Difference between revisions of "Raider"

From RimWorld Wiki
Jump to navigation Jump to search
 
(220 intermediate revisions by 38 users not shown)
Line 3: Line 3:
 
| {{Characters_Nav}}
 
| {{Characters_Nav}}
 
|}
 
|}
<hr>
+
----
 
<!-- End of Nav -->
 
<!-- End of Nav -->
 +
<onlyinclude>
 +
{{About|NPC enemies|the ideological meme|Ideoligion#Raider{{!}}Raider}}
 +
{{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>
 +
{{TOCright}}
 +
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.
 +
 +
<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'''
 +
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''
 +
</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{{Rewrite|section=1|reason=1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics}}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.
 +
 +
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.
 +
 +
=== 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.
 +
 +
=== Loot ===
 +
{{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.
 +
 +
{| 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.
  
{{TOCright}}
+
=== Tribals ===
<onlyinclude>
+
{{main|Tribes}}
'''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.
+
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.
Raiders will invoke a message when they spawn, and an alert will come when they begin their assault.
+
{{: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}}
  
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>
+
=== Mercenaries ===
When they damage your colony enough, they may also be satisfied with the damage done and will decide to leave.
+
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.
 +
{{:Mercenaries/Pawns}}
  
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.
+
=== 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}}
  
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.
+
=== Empire ===
 +
{{Royalty|section=1|No Category}}
 +
{{Main|Empire}}
 +
{{:Empire/Pawns}}
  
Pirates or Outlanders can spawn with both ranged or melee weapons, all melee with personal shields, or all ranged. <br>
+
== Mechanoid ==
Tribals usually come in a mix of ranged and melee warriors.
+
{{main|Mechanoid}}
  
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.
+
Mechanical enemies that neither feel pain nor seek cover.
  
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.
+
{| {{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 || -
 +
|-
 +
|}
  
{{asof|A15}} raiders steal a bit more often now.
+
=== Mechanoid cluster ===
</onlyinclude>
+
{{main|Mechanoid cluster}}
  
=Equipment=
+
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 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.  
+
== Raiders' strategies ==
 +
The message from the event will detail how the raiders from the hostile faction will raid.
  
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.
+
=== General Mechanics ===
  
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.
+
=== Raider Targeting ===
  
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.
+
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.
  
{{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.
+
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 Types (Humanlike)=
+
Raider targeting can change based on nearby targets, if their target is destroyed or becomes non-pathable, or if they take damage.
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==
+
Raider targeting can also be overridden by nearby targets of opportunity. Raiders may light wooden walls or crops on fire, for example. 
The following is a list of raider types exclusive to Pirate bands, in order as shown in Defs:
 
  
===Drifter===
+
=== "Victory" Conditions ===
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.
+
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.
  
'''Combat Power''': 25<br>
+
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.
'''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===
+
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.
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.
+
Human enemies may attempt to kidnap downed colonists. When kidnapping, enemies may disengage from combat and attempt to flee the map.
  
'''Combat Power''': 38<br>
+
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.
'''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===
+
{| {{STDT| c_50}}
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.
+
! 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
 +
|}
  
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.
 
  
'''Combat Power''': 36<br>
+
=== Immediate attack ===
'''Average Gear Health''': 75% <br>
+
{{Quote|They are attacking immediately.|Description}}
'''Average Gear Quality''': Poor<br>
+
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.
'''Clothing Budget''': 300-800 Silver<br>
 
'''Weapon Budget''': 60-150 Silver<br>
 
'''Silver Carried''': 25-50 (10% chance)<br>
 
'''Medicine Carried''': 1 (10% chance)<br>
 
'''Minimum Age''': None<br>
 
'''Maximum Age''': 48 Years
 
  
===Pirate===
+
=== "Drop right on top of you" drop pods ===
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.
+
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.  
  
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.
+
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.
  
'''Combat Power''': 56<br>
+
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.
'''Average Gear Health''': 95% <br>
 
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 500-1100 Silver<br>
 
'''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==
+
These "drop right on top of you" raids always attack immediately and follow standard enemy pathing.
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.
+
=== 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.
  
