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{{About|NPC enemies|the ideological meme|Ideoligion#Raider{{!}}Raider}}
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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>
{{imagemargin|[[File:raiders_layout_preview.png|124px|right]]|41px}}</div>'''Raiders''' are essentially the main antagonists of ''RimWorld''. They are predatory enemies who appear in events called "Raids" and are sent by the storyteller or by player accepted quests. The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.</onlyinclude>
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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 have several [[#Raiders' strategies|strategies]] when a raid event is spawned. Human raiders continue to attack until one of several conditions are met. Mechanoid raiders continue to attack indefinitely. Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.
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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.
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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'''
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''
 
 
</gallery>
 
</gallery>
  
== Equipment ==
 
{{Rewrite|section=1|reason=1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics}}
 
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.
 
 
=== Weapons ===
 
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s.
 
 
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.
 
  
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.  
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[[File:Prisoner return as raider.png|400px|thumb|right|Abandoned prisoner returns to ambush a caravan.]]
  
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the [[Trait#Brawler|Brawler]] trait), and vice versa.
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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.
  
=== Armor ===
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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.
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.
 
  
=== Loot ===
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{{clear}}
{{stub|section=1|reason=Is there always loot?}}
 
Raiders can spawn carrying additional items unrelated to their pawnkind and their combat role. These function as an additional reward for defeating the raid. These items spawn inside the inventories of some raiders and are dropped on their being [[downed]]. The type of loot depends on the faction the raider is from. Note that while drugs and resources do spawn as part of this loot, it is in addition to that spawned for addictions and siege construction.
 
  
The total [[market value]] of the loot is proportional to the [[raid points]] of the raid it spawns in. The loot may spawn on one raider or it may be distributed across several individuals. Note that the value does not increase after 4000 raid points.
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== Raid strength ==
  
{| class="wikitable"
 
|-
 
! Loot market value by Raid points
 
|-
 
|{{GraphChart|width = 400
 
|height = 200
 
|type = line
 
|xAxisTitle = Raid Points
 
|xAxisMin =
 
|xAxisMax =
 
|yAxisMin =
 
|yAxisMax =
 
|yAxisTitle = Value (Silver)
 
|legend = Legend
 
|x = 35, 100, 1000, 2000, 4000, 5000
 
|y1 = 8, 60, 250, 400, 500, 500
 
|y1Title = Mechanoids
 
|y2 = 15, 120, 500, 800, 1000, 1000
 
|y2Title = All Other Factions
 
}}
 
|}
 
 
The items that compose the loot vary and are themed to the faction performing the raid. The options are:
 
{| class="wikitable"
 
|-
 
! [[Mechanoid Hive]] !! [[Outlanders]] !! [[Tribals]] !! [[Pirates]] !! [[Empire]]{{RoyaltyIcon}}
 
|-
 
| {{Icon List|Plasteel}}
 
{{Icon List|Component }}
 
| {{Icon List|Silver}}
 
{{Icon List|Medicine}}
 
{{Icon List|Component}}
 
{{Icon List|Packaged survival meal}}
 
{{Icon List|Neutroamine }}
 
| {{Icon List|Silver}}
 
{{Icon List|Jade}}
 
{{Icon List|Herbal medicine}}
 
{{Icon List|Pemmican}}
 
|{{Icon List|Silver}}
 
{{Icon List|Medicine}}
 
{{Icon List|Packaged survival meal}}
 
{{Icon List|Flake}}
 
{{Icon List|Yayo}}
 
{{Icon List|Go juice}}
 
{{Icon List|Wake up}}
 
{{Icon List|Smokeleaf}}
 
{{Icon List|Luciferium}}
 
| {{Icon List|Gold}}
 
{{Icon List|Glitterworld medicine}}
 
{{Icon List|Uranium}}
 
{{Icon List|Packaged survival meal}}
 
|}
 
 
== Humanlike ==
 
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.
 
 
Raider types are exclusive to their faction - mercenaries being exempt.
 
