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<onlyinclude> | <onlyinclude> | ||
− | + | Raiders, are enemies who attack in groups during the period where the storyteller's threat cycle is active - or at possibly any time in the case of 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.</onlyinclude> | |
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− | + | The game will automatically display a red alert envelope with two different versions, whether they will prepare and then attack or will attack immediately. | |
− | + | ||
+ | Raiders will attack, destroy or burn random targets without any visible strategy or tactic, but will not attack natural rock walls (except sappers), wild [[animals]] or unpowered turrets. They will however, engage prisoners from enemy factions. | ||
+ | |||
+ | Besides attempting to raze your base, if not engaging your defenders due to no contact, the behavior will change into other goals such as: 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, as well as give up and retreat due to exhaustion and starvation. | ||
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<gallery widths="250px" heights="250px" class="center" mode="nolines"> | <gallery widths="250px" heights="250px" class="center" mode="nolines"> | ||
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File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts''' | 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''' | File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving''' | ||
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</gallery> | </gallery> | ||
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− | + | [[File:Prisoner return as raider.png|400px|thumb|right|Abandoned prisoner returns to ambush a caravan.]] | |
− | + | 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. | |
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− | + | {{clear}} | |
− | {{ | ||
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− | + | == 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. | 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. | ||
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− | |||
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. | 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. | ||
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{{math|big=0|P {{=}} (( C × 42 ) + ( iW ÷ 100 ) + ( bW ÷ 200 )) × ( sR × lR ) × D × T × R}} | {{math|big=0|P {{=}} (( C × 42 ) + ( iW ÷ 100 ) + ( bW ÷ 200 )) × ( sR × lR ) × D × T × R}} | ||
− | + | Where '''C''' is the number of colonists that your base has; '''iW''' is the base's item wealth; '''bW''' is the base's building wealth; '''sR''' is the short-term ramp-up factor; '''lR''' is the long-term ramp-up factor; '''D''' is the difficulty's threat scale factor (i.e. points multiplier); '''T''' is based on the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced; and '''R''' is based on the strategy that the raiders are using. | |
− | + | ||
− | + | '''C''', '''iW''', and '''bW''' can be checked under the 'History' tab. Colonists are always worth 42 points, regardless of if they're a peg-legged, pacifistic grandma; or a level 20 trigger-happy, bionic, CED (combat enhancing drug) junkie. | |
− | + | ||
− | + | '''D''''s value is 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''''s value is 0.5 for 1; 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''''s value is 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. | |
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− | ====Ramp- | + | ====Ramp-Up Factors==== |
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. | ||
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− | == Defense | + | == Equipment == |
+ | |||
+ | === 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 [[pistol]]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 even [[charge rifle]]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 will not use the best weapon for their skills, instead randomly picking weapons. 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 [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s 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. | ||
+ | |||
+ | Weapons that are in '''bold''' are weapons that a raider kind is particularly likely to equip; weapons that are in ''italics'' are weapons that a raider kind is particularly unlikely to equip. | ||
+ | |||
+ | Raider types are exclusive to their faction - mercenaries being exempt. | ||
+ | |||
+ | === Tribals === | ||
+ | |||
+ | Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. | ||
+ | |||
+ | {| {{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 | ||
+ | |- | ||
+ | ! Warrior | ||
+ | |[[File:Warrior1557.png]] || | 40 || | 50-180 || | Normal || | 180-350 || | 60-400 || | [[Club]], [[Ikwa]], [[Knife]], ''[[Shiv]]'' || | Up to 40 || | Tribal traders are based off of this pawn. | ||
+ | |- | ||
+ | ! Archer | ||
+ | |[[File:Archer1557.png]] || | 48 || | 50-180 || | Normal || | 180-350 || | 400 || | '''[[Short bow]]''' || | Up to 40 || | | ||
+ | |- | ||
