Difference between revisions of "Raider"

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<onlyinclude>
 
<onlyinclude>
'''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 [[Cassandra Classic]] only one wounded raider spawns in the first group. The subsequent group has 3-5 raiders, and eventually, there are groups of more than 20 raiders with the lowest health being above 80.
+
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>
Raiders will invoke a message when they spawn, and an alert will come when they begin their assault.
 
  
Raiders can enter "steal" mode if they see enough valued objects lying around. In this mode, they will grab your stuff and carry it off. <br>
+
The game will automatically display a red alert envelope with two different versions, whether they will prepare and then attack or will attack immediately.
When they damage your colony enough, they may also be satisfied with the damage done and will decide to leave.
 
  
Alternatively, if there are downed colonists within reach, they may try and kidnap them by letting some do the actual kidnapping and some covering them. After one of your colonists has been kidnapped, a ‘ransom demand’ incident can fire, demanding silver for the colonists that has been kidnapped.
+
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.
  
If half of the members of a humanlike raid has been killed or downed, the rest will flee in panic, where they will run as fast as they can to the edges of the map, and will not fight back, even if they are attacked.
+
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.
  
Pirates or Outlanders can spawn with both ranged or melee weapons, all melee with personal shields, or all ranged. <br>
 
Tribals usually come in a mix of ranged and melee warriors.
 
  
Raiders will attack randomly chosen constructed objects or colonists. They will not attack natural rock walls (not the case for sappers, [[animals]] (unless the animals are hostile or tamed) or unpowered turrets. They will also engage prisoners that are from an enemy faction.
+
<gallery widths="250px" heights="250px" class="center" mode="nolines">
 +
File:Ransom.png|'''Ransom'''
 +
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''
 +
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''
 +
</gallery>
  
Raiders will usually set fire to crops in growing zones, [[power]] generation or conduits, [[wall]]s, [[nutrient paste dispenser]]s, [[equipment rack]]s, [[orbital trade beacon]]s; they will melee-attack [[Standing_lamp|lamps]], [[bed]]s, [[stool]]s, [[Table_(short)|short tables]], [[Table_(long)|long tables]], and [[door]]s; they also use [[Molotov_cocktails|molotovs]] and [[frag grenades]] on [[improvised turret|turrets]]s, [[sandbag]]s, or other targets, and some use [[EMP grenades]] to stun your turrets.
 
  
{{asof|A15}} raiders steal a bit more often now.
+
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.
  
{{asof|A17}} raiders won't compulsively attack doors.
+
== Raid strength ==
</onlyinclude>
 
  
=Equipment=
+
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.
  
Raiders have limited equipment possibilities. Usually on [[Cassandra Classic]] they come equipped early on with mostly [[pistol]]s and crude melee weapons, some [[survival 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.  
+
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.
  
A raiding party may include members equipped with melee weapons and [[Armor#Personal_Shield|personal shields]]. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction; this does not apply to other explosive weapons.
+
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is up-to-date as of Alpha 17b, or 0.17.1557.
  
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.
+
=== Points ===
  
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.
+
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.
  
{{asof|A14}} the AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather.
+
The base formula for raid points could be expressed as follows:
  
=Raider Types (Humanlike)=
+
'''P = ((C * 42) + (iW / 100) + (bW / 200)) * (sR * lR) * D * T * R'''
There are multiple types of Raiders in RimWorld, each with their own sets of equipment and budgets. Raider types are exclusive to their faction.
 
  
==Pirates==
+
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.
The following is a list of raider types exclusive to Pirate bands, in order as shown in Defs:
 
  
===Drifter===
+
'''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.
Drifters are effectively the cannon fodder of pirate raiders, wielding no more than a sub-par quality club, occasionally a shiv - or rarely: a knife. They are normally either naked, or seen sporting a tattered pair of pants or t-shirt also of sub-par quality. Drifters also have a 20% chance of sporting some form of crude headgear, and a 10% chance of rocking a Peg Leg for that Pirate look. Drifters are only encountered in your very first raid (or on very low difficulties), and they prove to be of very little threat. Pirates also care so little for their drifters that they don't even send them with food.
 
  
It is listed in the weapon tags that Drifters may show up with guns, but they don't appear to actually bear firearms about their person.
+
'''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.
  