 
=== Tribals ===
 
{{main|Tribes}}
 
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.
 
{{:Tribes/Pawns}}
 
 
=== Pirates ===
 
{{main|Pirates}}
 
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.
 
{{:Pirates/Pawns}}
 
 
=== Outlanders ===
 
{{main|Outlanders}}
 
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.
 
{{:Outlanders/Pawns}}
 
 
=== Mercenaries ===
 
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.
 
{{:Mercenaries/Pawns}}
 
 
=== Spacer ===
 
{{main|Ancients}}
 
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.
 
{{:Ancients/Pawns}}
 
 
=== Empire ===
 
{{Royalty|section=1|No Category}}
 
{{Main|Empire}}
 
{{:Empire/Pawns}}
 
 
== Mechanoid ==
 
{{main|Mechanoid}}
 
 
Mechanical enemies that neither feel pain nor seek cover.
 
 
{| {{STDT| c_01 text-center}}
 
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info
 
|-
 
! [[Scyther]]
 
|[[{{Q|Scyther|Image}}|50px]] || 150 || 100 || - || - || - || '''Melee (Blades)''' || Any || - <!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis-->
 
|-
 
! [[Lancer]]
 
|[[{{Q|Lancer|Image}}|50px]] || 180 || 100 || Normal || - || 9999 || '''[[Charge lance]]''' || Any || -
 
|-
 
! [[Centipede]]
 
|[[{{Q|Centipede|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''[[Heavy charge blaster]]''', '''[[Inferno cannon]]''', '''[[Minigun]]''' || Any || -
 
|-
 
! [[Pikeman]]
 
|[[{{Q|Pikeman|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -
 
|-
 
! [[Termite]]
 
|[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || -
 
|-
 
! [[Militor]]
 
|[[{{Q|Militor|Image}}|50px]] || 45  || 100 || Normal || - || 9999 || '''[[Mini-shotgun]]''' || Any || -
 
|-
 
! [[Legionary]]
 
|[[{{Q|Legionary|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -
 
|-
 
! [[Tesseron]]
 
|[[{{Q|Tesseron|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Beam graser]]''' || Any || -
 
|-
 
! [[Scorcher]]
 
|[[{{Q|Scorcher|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Mini-flameblaster]]''' || Any || -
 
|-
 
! [[Tunneler (Mechanoid)|Tunneler]]
 
|[[{{Q|Tunneler|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''Melee (Power claws)''' || Any || -
 
|-
 
! [[Centurion]]
 
|[[{{Q|Centurion|Image}}|50px]] || 250 || 100 || Normal || - || 9999 || '''[[Charge blaster turret]]''' || Any || -
 
|-
 
! [[Diabolus]]
 
|[[{{Q|Diabolus|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Hellsphere cannon]]''' || Any || -
 
|-
 
! [[War queen]]
 
|[[{{Q|War queen|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Charge blaster turret]]''' || Any || -
 
|-
 
! [[Apocriton]]
 
|[[{{Q|Apocriton|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Toxic needle gun]]''' || Any || -
 
|-
 
! [[War urchin]]
 
|[[{{Q|War urchin|Image}}|50px]] || 75 || 100 || Normal || - || 9999 || '''[[Spiner]]''' || Any || -
 
|-
 
|}
 
 
=== Mechanoid cluster ===
 
{{main|Mechanoid cluster}}
 
 
Added in Royalty was the "Mechanoid Cluster" event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.
 
 
== Raiders' strategies ==
 
The message from the event will detail how the raiders from the hostile faction will raid.
 
 
=== General Mechanics ===
 
 
=== Raider Targeting ===
 
 
Standard raiders, including humans and mechanoids, attack targets based on a rough priority system with some random elements. Raiders who are able to path towards a colonist or powered turret will attempt to attack such a colonist or pathable furniture. Raiders who are only able to path towards furniture may attack that furniture or may instead attack random walls and doors. The chance raiders attack the furniture rather than random walls and doors has some random elements to it. Raiders who cannot path towards any colonist nor any furniture targets will attack random walls and doors.
 