===Town Councilman & Town Trader ('Villager' based)===
+
Despite their description, they do not avoid traps like Spike Traps nor IEDS in anyway.
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.
+
=== 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.
  
'''Combat Power''': 25<br>
+
=== Sappers ===
'''Average Gear Health''': 110% <br>
+
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}
'''Average Gear Quality''': Poor<br>
+
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.
'''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===
+
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.
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.
 
  
'''Combat Power''': 50<br>
+
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.
'''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==
+
However, in open bases they are even worse than regular raiders as they come in smaller numbers.
The following is a list of Raider types exclusive to glorified manhu - I mean tribes:
 
  
===Warrior===
+
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.
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>
+
<gallery mode="packed-hover">
'''Average Gear Health''': 115% <br>
+
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.
'''Average Gear Quality''': Normal<br>
+
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.
'''Clothing Budget''': 180-350 Silver<br>
+
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.
'''Weapon Budget''': 60-400 Silver<br>
+
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.
'''Silver Carried''': None<br>
+
File:Sappers demise.png|5: Sappers are defeated.
'''Medicine Carried''': None<br>
+
</gallery>
'''Minimum Age''': None <br>
 
'''Maximum Age''': 40 Years
 
  
====Trader====
+
=== Breachers ===
Similar to the Warrior except that it can be traded with, and only 1 can spawn per caravan.
+
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}
  
===Archer===
+
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.
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>
+
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.
'''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===
+
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.
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>
+
[[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.]]
'''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==
+
=== Siege ===
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:
+
{{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}}
  
===Mercenary Gunner===
+
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.
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.
+
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.  
  
'''Combat Power''': 70<br>
+
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.
'''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===
+
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.
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>
+
=== Ambush ===
'''Average Gear Health''': 150% <br>
+
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.
'''Average Gear Quality''': Normal<br>
 
'''Clothing Budget''': 1500-2500 Silver<br>
 
'''Weapon Budget''': 1200-1800 Silver<br>
 
'''Silver Carried''':  50-200 (20% chance)<br>
 
'''Medicine Carried''': 1 (20% chance)<br>
 
'''Minimum Age''': None <br>
 
'''Maximum Age''': 65 Years
 
  
===Grenadier===
+
=== Multiple group attacks ===
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.
+
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.
  
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.
+
=== 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.
  
'''Combat Power''': 60<br>
+
=== Weapon-specific raids ===
'''Average Gear Health''': 150% <br>
+
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.
'''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===
+
==== Melee rush ====
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.
+
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.
  
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.
+
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.
  
'''Combat Power''': 135<br>
+
==== Sniper party ====
'''Average Gear Health''': 140% <br>
+
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.
'''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===
+
==== Explosives assault ====
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.
+
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.
  
'''Combat Power''': 185<br>
+
== Raid strength ==
'''Average Gear Health''': 95% <br>
+
{{Main|Raid points}}
'''Average Gear Quality''': Normal<br>
+
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.
'''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===
+
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.
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, but never [[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>
+
For a full technical breakdown; see [[Raid points]]
'''Average Gear Health''': 215% <br>
+
<!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet
'''Average Gear Quality''': Normal<br>
+
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.
'''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)=
+
=== 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.
  
{{main|Mechanoid}}
+
The base formula for raid points could be expressed as follows:
  
The following is a list of all mechanoids that can show up in raids.
+
{{math|big=0|P {{=}} (( C &times; 42 ) + ( iW &divide; 100 ) + ( bW &divide; 200 )) &times; ( sR &times; lR ) &times; D &times; T &times; R}}
  
===Scyther===
+
{| {{STDT| c_01 text-left}}
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.
+
|-
 +
! Variable !! Meaning !! Value
 +
|-
 +
! C
 +
|  number of colonists that your base has ||  Colonists are always worth 42 points, regardless of their condition
 +
|-
 +
! iW
 +
| base's item wealth || can be checked under the 'History' tab
 +
|-
 +
! 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.
 +
|}
  
'''Combat Power''': 160<br>
+
====Ramp-up factors====
'''Average Gear Quality''': Normal<br>
+
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:
'''Weapon Budget''': 5000 Silver
 
  
===Centipede===
+
'''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.
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>
+
'''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.
'''Average Gear Quality''': Normal<br>
 
'''Weapon Budget''': 8000 Silver
 
  
=Raiders' Strategies=
+
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):
=== 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.
+
{| {{STDT| c_01 text-center}}
=== Immediate Attack Smart ===
+
! Colonists
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.
+
| 0
=== Preparation ===
+
| 1
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.
+
| 2
=== Sappers ===
+
| 3
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.
+
| 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
 +
|- 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
 +
|}
  
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.
+
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.
  