'''Combat Power''': 25<br>
+
'''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.
'''Average Gear Health''': 40% <br>
 
'''Average Gear Quality''': Shoddy<br>
 
'''Clothing Budget''': 90-280 Silver<br>
 
'''Weapon Budget''': 60-100 Silver<br>
 
'''Silver Carried''': 30-70 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None<br>
 
'''Maximum Age''': None
 
  
===Scavenger===
+
'''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.
Ranked above the Drifters; Scavengers have the privilege of actually equipping firearms as opposed to paltry low-quality melee weapons. Their equipment will still generally be of bad quality - but a massive step above what Drifters have to put up with none-the-less. Scavengers are most often seen with Machine pistols, Pump shotguns, Survival rifles, and Incendiary launchers; but they can also be seen rocking Pistols, Heavy SMGs, and even LMGs. Scavengers also typically have multiple items of clothing on them, but never armoured vests.
 
  
Scavengers have a 30% chance of spawning with headwear, and a 10% chance of being hindered by a Peg Leg. Scavengers typically accompany your average second-to-fourth-or-so pirate raid, depending on wealth and difficulty; and are therefore still not a truly significant threat, but you should still be cautious at the stage of which you'll typically fight them.
+
====Ramp-Up Factors====
 +
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:
  
'''Combat Power''': 38<br>
+
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.
'''Average Gear Health''': 55% <br>
 
'''Average Gear Quality''': Poor<br>
 
'''Clothing Budget''': 300-500 Silver<br>
 
'''Weapon Budget''': 250-450 Silver<br>
 
'''Silver Carried''': 25-50 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None<br>
 
'''Maximum Age''': None
 
  
===Thrasher===
+
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.
Thrashers are a direct step up from Drifters; typically being seen with higher quality melee weapons, but they are still generally limited to clubs, shivs, and knives - with clubs still being the most common, but knives and shivs are roughly equally likely. They are also often seen wearing headgear, and they have a generous apparel budget (for their rank), but they still have a poor weapon budget which limits them to poor melee weapon types. Thrashers have an 80% chance of coming with a hat, and a 10% chance of rocking the stage with a Peg Leg. There is a chance that a Pirate Leader could show up in a raid as a Thrasher.
 
  
Thrashers are only seen early game, and are soon replaced by the advanced Slashers, so they'll generally only feature in around one or two raids under typical circumstance. They pose a minor threat, but nothing too significant.
+
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):
  
'''Combat Power''': 36<br>
+
{| {{STDT| c_01 text-center}}
'''Average Gear Health''': 75% <br>
+
! Colonists
'''Average Gear Quality''': Poor<br>
+
| 0
'''Clothing Budget''': 300-800 Silver<br>
+
| 1
'''Weapon Budget''': 60-150 Silver<br>
+
| 2
'''Silver Carried''': 25-50 (10% chance)<br>
+
| 3
'''Medicine Carried''': 1 (10% chance)<br>
+
| 4
'''Minimum Age''': None<br>
+
| 5
'''Maximum Age''': 48 Years
+
| 6
 +
| 7
 +
| 8
 +
| 9
 +
| 10
 +
| 11
 +
| 12
 +
| 13
 +
| 14
 +
| 15
 +
| 16+
 +
|-  
 +
! sR Multiplier
 +
| 0
 +
| 0
 +
| 0
 +
| 0
 +
| 0.15
 +
| 0.25
 +
| 0.3
 +
| 0.35
 +
| 0.4
 +
| 0.45
 +
| 0.5
 +
| 0.55
 +
| 0.6
 +
| 0.65
 +
| 0.7
 +
| 0.75
 +
| 0.8
 +
|- newline
 +
! lR Multiplier
 +
| 0
 +
| 0
 +
| 0
 +
| 0.2
 +
| 0.4
 +
| 0.6
 +
| 0.7
 +
| 0.75
 +
| 0.8
 +
| 0.85
 +
| 0.9
 +
| 0.91
 +
| 0.92
 +
| 0.93
 +
| 0.94
 +
| 0.95
 +
| 0.95
 +
|}
  
===Pirate===
+
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.
Pirates are a step up from Scavengers, with further improved weapon and clothing budgets. As a result, Pirates can potentially be a moderate threat to the colony should one not take sufficient care in dispatching of them. Pirates are typically equipped with higher grade firearms such as Assault rifles and LMGs; but are also often seen with Pump shotguns, Survival rifles, and Heavy SMGs, and less oft seen with Sniper rifles, and rarely Machine pistols and Pistols.
 
