Raider
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Raiders are enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.
Raiders have several strategies when a raid event is spawned.
Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild animals, or unpowered turrets. They will, however, engage prisoners from enemy factions.
If the raiders cannot find any structures to destroy, or undowned colonists to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation.
Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges.
Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.
Equipment
This Google Sheets spreadsheet shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.
Weapons
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on Cassandra Classic and Phoebe Chillax they come equipped early on with mostly autopistols and crude melee weapons, some bolt-action rifles and pump shotguns later down the line. In the late game they can come equipped with things such as frag grenades, sniper rifles, incendiary launchers and machine pistols. Rarely some will have assault rifles or LMGs.
A raiding party may include members equipped with melee weapons and shield belts. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the Brawler trait), and vice versa.
Armor
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing parkas and tuques, but they don't usually wear dusters and cowboy hats in the heat.
Humanlike
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.
Raider types are exclusive to their faction - mercenaries being exempt.
Tribals
Tribal fighters, weak but expendable. They never carry silver or medicine. They carry pemmican as food.
Pawn 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 foot, Peg leg, Wooden hand |
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: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 90~150 Available: Knife, Club |
Budget: 50~50 15% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
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: Visage mask , Broadwrap , Headwrap , Parka, Tribalwear |
Budget: 80~80 Available: Short bow |
Budget: 50~50 3% chance to have one of the following: Denture, Wooden foot, Peg leg, Wooden hand |
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: Visage mask , Broadwrap , Headwrap , 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: Visage mask , Broadwrap , Headwrap , 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: Visage mask , Broadwrap , Headwrap , 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: Visage mask , Broadwrap , Headwrap , 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: Visage mask , Broadwrap , Headwrap , 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: Visage mask , Broadwrap , Headwrap , 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: Visage mask , Broadwrap , Headwrap , 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: Visage mask , Broadwrap , Headwrap , 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
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: Tuque, Cowboy hat, Bowler 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: Cowboy hat, Bowler hat, Tuque, Gas mask , Flak jacket, Duster, Jacket, 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: Cowboy hat, Bowler hat, Tuque, Gas mask , Flak jacket, Duster, Jacket, Parka, Button-down shirt, Pants, T-shirt |
Budget: 100~160 Biocoded Chance: 10% Available: Axe , Knife, Mace, Gladius, 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: Cowboy hat, Bowler hat, Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, 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 foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, 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
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: Bowler hat, Tuque, Cowboy hat, Gas mask , Kid parka , Kid romper , Kid pants , Kid shirt |
Budget: 0 Available: Knife |
Budget: 50~600 6% 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 , 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: Cowboy hat, Bowler hat, Tuque, Gas mask , Flak jacket, Duster, Jacket, 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 foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, 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: Smokepop pack, Firefoam pop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Button-down shirt... 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 foot, Peg leg, Wooden hand, Cochlear implant, Prosthetic heart, Prosthetic leg, Prosthetic arm, 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: Smokepop pack, Firefoam pop pack, Low-shield pack , Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Pants... 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 leg, Prosthetic arm, 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: Smokepop pack, Firefoam pop pack, Low-shield pack , Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Pants, Button-down shirt... 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 leg, Prosthetic arm, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer ... 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
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: Smokepop pack, Firefoam pop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Button-down shirt... 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, Peg leg, Wooden hand, Wooden foot, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, 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: Smokepop pack, Firefoam pop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Button-down shirt... further results |
Budget: 500~500 Biocoded Chance: 10% Available: EMP grenades |
Budget: 500~500 5% chance to have one of the following: Denture, Peg leg, Wooden hand, Wooden foot, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, 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: Smokepop pack, Firefoam pop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Simple helmet, Psychic foil helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Button-down shirt... further results |
Budget: 400~400 Biocoded Chance: 10% Available: Smoke launcher |