On the other hand, in most open bases, they are mostly no better than regular raiders, and can be dealt with as such.
+
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:
  
=== Siege ===
+
    IF P > 1000 THEN
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:
+
        IF P > 2000 THEN
*Mortars
+
            P = 2000 + (P - 2000) * 0.5
*Incendiary Mortars
+
        P = 1000 + (P - 1000) * 0.5
*Sandbags
 
  
They will always construct two mortars, regardless of the number of raiders.
+
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.
  
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.
+
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.
  
Once enough members have been killed or downed, or the mortars are destroyed or stolen, they will proceed to converge on your colony.
+
====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.
  
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.
+
The values in the formula will be as follows:
  
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.
+
'''C''' = 4<br>
 +
'''iW''' = 11000<br>
 +
'''bW''' = 4000<br>
 +
'''sR''' = 1<br>
 +
'''lR''' = 1<br>
 +
'''D''' = 0.65<br>
 +
'''T''' = 0.7<br>
 +
'''R''' = 0.9
  
= Defense Strategies =
+
Plugging these values into the formula:
  
''For a more comprehensive list of strategies, see [[Defense tactics]].''
+
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or<br>
 +
'''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'''
  
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.
+
Therefore, the raid will be 122 points.
 +
-->
  
===Raider Preparation===
+
== Defense strategies ==
 +
''For a more comprehensive list of strategies, see [[Defense tactics]].'' <br>
 +
''For constructed defenses to hold against raiders, see [[Defense structures]].''
  
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.
+
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.
  
===Siege defense===
+
=== 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.
  
 +
=== 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 343: Line 536:
 
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 ===
 +
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.
  
=== Mechanoid assaults ===
+
==== Lancers ====
 +
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.
  
Mechanoids only come in 2 types, Scythers and Centipedes. They have much differing stats and weapons, meaning different tactics may be used.
+
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.
  
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.
+
==== Scyther ====
 +
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.
  
==== Scythers ====
+
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.
  
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.
+
==== Pikemen ====
 +
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.
  
Despite its high melee damage, sometimes melee fighting it may be better, as long as you have good armor and weapons.
+
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.
  
 
==== Centipedes ====
 
==== 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.
  
 
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. <br>
 
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. <br>
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.
+
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 384: Line 580:
 
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]]
[[Category:Events]]
 

Latest revision as of 05:25, 25 March 2024

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 layout preview.png

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.

Raiders have several 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.

Equipment[edit]

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[edit]

Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on Cassandra Classic and Phoebe Chillax they come equipped early on with mostly autopistols and crude melee weapons, some bolt-action rifles and pump shotguns later down the line. In the late game they can come equipped with things such as frag grenades, sniper rifles, incendiary launchers and machine pistols. Rarely some will have assault rifles or LMGs.

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

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

Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the Brawler trait), and vice versa.

Armor[edit]

They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing parkas and tuques, but they don't usually wear dusters and cowboy hats in the heat.

Loot[edit]

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.

Loot market value by Raid points

The items that compose the loot vary and are themed to the faction performing the raid. The options are:

Mechanoid Hive Outlanders Tribals Pirates EmpireContent added by the Royalty DLC

Humanlike[edit]

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[edit]