  
Pirates may also sport Armoured vests and Devilstrand clothing. There's a 70% chance they'll be wearing a hat, and a 10% chance they'll have a peg leg.
+
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:
  
'''Combat Power''': 56<br>
+
    IF P > 1000 THEN
'''Average Gear Health''': 95% <br>
+
        IF P > 2000 THEN
'''Average Gear Quality''': Normal<br>
+
            P = 2000 + (P - 2000) * 0.5
'''Clothing Budget''': 500-1100 Silver<br>
+
        P = 1000 + (P - 1000) * 0.5
'''Weapon Budget''': 450-600 Silver<br>
 
'''Silver Carried''': 40-80 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None<br>
 
'''Maximum Age''': 50 Years
 
  
==Outlanders==
+
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.
The following is a list of Raider Types exclusive to Outlander Towns.
 
  
They are not strictly 'raiders' as they are often friendly and visit the colony or escort a trade caravan to your base.
+
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.
  
===Town Councilman & Town Trader ('Villager' based)===
+
====Example====
These two types of Outlanders are often found in trade [[caravan]]s or as visitors, and are put together because they share the 'Villager' pawn kind. Villagers will typically be fully clothed and will have basic weapons of both the melee and firearm variety: usually clubs, knives, maces, and pistols.
 
  
Town Traders are slightly different in the fact that they can be interacted with to trade, and only 1 can spawn per caravan.
+
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.
  
'''Combat Power''': 25<br>
+
The values in the formula will be as follows:
'''Average Gear Health''': 110% <br>
 
'''Average Gear Quality''': Poor<br>
 
'''Clothing Budget''': 300-900 Silver<br>
 
'''Weapon Budget''': 0-250 Silver<br>
 
'''Silver Carried''': 25-70 (22.5% chance), 700-1000 (2.5% chance)<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None (Town traders), 40 (Town councilman)<br>
 
'''Maximum Age''': None (Town Traders), 100 (Town councilman)
 
  
===Town Guard===
+
'''C''' = 4<br>
Town Guards are moderately powerful outlanders which can be seen accompanying Outlander Trade Caravans, or in hostile Outlander raids. Town Guards are most often seen with Pistols, but can also be seen with Machine pistols, Heavy SMGs, Pump shotguns, Survival rifles, Incendiary launchers, Sniper rifles - and even LMGs and Assault rifles.
+
'''iW''' = 11000<br>
 +
'''bW''' = 4000<br>
 +
'''sR''' = 1<br>
 +
'''lR''' = 1<br>
 +
'''D''' = 0.65<br>
 +
'''T''' = 0.7<br>
 +
'''R''' = 0.9
  
'''Combat Power''': 50<br>
+
Plugging these values into the formula:
'''Average Gear Health''': 115% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 300-900 Silver<br>
 
'''Weapon Budget''': 200-600 Silver<br>
 
'''Silver Carried''':  30-100 Silver (5% chance)<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
==Tribal==
+
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or<br>
The following is a list of Raider types exclusive to glorified manhu - I mean tribes:
+
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or<br>
 +
'''P = 298 * 0.4095''' thus<br>
 +
'''P = 122.031''' or<br>
 +
'''P = 122'''
  
===Warrior===
+
Therefore, the raid will be 122 points.
Tribal warriors are your standard... tribal warriors! They appear in Tribal raids equipped with nothing but Clubs, and occasionally Spears, and they only wear Tribalwear - or Parkas if necessary. Individually, they're a moderate threat at most - but they can be a considerable threat and potentially overpower your defensive line due to the sheer numbers that they occur in.
 
  
'''Combat Power''': 38<br>
+
== Equipment ==
'''Average Gear Health''': 115% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 180-350 Silver<br>
 
'''Weapon Budget''': 60-400 Silver<br>
 
'''Silver Carried''':  None<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 40 Years
 
  
====Trader====
+
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.  
Similar to the Warrior except that it can be traded with, and only 1 can spawn per caravan.
 
  
===Archer===
+
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.
Archers are somewhat self-explanatory in their titles: they assault in masses, and let off a cloud of arrows (or pila) which could poke an eyeball or two. Archers typically utilise Pila and Great bows, but they may rarely sport Short bows too; and they wear your standard Tribalwear, and Parka if the conditions are too harsh to go without. Archers equipped with Pila and Great Bows are dangerous as a Pilum in the wrong place can render a colonist useless, or even kill them, and Great bows are effectively Wooden Survival rifles.
 
  
'''Combat Power''': 48<br>
+
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.
'''Average Gear Health''': 115% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 180-350 Silver<br>
 
'''Weapon Budget''': 60-400 Silver<br>
 
'''Silver Carried''':  None<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 40 Years
 
  
===Chief===
+
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.
Chiefs are hardened, high-ranking tribals which have endured the heat of battle and the hardship of survival on the Rim, and so far made it through alive. They only get the best weapons that their tribe can possibly make, but they are ultimately glorified Archers which may have a chronic disease or few. Chiefs will only be found equipped with Pila and Great bows, of which some could be Excellent or even Masterwork quality. Chiefs are also more difficult to recruit as colonists if they survived to be imprisoned.
 