 
Pathable means that the raider can move to the same cell as the target. "Furniture" targets include objects like stools, tables, chairs, and even things like Wind Turbines, Geothermal Generators, Unpowered Turrets, and production benches.
 
 
Raider targeting can change based on nearby targets, if their target is destroyed or becomes non-pathable, or if they take damage.
 
 
Raider targeting can also be overridden by nearby targets of opportunity. Raiders may light wooden walls or crops on fire, for example. 
 
 
=== "Victory" Conditions ===
 
 
Human raiders continue to attack until one of several conditions are met. Mechanoid raiders attack indefinitely. Once mechanoids have destroyed every possible target they wander around in place indefinitely until a new target appears.
 
 
Downing or killing 40 to 70% of human raiders causes the remaining alive raiders to cease their attack and attempt to flee. A random value between 40 and 70% is chosen for each raider group. If a raid attacks in multiple groups, each group has their own randomly chosen 40 to 70% flee value. Each individual raider group only counts dead or downed members of their own group. Each group attacks and flees independently.
 
 
Human Raiders will flee after attacking for approximately 10 to 15 hours. A random value is chosen between these timers. After the time is passed the group will flee. For enemies attacking in multiple groups, each group will have its own timer and solely that group will flee when the timer is met. For sieges, the timer only begins after the siege stops attempting to siege and directly assaults the colony.
 
 
Human enemies may attempt to kidnap downed colonists. When kidnapping, enemies may disengage from combat and attempt to flee the map.
 
 
Human enemies may attempt to steal nearby loot. When stealing, enemies may disengage from combat and attempt to flee the map. How much nearby loot is required to cause raider theft depends on the raid points of the colony. Higher raid points requires more loot.
 
 
{| {{STDT| c_50}}
 
! style="text-align:left;" | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid?
 
|-
 
| rowspan="7" | Walk in Edge (45%)
 
| rowspan="3" | Immediate Attack
 
| No
 
| rowspan="3" | Tribal, Outlander, Pirate, Mechanoid
 
| rowspan="2" | Yes
 
|-
 
| Yes
 
|-
 
| Yes (Breach)
 
| No
 
|-
 
| rowspan="2" | Preparation || No
 
| rowspan="7" | Tribal, Outlander, Pirate
 
| rowspan="2" | Yes
 
|-
 
| Yes
 
|-
 
| Sapper || No
 
| No
 
|-
 
| Siege || No
 
| Yes
 
|-
 
| rowspan="3" | Walk in Edge Group (15%)
 
| rowspan="2" | Immediate Attack
 
| No
 
| rowspan="2" | Yes
 
|-
 
| Yes
 
|-
 
| Sapper || No
 
| No
 
|-
 
| rowspan="7" | Drop pods (30%)
 
| rowspan="3" | Immediate Attack
 
| No
 
| rowspan="5" | Tribal, Outlander, Pirate, Empire, Mechanoid
 
| rowspan="2" | Yes
 
|-
 
| Yes
 
|-
 
| Yes (Breach)
 
| No
 
|-
 
| rowspan="2" | Preparation || No
 
| rowspan="2" | Yes
 
|-
 
| Yes
 
|-
 
| Sapper || No
 
| rowspan="2" | Tribal, Outlander, Pirate, Empire
 
| No
 
|-
 
| Siege || No
 
| rowspan="2" | Yes
 
|-
 
| Haywired drop pods (10%) || Immediate Attack || No || Tribal, Outlander, Pirate, Empire, Mechanoid
 
|-
 
| colspan="2" | Mechanoid Cluster {{RoyaltyIcon}} || No || Mechanoid || No
 
|}
 
 
 
=== Immediate attack ===
 
{{Quote|They are attacking immediately.|Description}}
 
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.
 
 
=== "Drop right on top of you" drop pods ===
 
Raiders will drop pod right "on top of you" circumventing all exterior defenses. "Drop on top of you" raids choose a singular colonist and all drop pods land around this target in open cells. That singular colonist cannot be under overhead mountain. The drop pods can crash through nearby overhead mountain even though the singular colonist target cannot currently be under overhead mountain.
 
