: Inhumanized 15% chance for: Flesh tentacle 5% chance for: Bliss lobotomy, Flesh whip |
- | Age Range: Any Race: Human Default Faction Type: Horax Cult Disallowed Traits: Psychically deaf Required Work Tags: Violent Xenotypes: 5% Hussar, 5% Dirtmole, 2.5% Genie, 2.5% Neanderthal Initial Will Range: 0~1 Initial Resistance Range: 55~65 Studiable As Prisoner: true Is Good Psychic Ritual Invoker: true |
Underthrall gunner |
80 | - | Budget: 400~1000 Required: Robe; Ritual mask (Random Style) Allow Headgear Chance: 0% Naked Chance: 0% Style Item Tags: Cultist; Weight 5, Factor 1 |
Budget: 400~700 Available: Revolver, Autopistol, Machine pistol, Pump shotgun, Heavy SMG, Chain shotgun... further results |
Starting Hediffs: Inhumanized, Death refusal 15% chance for: Flesh tentacle 5% chance for: Bliss lobotomy, Flesh whip |
- | Age Range: Any Race: Human Default Faction Type: Horax Cult Disallowed Traits: Psychically deaf Required Work Tags: Violent Xenotypes: 5% Hussar, 5% Dirtmole, 2.5% Genie, 2.5% Neanderthal Initial Will Range: 0~1 Initial Resistance Range: 55~65 Studiable As Prisoner: true Is Good Psychic Ritual Invoker: false |
Highthrall |
90 | - | Color: Required: Robe; Ceremonial hood (Random Style) Allow Headgear Chance: 0% Style Item Tags: Cultist; Weight 5, Factor 1 |
Budget: 300~500 Available: Nerve spiker |
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 |
- | Age Range: Any Race: Human Default Faction Type: Horax Cult Disallowed Traits: Psychically deaf Required Work Tags: Violent Xenotypes: 5% Hussar, 5% Dirtmole, 2.5% Genie, 2.5% 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 | 150 | 100 | - | - | - | Melee (Blades) | Any | - | |
Lancer | 180 | 100 | Normal | - | 9999 | Charge lance | Any | - | |
Centipede | 400 | 100 | Normal | - | 9999 | Heavy charge blaster, Inferno cannon, Minigun | Any | - | |
Pikeman | 110 | 100 | Normal | - | 9999 | Needle gun | Any | - | |
Termite | 110 | 100 | Normal | - | 9999 | Thump cannon | Any | - | |
Militor | 45 | 100 | Normal | - | 9999 | Mini-shotgun | Any | - | |
Legionary | 150 | 100 | Normal | - | 9999 | Needle gun | Any | - | |
Tesseron | 150 | 100 | Normal | - | 9999 | Beam graser | Any | - | |
Scorcher | 110 | 100 | Normal | - | 9999 | Mini-flameblaster | Any | - | |
Tunneler | 400 | 100 | Normal | - | 9999 | Melee (Power claws) | Any | - | |
Centurion | 250 | 100 | Normal | - | 9999 | Charge blaster turret | Any | - | |
Diabolus | 600 | 100 | Normal | - | 9999 | Hellsphere cannon | Any | - | |
War queen | 600 | 100 | Normal | - | 9999 | Charge blaster turret | Any | - | |
Apocriton | 600 | 100 | Normal | - | 9999 | Toxic needle gun | Any | - | |
War urchin | 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.
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.
- Tribals use pawns equipped with breach axes.
- Outlanders, Pirates, and Imperials use frag grenadiers.
- Mechanoids utilize the thump cannon-wielding Termite.
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.
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.
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]
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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.