+ | ! Hunter | ||
+ | |[[File:Hunter1722.png]] || | 65 || | 50-180 || | Normal || | 180-450 || | 400-700 || | '''[[Recurve bow]]''' || | Up to 40 || | Always has [[war veil]]. | ||
+ | |- | ||
+ | ! Heavy Archer | ||
+ | |[[File:HeavyArcher1722.png]] || | 90 || | 50-220 || | Normal || | 200-550 || | 600-750 || | [[Greatbow]], [[Pila]] || | Up to 40 || | Always has [[war mask]]. | ||
+ | |- | ||
+ | ! Berserker | ||
+ | |[[File:Berserker1722.png]] || | 90 || | 50-220 || | Normal || | 200-550 || | 600-750 || | [[Longsword]], [[Spear]] || | Up to 40 || | Always has war mask. | ||
+ | |- | ||
+ | ! Chief | ||
+ | |[[File:Chief1557.png]] || | 90 || | 70-300 || | Superior || | 600-1600 || | 800-1000 || | '''Greatbow''' || | At least 35 || | Always has [[tribal headdress]]. Difficult to recruit. Can be faction leader. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Pirates === | ||
+ | |||
+ | These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily-dispatched once you get armor and high-grade weapons. | ||
+ | |||
+ | {| {{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 | ||
+ | |- | ||
+ | ! Drifter | ||
+ | |[[File:Drifter1557.png]] || | 30 || | 20-60 || | Shoddy || | 90-280 || | 60-200 || | ''[[Autopistol]]'', '''Club''', Knife, ''[[Revolver]]'', Shiv || | Any || | Never carries food. May have a peg leg. | ||
+ | |- | ||
+ | ! Scavenger | ||
+ | |[[File:Scavenger1557.png]] || | 45|| | 20-90 || | Poor || | 300-500 || | 250-312 || | Autopistol, '''[[Bolt-action rifle]]''', ''[[Incendiary launcher]]'', '''[[Machine pistol]]''', [[Pump shotgun]], Revolver || | Any || | Comes in large numbers early-game. May have a peg leg. | ||
+ | |- | ||
+ | ! Thrasher | ||
+ | |[[File:Thrasher1557.png]] || | 45 || | 40-110 || | Poor || | 300-800 || | 60-150 || | '''Club''', ''[[Gladius]]'', Knife, ''[[Mace]]'', Shiv || | Up to 48 || | May have a peg leg. Can be faction leader. | ||
+ | |- | ||
+ | ! Pirate | ||
+ | |[[File:Pirate1557.png]] || | 65 || | 40-150 || | Normal || | 500-1100 || | 450-600 || | [[Assault rifle]], ''Autopistol'', Bolt-action rifle, ''[[Chain shotgun]]'', [[Heavy SMG]], ''Incendiary launcher'', [[LMG]], Machine pistol, Pump shotgun, ''Revolver'', [[Sniper rifle]] || | Up to 50 || | May have a peg leg. Can be faction leader. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Outlanders === | ||
+ | |||
+ | Never initially hostile, but you can be raided by these units if you provoke an outlander union. As friendly units, they show up in caravans or friendly reinforcements. | ||
+ | |||
+ | {| {{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 | ||
+ | |- | ||
+ | ! Villager | ||
+ | |[[File:Villager1557.png]] || | 30 || | 20-200 || | Poor || | 300-900 || | 0-250 || | ''Autopistol'', '''Club''', Gladius, Knife, Mace, ''Machine pistol'', ''Revolver'', '''Shiv''' || | Any || | Traders and councilmen are based off of this pawn. Rarely has simple prostheses. Councilmen may be faction leader. | ||
+ | |- | ||
+ | ! Town Guard | ||
+ | |[[File:Guard1557.png]] || | 53 || | 50-180 || | Poor || | 300-900 || | 200-600 || | Assault rifle, Autopistol, '''Bolt-action rifle''', ''Chain shotgun'', Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, Revolver, ''Sniper rifle'' || | Up to 65 || | Rarely has simple prostheses. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Mercenaries === | ||
+ | |||
+ | Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks. | ||
+ | |||
+ | {| {{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 | ||
+ | |- | ||
+ | ! Grenadier | ||
+ | |[[File:Grenadier1557.png]] || | 65 || | 70-230 || | Normal || | 800-1400 || | 600-1000 || | [[EMP grenades]], [[Frag grenades]], [[Molotov cocktails]] || | Up to 65 || | Comes in two flavors: destructive and EMP. Rarely has bionics. | ||
+ | |- | ||
+ | ! Mercenary Gunner | ||
+ | |[[File:Gunner1557.png]] || | 90 || | 70-230 || | Normal || | 1500-2800 || | 400-900 || | Assault rifle, ''Autopistol'', Bolt-action rifle, ''Chain shotgun'', Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, ''Revolver'', Sniper rifle || | Up to 65 || | Rarely has bionics. | ||
+ | |- | ||
+ | ! Mercenary Sniper | ||
+ | |[[File:Sniper1557.png]] || | 95 || | 70-230 || | Normal || | 1500-2500 || | 1200-1800 || | '''Sniper rifle''' || | Up to 65 || | Rarely has bionics. | ||
+ | |- | ||
+ | ! Mercenary Slasher | ||
+ | |[[File:Slasher1557.png]] || | 140 || | 50-230 || | Normal || | 1000-2600 || | 1200-2000 || | ''Club'', Gladius, Knife, Longsword, Mace, ''Shiv'' || | Up to 65 || | May have bionics. Always has [[shield belt]]. | ||
+ | |- | ||
+ | ! Heavy Mercenary | ||
+ | |[[File:Heavy1557.png]] || | 185 || | 50-140 || | Normal || | 200-350 || | 1600-2000 || | [[Doomsday rocket launcher]], ''[[Minigun]]'', [[Triple rocket launcher]] || | Up to 65 || | May have bionics. | ||
+ | |- | ||
+ | ! Elite Mercenary | ||
+ | |[[File:Elite1557.png]] || | 210 || | 80-350 || | Normal || | 2500-4200 || | 1600-2000 || | '''Assault rifle''', [[Charge rifle]], LMG || | Up to 45 || | May have bionics. Bosses are functionally identical and may be faction leader. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Spacer === | ||