 
Only outlander, pirate and empire factions can "Drop right on top of you". Tribal factions cannot use drop pods. Mechanoid "Drop right on top of you" raids were removed in patch 1.4.
 
 
Rather than landing on a colonist, "Drop right on top of you" raids have a 40% chance to land on a powered, unroofed, orbital trade beacon.
 
 
These "drop right on top of you" raids always attack immediately and follow standard enemy pathing.
 
 
=== Immediate attack smart ===
 
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid turret line of sight if possible. If there is no path to the raider's target around turret line of sight, or if their target is a turret, they will walk through turret line of sight.
 
 
Despite their description, they do not avoid traps like Spike Traps nor IEDS in anyway.
 
 
=== Preparation ===
 
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are "preparing". This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.
 
 
=== Sappers ===
 
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}
 
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is an assigned sleeping position. An assigned sleeping position can be a colonist bed, an animal bed, or even a freely placed prison sleeping spot that is assigned to a prisoner.
 
 
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.
 
 
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (spike trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.
 
 
However, in open bases they are even worse than regular raiders as they come in smaller numbers.
 
 
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.
 
 
<gallery 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>
 
 
=== Breachers ===
 
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}
 
 
Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more. Breachers, like sappers, target assigned sleeping positions. Compared to Sappers, Breachers comes equipped with tools designed to destroy walls more easily (Tribals access to [[breach axe]], Royal, Pirates and Colony uses [[frag grenades]], and Mechanoids utilizes their [[Termite]] wielding [[thump cannon]]) regardless of their mining skill. Unlike the Sappers, they mostly target after colony-built walls in their direct path, rather than mining to the shortest route. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range. Breachers will not attack passable player buildings, and instead only target impassable buildings like walls.
 
 
They ignore walls that are not owned by the colonist unless there are no 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. This kind of raid will appear more frequently if the wealth is high enough.
 
 
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location. The faint "blueprint" for the base is not visible until the resources are dropped.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.]]
 
 
=== Siege ===
 
{{See also|Auto-mortar}}
 
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}}
 
 
Raiders enter your map from an edge and head towards a point well outside your base to set up a makeshift siege base. Once there, drop pods supply them with ample resources to construct 2 [[mortar]]s ([[steel]], [[component]]s, and both [[high-explosive shell]]s and [[incendiary shell]]s). They also get some [[cloth]] to create [[sandbags]] as cover, and [[packaged survival meal]]s. Two random raiders will begin constructing the mortars (one each), and a few more will throw the sandbags down while the rest stand guard.
 
 
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and waste that mortar's resources.  As they will not get additional components, this will make any bombardment half as damaging.
 
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]]
 
Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony. Valid targets appear to be colonists and buildings but not player owned animals.
 
 
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.
 
 
A siege will begin their direct assault of the player colony under a few conditions. The siege will begin their assault after a random amount of time between 1.5 and 3 days has past. Every time a sieger takes damage there's an 8% chance the siege assaults directly.
 
 
=== Ambush ===
 
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.
 
 
=== Multiple group attacks ===
 
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.
 
 
=== Drop pod scatter ===
 
Enemies capable of drop pods have a chance of launching a raiding party onto the map via said pods at random points scattered around the map. Due to the fact they can drop through roofs, this type of attack can be incredibly devastating, as they can bypass all of your external defenses and immediately start setting fires, attacking colonists, and destroying furniture. The layout of your base and the room they choose to drop in can also make it very difficult to set up a sufficient defense, as they may drop into an extremely unfortunate location, such as a cramped storage room with lots of things to burn and destroy, and no good way to attack them beyond filing all of your fighting colonists into the room and hoping for the best or attempting to shoot through the door. While the raiders themselves will most likely be easy enough to kill, it is likely they will have ample opportunity to cause tons of damage before they can be stopped. Setting up ample fire defenses and having a defense plan for all potential drop points can help limit the amount of damage they can cause, although it’s almost guaranteed they will be able to cause at least some damage if they drop directly into a room.
 