  
'''Combat Power''': 70<br>
+
{{asof|A14}} the AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60°C weather.
'''Average Gear Health''': 185% <br>
 
'''Average Gear Quality''': Superior<br>
 
'''Clothing Budget''': 600-1600 Silver<br>
 
'''Weapon Budget''': 800-1000 Silver<br>
 
'''Silver Carried''':  None<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': 35 Years <br>
 
'''Maximum Age''': None
 
  
==Mercenaries==
+
== Humanlike ==
Mercenaries are usually encountered in mid-game raids onwards, and will usually be found in Pirate raids, but can also be mixed amongst Outlander raids - but never Tribal raids. Mercenaries are high-ranking soldiers which have high budgets for weapons and clothing, and are usually encountered wearing an armored vest. There are several variations of mercenaries:
 
  
===Mercenary Gunner===
+
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.
Mercenary gunners are the weakest mercenaries out of the lot, but still pose a moderate to considerable threat with their numbers. Gunners will spawn with pretty much any mid-range weapon with near-equal commonality: from Machine pistols to LMGs and Sniper rifles, and in-between - but never pistols. Gunners will also usually wear armoured vests, along with Kevlar helmets, Military helmets, and rarely even Power armour helmets - and they'll occasionally be seen wearing Hyperweave clothing.  
 
  
Mercenary Gunners also have a 0.3% chance of spawning with a bionic body part. Mercenary gunners can also be seen with Combat Enhancing Drugs.
+
Raider types are exclusive to their faction - mercenaries being exempt.
  
'''Combat Power''': 70<br>
+
=== Tribals ===
'''Average Gear Health''': 150% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 1500-2800 Silver<br>
 
'''Weapon Budget''': 400-900 Silver<br>
 
'''Silver Carried''':  50-200 (20% chance)<br>
 
'''Medicine Carried''': 1 (20% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Mercenary Sniper===
+
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]].
Mercenary snipers are... well, snipers! Their clothing budget is overall slightly lower than a Gunner's, but they have an improved weapon budget, and always spawn with a long-range weapon, the [[Sniper Rifle]]. Everything else remains the same.
 
  
'''Combat Power''': 90<br>
+
{| {{STDT| c_01 text-center}}
'''Average Gear Health''': 150% <br>
+
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info
'''Average Gear Quality''': Normal<br>
+
|-
'''Clothing Budget''': 1500-2500 Silver<br>
+
! Warrior
'''Weapon Budget''': 1200-1800 Silver<br>
+
|[[File:Warrior1557.png]] || | 38 || | 50-180 || | Normal || | 180-350 || | 60-400 || | [[Club]], [[Spear]] || | Up to 40 || |
'''Silver Carried''': 50-200 (20% chance)<br>
+
|-
'''Medicine Carried''': 1 (20% chance)<br>
+
! Archer
'''Minimum Age''': None <br>
+
|[[File:Archer1557.png]] || | 48 || | 50-180 || | Normal || | 180-350 || | 400 || | [[Great bow]], [[Pila]], [[Short bow]] || | Up to 40 || |\
'''Maximum Age''': 65 Years
+
|-
 +
! Chief
 +
|[[File:Chief1557.png]] || | 70 || | 70-300 || | Superior || | 600-1600 || | 800-1000 || | Great bow, Pila, Short bow || | At least 35 || | Difficult to recruit. Can be faction leader.
 +
|-
 +
|}
  
===Grenadier===
+
=== Pirates ===
Grenadiers can prove to be somewhat of a threat towards both colonist lives and structures alike. Grenadiers are identical to Mercenary gunners, except they mainly utilise [[frag grenade|grenades]] and [[molotov cocktail|molotovs]], and also have a considerably lower clothing budget.
 