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

  • Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range
    Additional Info
    Penitent Penitent2056.png 40 20-110 Poor 50-100 90-150 Club Knife Up to 60 15% chance to have one of the following prostheses: Peg leg Wooden foot Wooden hand
    Archer Archer1557.png 45 50-180 Poor 180-350 80 Short bow Up to 60 3% chance to have one of the following prostheses: Peg leg Wooden foot Wooden hand. Can never have the Brawler trait.
    Breacher Breacher tribal.png 55 50-180 Poor 200-300 150 Breach axe Up to 60 Always has a veil.
    Warrior Warrior1557.png 50 50-180 Poor 200-300 150 Ikwa Up to 60 Always has a veil.
    Hunter Hunter1722.png 60 50-180 Normal 200-300 100 Recurve bow Up to 60 Always has a veil. Can never have the Brawler trait.
    Trader Trader tribal.png 45 50-180 Normal 200-300 100 Recurve bow Up to 60 Always has a tribal headdress. Can never have the Brawler trait.
    Berserker Berserker1722.png 65 100 Normal 200-550 300 Spear Up to 60 Always has a war mask.
    Heavy Archer HeavyArcher1722.png 75 100 Normal 200-550 250 Greatbow Pila Up to 60 Always has a war mask. Can never have the Brawler trait.
    Archer chief Chief1557.png 85 100 Normal 450-750 500-1000 Greatbow At least 30 Always has a tribal headdress and plate armor. Difficult to recruit (90% base). Can be faction leader. Can never have the Brawler trait.
    Berserker chief MeleeChief2056.png 85 100 Normal 450-750 500-1000 Longsword Spear At least 30 Always has a tribal headdress and plate armor. Difficult to recruit (90% base). Can be faction leader.

  • Pirates[edit]

    These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.

    Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range
    Additional Info
    Drifter Drifter1557.png 35 20-60 Poor 90-280 60-200 Club Knife Any Never carries food. Has a 15% chance to carry 1x Herbal medicine. 15% chance to have one of the following prostheses: Peg leg Wooden foot Wooden hand
    Scavenger Gunner Scavenger1557.png 50 40-110 Normal 300-500 200-300 Autopistol Bolt-action rifle Machine pistol Pump shotgun Revolver Any Has a 5% chance to carry 1x Medicine. Has a 4% chance to have one of the following prostheses: Peg leg Wooden foot Wooden hand
    Scavenger Thrasher Thrasher1557.png 50 40-110 Normal 300-800 100-160 Axe Club Gladius Knife Mace Warhammer Any Has a 5% chance to carry 1x Medicine. Has a 4% chance to have one of the following prostheses: Peg leg Wooden foot Wooden hand
    Pirate Gunner Pirate1557.png 65 70-230 Normal 400-1000 250-345 Autopistol Bolt-action rifle Incendiary launcher Machine pistol Pump shotgun Revolver Up to 65 Has a 10% chance to carry 1x Medicine. Has a 4% chance to have one of the following prostheses: Peg leg Wooden foot Wooden hand. There is a 20% chance that their weapon is biocoded to them.

    Outlanders[edit]

    As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.

    Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range
    Additional Info
    Villager Villager1557.png 45 20-200 Poor 200-400 65-250 Autopistol Knife Machine pistol Revolver Any 6% chance to have one of the following prostheses: Aesthetic nose Cochlear implant Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand. 40% chance to wear headgear of some sort.
    Town Guard Guard1557.png 60 60-200 Normal 400-600 250-400 Autopistol Bolt-action rifle Heavy SMG Incendiary launcher Machine pistol Pump shotgun Revolver Any 40% chance to wear headgear of some sort. 4% chance to have one of the following prostheses: Aesthetic nose Cochlear implant Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand.
    Town Trader Trader outlander.png 45 100 Normal 400-600 200 Autopistol Revolver Any Always has bowler hat.

    15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Peg leg Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland Wooden foot Wooden hand.

    Town Councilman Councilman2056.png 40 100 Good 700-1200 200 Autopistol Revolver At least 30 Always has bowler hat. Only one can show in a raid.

    15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland.

    Mercenaries[edit]

    Elite units typically encountered from mid-game onwards. Joins 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 70 70-230 Normal 400-700 500 Frag grenades Molotov cocktails Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 10% chance for weapon to be biocoded. 5% chance to carry 1x Medicine Cannot have the Brawler trait.

    Has a 5% chance to have one of the following prostheses: Cochlear implant Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand

    EMP Grenadier EMPGrenadier2056.png 55 70-230 Normal 400-700 500 EMP grenades Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 10% chance for weapon to be biocoded. 5% chance to carry 1x Medicine Cannot have the Brawler trait.