+ | |||
+ | 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. | ||
+ | |||
+ | {| {{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 | ||
+ | |- | ||
+ | ! Space Soldier | ||
+ | |[[File:SpaceSoldier1722.png]] || | 100 || | 100 || | Good || | 0-3200 || | 300-900 || | Assault rifle, ''Autopistol'', Bolt-action rifle, ''Chain shotgun'', Heavy SMG, ''Incendiary launcher'', LMG, Machine pistol, Pump shotgun, ''Revolver'', Sniper rifle || | Up to 58 || | Fairly often has bionics. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | == Mechanoid == | ||
+ | |||
+ | {{main|Mechanoid}} | ||
+ | |||
+ | Mechanical enemies that neither feels pain not seeks 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 | ||
+ | |[[File:Scyther1557.png]] || | 160 || | 100 || | Normal || | - || | 5000 || | '''[[Charge lance]]''' || | Any || | | ||
+ | |- | ||
+ | ! Centipede | ||
+ | |[[File:Centipede1557.png]] || | 290 || | 100 || | Normal || | - || | 8000 || | [[Heavy charge blaster]], [[Inferno cannon]], ''Minigun'' || | Any || | All weapons have a [[forced miss radius]]. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | == Raiders' Strategies == | ||
+ | |||
+ | === Immediate Attack === | ||
+ | |||
+ | Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend. | ||
+ | |||
+ | They have a 70% chance to arrive on foot at the map edges, and 20% to drop pod there, assuming they don't use other strategies and are capable of utilizing drop pods. | ||
+ | |||
+ | === Mid-base Drop Pods === | ||
+ | |||
+ | Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They 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 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. | ||
+ | |||
+ | === Preparation === | ||
+ | |||
+ | Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are "preparing". This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself. | ||
+ | |||
+ | === Sappers === | ||
+ | |||
+ | Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. They will continue to dig even if they are under attack. | ||
+ | |||
+ | They can be fairly dangerous to those who cave in to mountain bases as the defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. But, on the other hand, 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 mode="packed-hover"> | ||
+ | File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls. | ||
+ | File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely. | ||
+ | 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> | ||
+ | |||
+ | === Siege === | ||
+ | |||
+ | Raiders enter your map from an edge and head towards a point to set up a makeshift siege base with supplies ([[steel]], [[packaged survival meal]]s, [[component]]s, [[high-explosive shell]]s and [[incendiary shell]]s) received from drop pods, and wil construct 2 [[mortar]]s 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 then 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. | ||
+ | |||
+ | [[File:Siege pirates not engaging friendlies yet.png|400px]] | ||
+ | |||
+ | === 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. | ||
+ | |||
+ | == Defense Strategies == | ||
+ | |||
''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]].'' | ||
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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| | + | |
+ | Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|Solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[Deadfall trap|traps]] are. This doesn't apply to other factions, though -- if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps. | ||
=== 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. | ||
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=== Mechanoid assaults === | === Mechanoid assaults === | ||
− | |||
− | + | Mechanoids only come in 2 types, Scythers 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. | |
− | |||
− | + | ==== Scythers ==== | |
− | + | Scythers are capable of long-range sniping attacks, and are extremely deadly with melee. If fighting it from a distance, cover along with long-ranged weapons such as [[sniper rifle]]s or [[bolt-action rifle]]s are vital. | |
− | Scythers are | ||
− | + | Despite its high melee damage, sometimes melee fighting it may be better, as long as you have good armor and weapons. | |
− | ==== | + | ==== 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, on the other hand, specialize in crowd control and area denial; the [[ | ||
− | The | + | 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. <br> |
+ | 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. | 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. | ||
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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. | 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. | ||
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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. | ||
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[[Category:Characters]] | [[Category:Characters]] |