  
Alternatively, they may come equipped with [[EMP grenades]], and will be called EMP grenadiers. These deal no damage but can stun turrets and down [[Armor#Personal_shield|personal shields]]', spelling trouble for turret-based defenses or shielded melee fighters.
+
{| {{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]] || | 25 || | 20-60 || | Shoddy || | 90-280 || | 60-100 || | Club, [[Knife]], [[Shiv]] || | Any || |  May have a peg leg.
 +
|-
 +
! Scavenger
 +
|[[File:Scavenger1557.png]] || | 40 || | 20-90 || | Poor || | 300-500 || | 250-450 || | [[Assault rifle]], [[Bolt-action rifle]], [[Chain shotgun]], [[Heavy SMG]], [[Incendiary launcher]], [[LMG]], [[Machine pistol]], [[Pistol]], [[Pump shotgun]], [[Sniper rifle]] || | Any || | Comes in large numbers early-game. May have a peg leg.
 +
|-
 +
! Thrasher
 +
|[[File:Thrasher1557.png]] || | 40 || | 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]] || | 68 || | 40-150 || | Normal || | 500-1100 || | 450-600 || | Assault rifle, Bolt-action rifle, Chain shotgun, Heavy SMG, Incendiary launcher, LMG, Machine pistol, Pistol, Pump shotgun, Sniper rifle || | Up to 50 || | May have a peg leg. Can be faction leader.
 +
|-
 +
|}
  
'''Combat Power''': 60<br>
+
=== Outlanders ===
'''Average Gear Health''': 150% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 800-1400 Silver<br>
 
'''Weapon Budget''': 600-1000 Silver<br>
 
'''Silver Carried''': 50-200 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Mercenary Slasher===
+
{| {{STDT| c_01 text-center}}
Slashers can prove to be a real threat to front-line gunmen due to their use of Personal shields and decent-quality melee weapons. A typical slasher can be overwhelmed by a couple of people beating the living daylights out of them, shooting them at point-blank range, or with concentrated fire from a distance; however, they can and will often come in large numbers, in which they can cause great trouble. Slashers have an 8% chance of spawning with bionic body parts.
+
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info
 +
|-
 +
! Villager
 +
|[[File:Villager1557.png]] || | 25 || | 20-200 || | Poor || | 300-900 || | 0-250 || | Club, Gladius, Knife, [[Longsword]], Mace, Machine pistol, Pistol, Shiv, Spear || | Any || | Traders and councilmen are based off of this pawn. Rarely has simple prostheses. Councilmen may be faction leader.
 +
|-
 +
! Town Guard
 +
|[[File:Guard1557.png]] || | 50 || | 50-180 || | Poor || | 300-900 || | 200-600 || | Assault rifle, Bolt-action rifle, Chain shotgun, Heavy SMG, Incendiary launcher, LMG, Machine pistol, Pistol, Pump shotgun, Sniper rifle || | Up to 65 || | Rarely has simple prostheses.
 +
|-
 +
|}
  
While they have an average clothing budget, their usage of personal shields often leaves them with little money left for clothes, leaving some of them them to attack while half-naked.
+
=== Mercenaries ===
  
'''Combat Power''': 135<br>
+
Elite units typically encountered from mid-game onwards. Can join the Outlanders or Pirates in their ranks.
'''Average Gear Health''': 140% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 1000-2600 Silver<br>
 
'''Weapon Budget''': 1200-2000 Silver<br>
 
'''Silver Carried''': 180-400 (20% chance)<br>
 
'''Medicine Carried''': 1-2 (20% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Heavy Mercenary===
+
{| {{STDT| c_01 text-center}}
Heavy Mercenaries are a force to be reckoned with in terms of firepower, and should be prioritised as a target in most combat situations. Heavy Mercenaries are specialised with heavy weaponry; and will therefore utilise [[Triple rocket launcher]]s, [[Doomsday rocket launcher]]s, and [[minigun]]s. Despite packing serious heat, Heavy Mercenaries have a poor clothing budget, and will therefore not be very well protected against sustained fire. Heavy mercenaries have an 8% chance of spawning with a bionic body part.
+
! 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, Bolt-action rifle, Chain shotgun, Heavy SMG, Incendiary launcher, LMG, Machine pistol, Pistol, Pump shotgun, 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, Spear || | 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.
 +
|-
 +
|}
  
'''Combat Power''': 185<br>
+
== Mechanoid ==
'''Average Gear Health''': 95% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 200-350 Silver<br>
 
'''Weapon Budget''': 1600-2000 Silver<br>
 
'''Silver Carried''': None<br>
 
'''Medicine Carried''': None<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Elite Mercenary & Boss===
+
{{main|Mechanoid}}
Elite Mercenaries and Bosses are functionally identical, so the information here applies to both. Despite having a higher 'Combat Power' rating, it is arguable that Heavy Mercenaries will still pose a more significant threat than Elite Mercenaries, purely due to their explosive arsenal. However, Elite Mercenaries have exceptionally high equipment budgets, and are not to be messed with at all. They often utilise [[power armor helmet]]s and devilstrand/hyperweave clothing, and sometimes even [[power armor]]. Their arsenal consists solely of LMGs, Assault rifles, and Charge rifles. Elite mercenaries have an 8% chance of spawning with a bionic body part.
 