Budget: 500~500 5% chance to have one of the following: Denture, Peg leg, Wooden hand, Wooden foot, Cochlear implant, Prosthetic heart, Prosthetic arm, Prosthetic leg, 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: Smokepop pack, Firefoam pop 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, Bolt-action rifle, Pump shotgun, 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 arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer ... 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: Smokepop pack, Firefoam pop 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, Bolt-action rifle, Pump shotgun, 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 arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer ... 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: Cowboy hat, Bowler hat, Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, 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 arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer ... 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: Cowboy hat, Bowler hat, Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, 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 arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer ... 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: Cowboy hat, Bowler hat, Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, 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 arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer ... 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: Cowboy hat, Bowler hat, Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, 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 arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer ... 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: Smokepop pack, Firefoam pop 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 arm, Prosthetic leg, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer ... 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: Smokepop pack, Firefoam pop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Marine helmet, Recon 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, Coagulator , Gastro-analyzer , Aesthetic shaper , 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: Smokepop pack, Firefoam pop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Marine helmet, Recon 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, Coagulator , Gastro-analyzer , Aesthetic shaper , 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: Smokepop pack, Firefoam pop pack, Low-shield pack , Bowler hat, Tuque, Cowboy hat, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Marine helmet, Recon 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, Coagulator , Gastro-analyzer , Aesthetic shaper , 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
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
This article 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: Ladies hat , Top hat , Beret , Torso, Legs Available: Tuque, Gas mask , Flak helmet, Psychic foil helmet, Simple helmet, Flak vest, Flak jacket, Duster, Jacket, Parka, Button-down shirt, T-shirt, Pants, 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, Coagulator , Gastro-analyzer , Aesthetic shaper , 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% Heavy SMG, Chain shotgun, LMG, Assault rifle, 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 , Sterilizing stomach , Healing enhancer , Nuclear stomach , Love enhancer , Circadian assistant , Immunoenhancer , Reprocessor stomach , Neurocalculator ... 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 , Sterilizing stomach , Healing enhancer , Nuclear stomach , Love enhancer , Circadian assistant , Immunoenhancer , Reprocessor stomach , Neurocalculator ... 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, Button-down shirt, T-shirt, Pants; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 1550~2700 Biocoded: 15% Heavy SMG, Chain shotgun, LMG, Assault rifle, Hellcat rifle , Sniper rifle, Charge lance, Charge 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 , Sterilizing stomach , Healing enhancer , Nuclear stomach , Love enhancer , Circadian assistant , Immunoenhancer , Reprocessor stomach , Neurocalculator ... 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, Button-down shirt, T-shirt, Pants; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 1100~2500 Biocoded: 15% Longsword, Spear, Mace, Gladius, Warhammer , Axe , Plasmasword , Zeushammer , Monosword |
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, Coagulator , Gastro-analyzer , Aesthetic shaper , 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, Button-down shirt, T-shirt, Pants; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 1100~2500 Biocoded: 15% Minigun, Charge lance, Charge rifle |
Budget: 1000~4000 Required: Death acidifier, Armorskin gland 30% chance to have at most 4 of the following: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer , Aesthetic shaper , 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, Button-down shirt, T-shirt, Pants; 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer , Aesthetic shaper , 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, Button-down shirt, T-shirt, Pants; Disallowed: Bowler hat, Cowboy hat Style Item Tags: Soldier, Weight 1, Factor 1 Colors: |
Budget: 3000~3500 Biocoded: 15% Persona monosword , Persona zeushammer , Persona plasmasword |
Budget: 1000~4000 Required: Death acidifier, 2x Bionic eyes, Stoneskin gland; Disallowed: Mindscrew; 30% chance to have at most 4 of the following: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 shirt , Eltex robe , Eltex vest , 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 shirt , Eltex robe , Eltex vest , 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 shirt , Eltex robe , Eltex vest 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 shirt , Eltex robe , Eltex vest 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, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 shirt , Eltex robe , Eltex vest 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, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 shirt , Eltex robe , Eltex vest ; 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, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 shirt , Eltex robe , Eltex vest ; Torso, Available: Pants, Button-down shirt, T-shirt, Parka; 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 shirt , Eltex robe , Eltex vest ; Torso, Available: Pants, Button-down shirt, T-shirt, Parka; 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 shirt , Eltex robe , Eltex vest Available: Pants, Button-down shirt, T-shirt, Parka; 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 shirt , Eltex robe , Eltex vest Available: Pants, Button-down shirt, T-shirt, Parka; 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 shirt , Eltex robe , Eltex vest 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: Joywire, Painstopper, Power claw, Drill arm , Field hand , Bionic tongue, Aesthetic nose , Bionic ear, Bionic stomach, Coagulator , Gastro-analyzer , Aesthetic shaper , 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 |
Mechanoid
Mechanical enemies that neither feel pain nor seek cover.