    Has a 5% chance to have one of the following prostheses: Cochlear implant Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand

    Smoke Grenadier Grenadier smoke outlander.png 55 70-230 Normal 400-700 500 Smoke launcher Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 10% chance for weapon to be biocoded. 5% chance to carry 1x Medicine Cannot have the Brawler trait.

    Has a 5% chance to have one of the following prostheses: Cochlear implant Drill arm Field hand Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand

    Mercenary Gunner Gunner1557.png 85 70-320 Normal 1000-1500 330-650 Assault rifle Autopistol Bolt-action rifle Chain shotgun EMP launcher Heavy SMG Hellcat rifle Incendiary launcher LMG Machine pistol Pump shotgun Revolver Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 5% chance to carry between 0 and 2 combat enhancing drugs. 20% chance for weapon to be biocoded. 10% chance to carry 1x Medicine. Cannot have the Brawler trait.

    Has a 15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland

    Mercenary Sniper Sniper1557.png 110 70-320 Normal 1000-1500 600-600 Sniper rifle Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 20% chance for weapon to be biocoded. 10% chance to carry 1x Medicine

    Has a 15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland

    Mercenary Slasher Slasher1557.png 140 70-320 Normal 300-1400 200-500 Axe Gladius Longsword Mace Spear Warhammer Up to 65 Always has a Shield belt. Will never wear headgear. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 20% chance for weapon to be biocoded. 10% chance to carry 1x Medicine

    Has a 15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland

    Heavy Mercenary Heavy1557.png 140 70-320 Normal 200-350 1200 Doomsday rocket launcher Minigun Triple rocket launcher Up to 65 50% chance to wear headgear of some sort. 10% chance of a drug addition. 15% chance to carry between 0 and 2 combat enhancing drugs. 20% chance for weapon to be biocoded. 10% chance to carry 1x Medicine

    Has a 15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Cochlear implant Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Prosthetic arm Prosthetic heart Prosthetic leg Reprocessor stomach Sterilizing stomach Toughskin gland

    Elite Mercenary Elite1557.png 130 100 Normal 2500-3500 500-1400 Assault rifle Chain shotgun Heavy SMG Hellcat rifle LMG Up to 45 90% chance to wear headgear of some sort. 10% chance of a drug addition. 80% chance to carry between 1 and 2 combat enhancing drugs. 30% chance for weapon to be biocoded. 10% chance to carry 1x Medicine. Cannot have the Brawler trait.

    Has a 35% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Reprocessor stomach Sterilizing stomach Toughskin gland

    Boss Elite1557.png 130 100 Normal 2500-3500 500-1400 Assault rifle Chain shotgun Heavy SMG Hellcat rifle LMG Up to 45 May be faction leader. 90% chance to wear headgear of some sort. 10% chance of a drug addiction. 80% chance to carry between 1 and 2 combat enhancing drugs. 30% chance for weapon to be biocoded. Cannot have the Brawler trait.

    Has a 35% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Reprocessor stomach Sterilizing stomach Toughskin gland

    Spacer[edit]

    These people don't appear in normal raids but are found in ancient shrines. This variety is always hostile to the player's faction.

    Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range
    Additional Info
    Ancient Soldier SpaceSoldier1722.png 85 100 Normal 0-3800 300-900 Assault rifle Autopistol Bolt-action rifle Chain shotgun EMP launcher Heavy SMG Hellcat rifle Incendiary launcher LMG Machine pistol Pump shotgun Revolver Any Will never have headgear of any type. Has a 40% chance to carry 1 or 2 combat enhancing drugs. Has a 20% chance to carry a biocoded weapon. Is always capable of Violent. 8% chance to have a drug addiction. Base recruit difficulty of 30%

    Has a 40% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Elbow blade Gastro-analyzer Hand talon Healing enhancer Immunoenhancer Joywire Knee spike Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Reprocessor stomach Sterilizing stomach Stoneskin gland Toughskin gland Venom fangs Venom talon

    Empire[edit]

    Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range
    Additional Info
    Imperial Citizen 2 Empire Lodger.jpg 30 100 ? 200-1000 ? Charge lance Charge rifle Persona monosword Persona plasmasword Persona zeushammer Up to 65 Never has Nudist trait. Will always be a noble between Freeholder and Knight/Dame. Will only rarely spawn with a weapon - additionally they will only ever spawn with a gun when also spawning with a military Backstory, and will only ever spawn with a persona weapon when spawning also as a Knight or Dame.
    8% chance to have one of the following prostheses: Cochlear implant Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand.
    Imperial Trader Empire Trader.png 40 ? ? 1250-2500 1100-3500 Autopistol Revolver Up to 65 Will always be a noble of at least Freeholder rank. Always spawns with either a Beret, Top hat (Males only) or Ladies hat (females only). 15% chance to have one of the following prostheses: Aesthetic nose Bionic ear Bionic stomach Bionic tongue Drill arm Field hand Joywire Painstopper Power claw
    Laborer 1 Empire Laborer.jpg 30 100 ? 200-1000 ? ? Up to 50 Is never incapable of Dumb Labor, Skilled Labor, Cleaning, Hauling, Mining and Firefighting. Never has Nudist trait.
    8% chance to have one of the following prostheses: Cochlear implant Peg leg Prosthetic arm Prosthetic heart Prosthetic leg Wooden foot Wooden hand.
    Trooper Empire Trooper.png 65 70-230 ? 5000-8000 1100-2500 Assault rifle Chain shotgun Heavy SMG Hellcat rifle LMG Up to 55 Always has a Flak jacket, Flak vest, Flak pants and implanted Death acidifier. Has a 25% chance to have a Gunlink. Can spawn with implants. Never has Brawler or Body purist trait. Always has Shooting skill between 4 and 10.
    30% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Circadian assistant Circadian half-cycler Coagulator Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Learning assistant Love enhancer Neurocalculator Nuclear stomach Reprocessor stomach Sterilizing stomach Toughskin gland.
    Janissary Empire Janissary.png 100 70-230 ? 6000-9000 1550-2700 Assault rifle Chain shotgun Charge lance Charge rifle Heavy SMG Hellcat rifle LMG Sniper rifle Up to ? Always has Black Recon armor, an implanted Death acidifier and either a Black Recon helmet (80% chance) or Gunlink (20% chance). Can spawn with implants. Never has Brawler or Body purist trait. Always has Shooting skill between 6 and 10.
    30% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Circadian assistant Circadian half-cycler Coagulator Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Learning assistant Love enhancer Neurocalculator Nuclear stomach Reprocessor stomach Sterilizing stomach Toughskin gland.
    Champion Empire Champion.png 100 70-230 ? 1100-2500 1250-2500 Axe Gladius Longsword Mace Monosword Plasmasword Spear Warhammer Zeushammer Up to 40 Always has white Plate armor and a Shield belt. Can spawn with implants. Never has Body purist trait. Always has a Melee skill between 8 and 13.
    30% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Reprocessor stomach Sterilizing stomach Toughskin gland.
    Grenadier ? 100 70-230 ? 6000-9000 1100~2500 Frag grenades Up to 55 Always has green Marine armor and helmet, and an implanted Death acidifier. Never has Brawler or Body purist traits. Always has a Shooting skill between 4 and 10.
    30% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Circadian assistant Circadian half-cycler Coagulator Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Learning assistant Love enhancer Neurocalculator Nuclear stomach Reprocessor stomach Sterilizing stomach Toughskin gland.
    Cataphract Empire Cataphract.png 150 70-230 ? 7000-10000 1250-2500 Charge lance Charge rifle Minigun Up to 40 Always has white Cataphract armor, implanted Death acidifier and Armorskin gland, and either a white Cataphract helmet (80% chance) or a Gunlink (20% chance). Has a small chance to be Yeoman, but if not, will always be a Freeholder. Never has Brawler or Body purist traits. Always has a Shooting skill between 8 and 12.
    30% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Reprocessor stomach Sterilizing stomach Stoneskin gland Toughskin gland.
    Stellic Warden 7 Empire Stellic Guard Melee.jpg 150 100 Excellent 7000-10000 3000-3500 Persona monosword Persona plasmasword Persona zeushammer Up to 40 Always has a Black Prestige cataphract helmet, Red Prestige cataphract armor and hyperweave clothes, Shield belt, and implanted Death acidifier, Stoneskin gland, and 2x Bionic eyes. Will always be a Knight/Dame. Never has Body purist, Wimp or Nudist traits. Always has a Melee skill between 11 and 16. Can never spawn with a Mindscrew.