  
'''Combat Power''': 220<br>
+
Mechanical enemies that neither feels pain not seeks cover.
'''Average Gear Health''': 215% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 2500-4200 Silver<br>
 
'''Weapon Budget''': 1600-2000 Silver<br>
 
'''Silver Carried''': 120-480 (20% chance)<br>
 
'''Medicine Carried''': 1-2 (20% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 45 Years
 
  
=Raider Types (Mechanoid)=
+
{| {{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]].
 +
|-
 +
|}
  
{{main|Mechanoid}}
+
== Raiders' Strategies ==
  
The following is a list of all mechanoids that can show up in raids.
+
=== Immediate Attack ===
  
===Scyther===
+
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.
Scythers are fast-moving, and particularly dangerous against isolated targets due to their high shooting accuracy and their potential to instantly destroy vital organs, and risk of loss of limb - or even life - when facing one. Although Scythers are dangerous to confront at longer distances if you don't have any bionically augmented or careful marksmen, they can generally be quickly overwhelmed by a small firing squad at closer range. They always come equipped with a [[charge lance]], which is comparable in overall firepower to a [[survival rifle]]. Scythers are also highly competent at melee, and it's generally a bad idea to send somebody in without very high quality armour, a personal shield, and a minimum of a mediocre plasteel longsword.
 
  
'''Combat Power''': 160<br>
+
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.
'''Average Gear Quality''': Normal<br>
 
'''Weapon Budget''': 5000 Silver
 
  
===Centipede===
+
=== Mid-base Drop Pods ===
Centipedes are the opposite of scythers: slow-moving, lumbering hunks of metal that can take a considerable beating to take down. As they move so slowly, it is almost feasible to pound them with [[mortar]]s if possible - as opposed to risking a colonist's life and limb. Although generally of little threat to solitary targets due to forced miss radius (unless wielding an [[inferno cannon]]) due to forced miss radius, centipedes can be highly destructive against groups of people that dare step in their way. Centipedes can be equipped with [[minigun]]s, [[heavy charge blaster]]s, or inferno cannons.
 
  
'''Combat Power''': 290<br>
+
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.
'''Average Gear Quality''': Normal<br>
 
'''Weapon Budget''': 8000 Silver
 
  
=Raiders' Strategies=
+
Tribes do not have the technology to start a drop pod attack.
=== 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.
 
==== Mid-base Drop Pods ====
 
Raiders will drop pod right into the middle of the base, circumventing all exterior defenses.
 
  
Tribes do not have the technology to start a drop pod attack.
 
 
=== Immediate Attack Smart ===
 
=== 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.
 
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 ===
 
=== 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.
 
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 ===
 
=== Sappers ===
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony but not attack. They will instead mine or blast a separate way into your colony away from your defenses.
 
  
In Alpha 17 their behavior is changed to be much more persistent at digging. They will choose another digger if the first one is killed, and continue to dig even if they are under attack.
+
Sappers are basically Raiders who instead of attempting to kill your colonists by traditional attack, will mine or blast their way inside and not by hitting your walls or doors as usual. They will continue to dig even if they are under attack.
  
This can be a fairly dangerous way (to you) for them to try and attack, especially in mountain bases which tend to have defenses concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much.
+
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 no better than regular raiders
  
On the other hand, in most open bases, they are mostly no better than regular raiders, and can be dealt with as such.
+
Sappers can find one tile defenses, either natural rock lines or built walls.
 +
 
 +
 
 +
<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 structures 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 demise.
 +
</gallery>
  
 
=== Siege ===
 
=== Siege ===
Raiders, upon entering the edges of the map, will proceed to receive supplies ([[steel]], [[packaged survival meal]]s, [[component]]s, and [[mortar shell]]s) from drop pods and construct any number of the following:
 
*Mortars
 
*Incendiary Mortars
 
*Sandbags
 
  
They will always construct two mortars, regardless of the number of raiders.
+
Raiders enter your map from an edge and head towards a makeshift point (sometimes making a full 360 degrees turn due to a mountain blocking their shortest route and your base in the center) to set up a siege base with supplies ([[steel]], [[packaged survival meal]]s, [[component]]s, and [[mortar shell]]s) received from drop pods and construct any number of: mortars, incendiary mortars and sandbags. 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. Oddly, 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.
  