Pawn Type | Image | Combat Power | Gear Health (%) | Avg. Gear Quality | Clothing Budget | Weapon Budget | Available Weapons | Age Range | Additional Info |
---|---|---|---|---|---|---|---|---|---|
Scyther | 150 | 100 | - | - | - | Melee (Blades) | Any | - | |
Lancer | 150 | 100 | Normal | - | 9999 | Charge lance | Any | - | |
Centipede | 50px | 400 | 100 | Normal | - | 9999 | Heavy charge blaster, Inferno cannon | Any | - |
Pikeman | 110 | 100 | Normal | - | 9999 | Needle gun | Any | - | |
Termite | 110 | 100 | Normal | - | 9999 | Thump cannon | Any | - |
Mechanoid cluster
Added in Royalty was the "Mechanoid Cluster" event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.
Raiders' strategies
The message from the event will detail how the raiders from the hostile faction will raid.
Immediate attack
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.
Mid-base drop pods
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room.
They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.
Immediate attack smart
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as simply steal some of your items and run. This can be devastating in early game, because a raider may steal your stockpile of components, leaving you without any means of using electricity.
Despite their description, they can still be funneled into a killbox with relative ease.
Preparation
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are "preparing". This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.
Sappers
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 to reach one of your colonists' assigned beds. They will run around for a short time and continue to dig afterward if they are under attack.
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (deadfall trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.
However, in open bases they are even worse than regular raiders as they come in smaller numbers.
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.
Breachers
These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way. - Flavor text
Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more. Compared to Sappers, Breachers comes equipped with tools designed to destroy walls more easily (Tribals access to Breach axe, Royal, Pirates and Colony uses Grenades, and Mechanoids utilizes their Termite wielding Thump Cannon) regardless of their mining skill. Unlike the Sappers, they mostly target after the nearest walls rather than anything blocking the way, mostly belonging to the colony if there is a pawn nearby. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range.
They ignore walls that are not owned by the colonist unless there are no other pathway around them and the walls, 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. These kind of raids will appear more frequently if the wealth is high enough.
Siege
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 to set up a makeshift siege base with supplies (steel, packaged survival meals, components, high-explosive shells and incendiary shells) received from drop pods, and will construct two mortars and sandbags as cover.
You can intercept them before they start building up if timing is favorable to you. They will always construct two mortars regardless of the number of raiders. They rarely use their best constructors when building, sometimes failing to complete the mortars. As they will not get additional components, this will make them lose firepower.
Once ready, they will bombard you, with those not manning the mortars remaining on guard. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells. They can receive different types of shell during the siege. After causing enough destruction, they will proceed to converge on your colony.
The siege team will not engage friendlies while heading towards their point until they actually start constructing or you assault them first.
Ambush
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.
Multiple group attacks
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.
Drop pod scatter
Enemies capable of drop pods have a chance of landing scattered across the map.
Weapon-specific raids
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.
Melee rush
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.
Mechanoids have their own rendition of the melee rush with scythers only.
Sniper party
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.
Explosives assault
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.
Raid strength
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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
For a more comprehensive list of strategies, see Defense tactics.
For constructed defenses to hold against raiders, see Defense structures.
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.
Raider preparation
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a colonist nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on solar generators, you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your traps are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.
Siege defense
When faced with a siege, there are a few coping strategies you can use.
You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read Overhead Mountain when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.
Mechanoid assaults
Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used.
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.
Lancers
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as assault rifles or bolt-action rifles are vital.
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.
Scyther
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies.
Pikemen
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.
Centipedes
Centipedes, on the other hand, specialize in crowd control and area denial; the minigun and heavy charge blaster can annihilate groups of colonists, while the inferno cannon sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.
Centipedes wielding the Minigun and Heavy Charge Baster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire.
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.
Engaging it in melee is not recommended due to its armor, high health and heavy damage.
Tribal raids
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers.
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.
Crowd control is an important aspect in defeating tribal raids. The minigun or LMG is an effective weapon to use as it can easily mow down groups of raiders.
Explosive weapons are also useful in crowd control.
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit.
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them.
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.
Version history
- 0.0.245 - Sniper squad and mercenary squad added.
- 0.3.410 - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.
- 0.5.492 - Sieges added.
- 0.11.877 - Sappers added. Raiders now opportunistically ignite crops on fire.
- A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.
- 0.12.906 - Sappers now avoid mining through high-health ores and barriers. Siegers will never be sent with only melee weapons ... again?