 
=== Weapon-specific raids ===
 
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.
 
 
==== Melee rush ====
 
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.
 
 
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.
 
 
==== Sniper party ====
 
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.
 
 
==== Explosives assault ====
 
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.
 
 
== Raid strength ==
 
{{Main|Raid points}}
 
 
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.
 
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.
  
 
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.
 
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.
  
For a full technical breakdown; see [[Raid points]]
 
<!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet
 
 
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.
 
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 &times; 42 ) + ( iW &divide; 100 ) + ( bW &divide; 200 )) &times; ( sR &times; lR ) &times; D &times; T &times; R}}
 
{{math|big=0|P {{=}} (( C &times; 42 ) + ( iW &divide; 100 ) + ( bW &divide; 200 )) &times; ( sR &times; lR ) &times; D &times; T &times; R}}
  
{| {{STDT| c_01 text-left}}
+
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.
|-
+
 
! Variable !! Meaning !! Value
+
'''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.
|-
+
 
! C  
+
'''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.
number of colonists that your base has ||  Colonists are always worth 42 points, regardless of their condition
+
 
|-
+
'''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.
! iW  
+
 
| base's item wealth || can be checked under the 'History' tab
+
'''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.
|-
 
! bW
 
| base's building wealth || can be checked under the 'History' tab
 
|-
 
! sR
 
| short-term ramp-up factor || Check below
 
|-
 
! lR
 
| long-term ramp-up factor || Check below
 
|-
 
! D
 
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.
 
|-
 
! T  
 
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.
 
|-
 
! R  
 
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.
 
|}
 
  
====Ramp-up factors====
+
====Ramp-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:
  
Line 496: Line 139:
  
 
====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.
  
Line 518: Line 162:
  
 
Therefore, the raid will be 122 points.
 
Therefore, the raid will be 122 points.
-->
 
  
== Defense strategies ==
+
== 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]].''
Line 526: Line 367:
 
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 preparation ===
+
=== Raider Preparation ===
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left.
+
 
 +
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|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.
  
Line 537: Line 380:
  
 
=== Mechanoid assaults ===
 
=== Mechanoid assaults ===
Mechanoids have much differing stats and weapons, meaning different tactics may be used.
 
  
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.
+
Mechanoids only come in 2 types, Scythers and Centipedes. They have much differing stats and weapons, meaning different tactics may be used.
  
==== Lancers ====
+
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 are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.
 
  
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.
+
==== Scythers ====
  
==== Scyther ====
+
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 dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.
 
  
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies. A thrumbo could beat up one easily, they are strong enough that even a calf could kill one in a 1v1.
+
Despite its high melee damage, sometimes melee fighting it may be better, as long as you have good armor and weapons.
  
==== Pikemen ====
+
==== Centipedes ====
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, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.
 
  
The inferno cannon is not as directly destructive towards your colonists, but is dangerous due to the [[fire]] it spreads - destroying defenses and bases, causing burning pawns to run out of cover, and preventing movement. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.
+
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.
  
Line 569: Line 407:
 
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 [[minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of 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 weapons are also useful in crowd control.
Line 580: Line 418:
 
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.
 
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.
  
== Version history ==
 
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.
 
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.
 
* [[Version/0.5.492|0.5.492]] -  Sieges added.
 
* [[Version/0.11.877|0.11.877]] - Sappers added. Raiders now opportunistically ignite crops on fire.
 
** A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.
 
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?
 
* Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.
 
* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.
 
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels.
 
* [[Version/1.3.3200|1.3.3200]] - Adjusted human factions' raid strategy selection weights for slightly more variation. Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.
 
* [[Version/1.4.3524|1.4.3524]] - Fix: Breach raids not spawning.
 
  
{{nav|factions|wide}}
 
 
[[Category:Characters]]
 
[[Category:Characters]]

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