After constructing the amount they desire, they will proceed to bombard the colony with mortar shells, potentially causing a great deal of damage.  The rest of the attackers will stand guard, protecting their makeshift mortar base.
+
Once ready, they will proceed to bombard you, while those not manning the mortars will remain on guard. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells. After causing enough destruction, they will proceed to converge on your colony.
  
Once enough members have been killed or downed, or the mortars are destroyed or stolen, they will proceed to converge on your colony.
+
The siege team will not engage your friendlies while heading towards their makeshift point until they actually start constructing or you assault them first.
  
During the siege, food and mortar shells will be continuously replenished upon running out through drop pods, with each containing 12 of packaged survival meals or shells.
+
[[File:Siege pirates not engaging friendlies yet.png|400px]]
  
Oddly, they rarely use the best constructors when building, meaning they sometimes fail when building their mortars. As they will not get additional components, this will make there be 1 less mortar (sometimes even 2) pounding your base.
+
== Defense Strategies ==
  
= Defense Strategies =
+
''For a more comprehensive list of strategies, see [[Defense tactics]].'' <br>
 
+
''For constructed defenses to hold against raiders, see [[Defense structures]].''
''For a more comprehensive list of strategies, see [[Defense tactics]].''
 
  
 
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. 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.
 
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 346: Line 336:
  
 
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.
 
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.
 
A cheeky way to end a siege is to wait for the raiders to sleep, then simply uninstall and steal the mortars. This is rather hard to pull off, but can be worth it if you want some free mortars.
 
  
 
=== Mechanoid assaults ===
 
=== Mechanoid assaults ===
Line 357: Line 345:
 
==== Scythers ====
 
==== 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 [[survival rifle]]s are vital.
+
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.
  
 
Despite its high melee damage, sometimes melee fighting it may be better, as long as you have good armor and weapons.
 
Despite its high melee damage, sometimes melee fighting it may be better, as long as you have good armor and weapons.
Line 390: Line 378:
  
 
[[Category:Characters]]
 
[[Category:Characters]]
[[Category:Events]]
 

Revision as of 10:38, 11 October 2017

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Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors

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.

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.



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.

Raid strength

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 below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is up-to-date as of Alpha 17b, or 0.17.1557.

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.

The base formula for raid points could be expressed as follows:

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.

Ramp-Up Factors

Ramp-ups (i.e. sR and lR) are substantially more complicated than any of the other factors involved:

sR is always 1 until 21 days in; in which case 0.000514403335 is added to it every 5,000 ticks (1.39 mins) - or 1 every 162 days.

lR is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.

If a colonist gets downed or killed, 1 is subtracted from both sR and lR - but these aren't the new values; only part of the new values. sR and lR then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):

Colonists 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16+
sR Multiplier 0 0 0 0 0.15 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8
lR Multiplier 0 0 0 0.2 0.4 0.6 0.7 0.75 0.8 0.85 0.9 0.91 0.92 0.93 0.94 0.95 0.95

After sR and lR have been multiplied by whatever corresponding values, new sR and new lR both equal 1 + old correspondents.

After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:

   IF P > 1000 THEN
       IF P > 2000 THEN
           P = 2000 + (P - 2000) * 0.5
       P = 1000 + (P - 1000) * 0.5

In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.

Finally, with Randy Random, a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.

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.

The values in the formula will be as follows:

C = 4
iW = 11000
bW = 4000
sR = 1
lR = 1
D = 0.65
T = 0.7
R = 0.9

Plugging these values into the formula:

P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9 or
P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9 or
P = 298 * 0.4095 thus
P = 122.031 or
P = 122

Therefore, the raid will be 122 points.

Equipment

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 pistols and crude melee weapons, some bolt-action rifles and pump shotguns later down the line. In the late game they can come equipped with things such as frag grenades, sniper rifles, incendiary launchers and machine pistols. Rarely some will have assault rifles or even charge rifles.

A raiding party may include members equipped with melee weapons and shield belts. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.

Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.

Also, raiders 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.

As of version 0.14.1234 (15 July 2016) the AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60°C weather.

Humanlike

There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.

Raider types are exclusive to their faction - mercenaries being exempt.

Tribals

Tribal fighters, weak but expendable. They never carry silver or medicine.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Warrior Warrior1557.png 38 50-180 Normal 180-350 60-400 Club, Spear Up to 40
Archer Archer1557.png 48 50-180 Normal 180-350 400 Great bow, Pila, Short bow Up to 40 \
Chief Chief1557.png 70 70-300 Superior 600-1600 800-1000 Great bow, Pila, Short bow At least 35 Difficult to recruit. Can be faction leader.

