Difference between revisions of "Raider"

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'''Raiders''' are enemies that spawn in groups at semi-regular intervals. Group size, health, skill, and equipment depend on both the set '''[[game difficulty]]''' and the time already elapsed in the game. Typically on '''[[Tough Cleopatra Classic]]''' only one wounded raider spawns in the first group, and the subsequent group has 3-5 raiders; eventually, there are groups of more than 20 raiders with the lowest health being above 80.
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'''Raiders''' are enemies that spawn in groups at semi-regular intervals. Group size, health, skill, and equipment depend on both the set '''[[AI_Storytellers#Challenge scale|game difficulty]]''' and the time already elapsed in the game. Typically on '''[[Tough Cleopatra Classic]]''' only one wounded raider spawns in the first group, and the subsequent group has 3-5 raiders; eventually, there are groups of more than 20 raiders with the lowest health being above 80.
 
Raiders will invoke a message when they spawn, and an alert will come when they begin their assault.
 
Raiders will invoke a message when they spawn, and an alert will come when they begin their assault.
 
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Revision as of 18:25, 11 April 2015

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors

Raiders are enemies that spawn in groups at semi-regular intervals. Group size, health, skill, and equipment depend on both the set game difficulty and the time already elapsed in the game. Typically on Tough Cleopatra Classic only one wounded raider spawns in the first group, and the subsequent group has 3-5 raiders; eventually, there are groups of more than 20 raiders with the lowest health being above 80. Raiders will invoke a message when they spawn, and an alert will come when they begin their assault.


Equipment

Raiders have limited equipment possibilities. Usually on Tough Cleopatra Classic they come equipped with mostly Pistols, some Lee-Enfields and a few Frag Grenades, Pump shotguns, T9 Incendiary Launchers and Molotov cocktails. Rarely some will have Uzis.

Defense Strategy

Raiders will 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.

Raiders will attack randomly chosen constructed objects and colonists. They will not attack prisoners, rock walls, or animals (unless the animals are hostile). Raiders will usually set fire to power generation, walls, nutrient paste dispensers, equipment racks, drop beacons; they will melee-attack lamps,beds,stools, short tables, long tables, and doors; they also use molotovs and frag Grenades on auto-turrets, sandbags, and other targets. They will not attack blasting charges, power conduits, zones, flooring, or graves. It is thus recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.

Turret Nested Entryway

Turreted outside areas are generally only viable for the first several raids (in Tough Cleopatra Classic), after which the areas will quickly get overwhelmed each raid due to not being able to focus fire on the spread-out raiders. While protecting the outside starting area, you want to rapidly pause the game during raids and give orders to repair damaged turrets. Turrets should each get their own sandbags to reduce incoming fire both to the turret and the colonist behind the turret repairing/shooting. Putting a turreted defense in an underground base with a narrow entrance and wide turreted area is best because it forces the raiders to take a single-file approach to where all the turrets will be able to fire on them. There should be more than one line of turrets so that the innermost line or lines can be used to position colonists where they are not immediately under threat from grenades (grenadiers will target the closest turrets first) or if colonists are positioned closer so they can repair, to retreat colonists further back when turrets are about to be or have been destroyed. Every line of turrets should have a line of sandbags directly in front and every supporting wall/rock should also have sandbags to lessen the likelihood of collapse due to collateral damage. Turrets should not be placed directly (within three tiles) next to wall/rock or other turrets for the same reason, as they explode when they run out of health. Outside or in front of the defense area, you can put blasting charge minefields in areas they are likely to group up in. Gun Turret Cooling is a priority for later raids, but should not be rushed. The extra shots tend to help kill raiders, but early on you will want to incapacitate them so you can capture and imprison them for recruitment.