    30% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Psychic harmonizer Psychic reader Psychic sensitizer Reprocessor stomach Sterilizing stomach Stoneskin gland Toughskin gland.
    Stellic Defender 8 Empire Stellic Guard Ranged.jpg 150 100 Excellent 7000-10000 3000-3500 Charge lance Charge rifle Up to 40 Always has a Black Prestige cataphract helmet, Red Prestige cataphract armor and hyperweave clothes, and implanted Death acidifier, Stoneskin gland, and 2x Bionic eyes. Will always be a noble between Freeholder and Knight/Dame. Never has Body purist, Brawler, Wimp or Nudist traits. Always has a Shooting skill between 11 and 16. Can never spawn with a Mindscrew.
    30% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Psychic harmonizer Psychic reader Psychic sensitizer Reprocessor stomach Sterilizing stomach Stoneskin gland Toughskin gland.
    Bestower Empire Bestower.png 50 ? Excellent 1000~1500 99999 Eltex staff 50+ Always has a Red Hood, red hyperweave Prestige robe, red formal shirt, red hyperweave pants. Has an 8% chance to also spawn with a red eltex vest. Never has Body purist or Nudist traits. Is never incapable of Violence.
    15% chance to have one of the following prostheses: Aesthetic nose Aesthetic shaper Armorskin gland Bionic arm Bionic ear Bionic eye Bionic heart Bionic leg Bionic spine Bionic stomach Bionic tongue Circadian assistant Circadian half-cycler Coagulator Detoxifier kidney Detoxifier lung Drill arm Field hand Gastro-analyzer Healing enhancer Immunoenhancer Joywire Learning assistant Love enhancer Neurocalculator Nuclear stomach Painstopper Power claw Psychic harmonizer Psychic reader Psychic sensitizer Reprocessor stomach Sterilizing stomach Stoneskin gland Toughskin gland.
    Yeoman Empire Yeoman.png 120 100 Excellent ? ? Monosword Plasmasword Zeushammer ? Will always be a yeoman. Wears miscellaneous clothes depending on their role in the empire. Has a 30% chance to wear a cape
    Acolyte ? 125 100 Excellent ? ? Monosword Plasmasword Zeushammer ? Will always be an acolyte. Always wears a tan-coloured formal shirt, cape and a black beret. All clothes will be made of synthread.
    Knight/Dame ? 130 130 Excellent ? ? Monosword Persona monosword Persona plasmasword Persona zeushammer Plasmasword Zeushammer ? Will always be a knight/dame. Always wears a black-coloured formal shirt, cape and beret. All clothes will be made of synthread.
    Praetor ? 135 100 Excellent ? ? Monosword Persona monosword Persona plasmasword Persona zeushammer Plasmasword Zeushammer ? Will always be a praetor. Always wears a grey-coloured formal shirt, cape and a black beret. All clothes will be made of synthread.
    Baron/Baroness ? 135 100 Excellent ? ? Monosword Persona monosword Persona plasmasword Persona zeushammer Plasmasword Zeushammer ? Will always be a baron/baroness. Always wears a formal shirt, a formal vest (Male) or corset (Female), a cape and a steel coronet. Non-pants clothes will be dyed grey or purple at random. All clothes will be made of synthread.
    Count/Countess ? 135 100 Excellent ? ? Monosword Persona monosword Persona plasmasword Persona zeushammer Plasmasword Zeushammer ? Will always be a count/countess. Always wears a purple formal shirt, a black formal vest (Male) or corset (Female), a purple cape or prestige robe and a steel coronet. All clothes will be made of synthread.
    Duke/Duchess ? 135 100 Excellent ? ? Monosword Persona monosword Persona plasmasword Persona zeushammer Plasmasword Zeushammer ? Will always be a duke/duchess. Always wears a purple formal shirt, a black formal vest (Male) or corset (Female), a purple cape or prestige robe and a plasteel coronet. All clothes will be made of synthread.
    Consul 135 100 Excellent ? ? Monosword Persona monosword Persona plasmasword Persona zeushammer Plasmasword Zeushammer ? Will always be a consul. Always wears a navy blue formal shirt, navy blue formal vest (Male) or corset (Female), white cape or prestige robe and a plasteel coronet. All clothes will be made of hyperweave.
    Stellarch Empire Stellarch.png 135 100 Excellent ? ? Monosword Persona monosword Persona plasmasword Persona zeushammer Plasmasword Zeushammer ? Will always be a stellarch. Always wears a purple formal shirt, purple formal vest (Male) or corset (Female), red prestige robe and a golden stellic crown. All clothes will be made of hyperweave.