Pirates

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Drifter Drifter1557.png 25 20-60 Shoddy 90-280 60-100 Club, Knife, Shiv Any May have a peg leg.
Scavenger Scavenger1557.png 40 20-90 Poor 300-500 250-450 Assault rifle, Bolt-action rifle, Chain shotgun, Heavy SMG, Incendiary launcher, LMG, Machine pistol, Pistol, Pump shotgun, Sniper rifle Any Comes in large numbers early-game. May have a peg leg.
Thrasher Thrasher1557.png 40 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 Pirate1557.png 68 40-150 Normal 500-1100 450-600 Assault rifle, Bolt-action rifle, Chain shotgun, Heavy SMG, Incendiary launcher, LMG, Machine pistol, Pistol, Pump shotgun, Sniper rifle Up to 50 May have a peg leg. Can be faction leader.

Outlanders

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Villager Villager1557.png 25 20-200 Poor 300-900 0-250 Club, Gladius, Knife, Longsword, Mace, Machine pistol, Pistol, Shiv, Spear Any Traders and councilmen are based off of this pawn. Rarely has simple prostheses. Councilmen may be faction leader.
Town Guard Guard1557.png 50 50-180 Poor 300-900 200-600 Assault rifle, Bolt-action rifle, Chain shotgun, Heavy SMG, Incendiary launcher, LMG, Machine pistol, Pistol, Pump shotgun, Sniper rifle Up to 65 Rarely has simple prostheses.

Mercenaries

Elite units typically encountered from mid-game onwards. Can join the Outlanders or Pirates in their ranks.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Grenadier 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 Gunner1557.png 90 70-230 Normal 1500-2800 400-900 Assault rifle, Bolt-action rifle, Chain shotgun, Heavy SMG, Incendiary launcher, LMG, Machine pistol, Pistol, Pump shotgun, Sniper rifle Up to 65 Rarely has bionics.
Mercenary Sniper Sniper1557.png 95 70-230 Normal 1500-2500 1200-1800 Sniper rifle Up to 65 Rarely has bionics.
Mercenary Slasher Slasher1557.png 140 50-230 Normal 1000-2600 1200-2000 Club, Gladius, Knife, Longsword, Mace, Shiv, Spear Up to 65 May have bionics. Always has shield belt.
Heavy Mercenary 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 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.

Mechanoid

Mechanical enemies that neither feels pain not seeks cover.

Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
Scyther Scyther1557.png 160 100 Normal - 5000 Charge lance Any
Centipede 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

Sappers are basically Raiders who instead of attempting to kill your colonists by traditional attack, will mine or blast their way inside and not by 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 no better than regular raiders

Sappers can find one tile defenses, either natural rock lines or built walls.


Siege

Raiders enter your map from an edge and head towards a makeshift point (sometimes making a full 360 degrees turn due to a mountain blocking their shortest route and your base in the center) to set up a siege base with supplies (steel, packaged survival meals, components, and mortar shells) received from drop pods and construct any number of: mortars, incendiary mortars and sandbags. 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. Oddly, 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 proceed to bombard you, while those not manning the mortars will remain on guard. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells. After causing enough destruction, they will proceed to converge on your colony.

The siege team will not engage your friendlies while heading towards their makeshift point until they actually start constructing or you assault them first.

Siege pirates not engaging friendlies yet.png

Defense Strategies

For a more comprehensive list of strategies, see Defense tactics.
For constructed defenses to hold against raiders, see Defense structures.

It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.

Raider Preparation

Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a colonist nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on Solar generators, you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your traps are. This doesn't apply to other factions, though -- if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.

Siege defense

When faced with a siege, there are a few coping strategies you can use.

You can choose to either to assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read Overhead Mountain when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.

If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.

Mechanoid assaults

Mechanoids 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 rifles or bolt-action rifles are vital.

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 wielding the Minigun and Heavy Charge Baster can be cheesed simply by making a lone colonist, preferably with a personal shield, stand in front of your other colonists. The centipede will target that colonist, but be unable to hit it due to the forced miss radii. Watch out for friendly fire.
The Inferno cannon is not as destructive towards your colonists, but is annoying to deal with. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.

Engaging it in melee is not recommended due to its armor, high health and heavy damage.

Tribal raids

Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.

Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers.
However, as tribalwear does not provide protection and they do not wear any form of armor, they are easier to kill individually than other raiders.

Crowd control is an important aspect in defeating tribal raids. The Minigun or LMG is an effective weapon to use as it can easily mow down groups of raiders.

Explosive weapons are also useful in crowd control.

Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit.
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them.

Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.

Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.