    Mechanoid[edit]

    Mechanical enemies that neither feel pain nor seek cover.

    Pawn Type Image Combat Power Gear Health (%) Avg. Gear Quality Clothing Budget Weapon Budget Available Weapons Age Range Additional Info
    Scyther Scyther east.png 150 100 - - - Melee (Blades) Any -
    Lancer MechanoidLancer.png 180 100 Normal - 9999 Charge lance Any -
    Centipede Centipede east.png 400 100 Normal - 9999 Heavy charge blaster, Inferno cannon, Minigun Any -
    Pikeman MechanoidPikeman.png 110 100 Normal - 9999 Needle gun Any -
    Termite Termite.png 110 100 Normal - 9999 Thump cannon Any -
    Militor Militor east.png 45 100 Normal - 9999 Mini-shotgun Any -
    Legionary Legionary east.png 150 100 Normal - 9999 Needle gun Any -
    Tesseron Tesseron east.png 150 100 Normal - 9999 Beam graser Any -
    Scorcher Scorcher east.png 110 100 Normal - 9999 Mini-flameblaster Any -
    Tunneler Tunneler Mechanoid east.png 400 100 Normal - 9999 Melee (Power claws) Any -
    Centurion Centurion east.png 250 100 Normal - 9999 Charge blaster turret Any -
    Diabolus Diabolus east.png 600 100 Normal - 9999 Hellsphere cannon Any -
    War queen Warqueen east.png 600 100 Normal - 9999 Charge blaster turret Any -
    Apocriton ApocritonAncient east.png 600 100 Normal - 9999 Toxic needle gun Any -
    War urchin War urchin east.png 75 100 Normal - 9999 Spiner Any -

    Mechanoid cluster[edit]

    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[edit]

    The message from the event will detail how the raiders from the hostile faction will raid.

    General Mechanics[edit]

    Raider Targeting[edit]

    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[edit]

    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.

    Map Entry Attack Type Smart? Faction Raiders Ally use this raid?
    Walk in Edge (45%) Immediate Attack No Tribal, Outlander, Pirate, Mechanoid Yes
    Yes
    Yes (Breach) No
    Preparation No Tribal, Outlander, Pirate Yes
    Yes
    Sapper No No
    Siege No Yes
    Walk in Edge Group (15%) Immediate Attack No Yes
    Yes
    Sapper No No
    Drop pods (30%) Immediate Attack No Tribal, Outlander, Pirate, Empire, Mechanoid Yes
    Yes
    Yes (Breach) No
    Preparation No Yes
    Yes
    Sapper No Tribal, Outlander, Pirate, Empire No
    Siege No Yes
    Haywired drop pods (10%) Immediate Attack No Tribal, Outlander, Pirate, Empire, Mechanoid
    Mechanoid Cluster Content added by the Royalty DLC No Mechanoid No


    Immediate attack[edit]

    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[edit]

    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[edit]

    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[edit]

    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[edit]

    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.

    Breachers[edit]

    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.

    Siegers arriving at their chosen minibase location. The faint "blueprint" for the base is not visible until the resources are dropped.
    Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.

    Siege[edit]

    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 mortars (steel, components, and both high-explosive shells and incendiary shells). They also get some cloth to create sandbags as cover, and packaged survival meals. 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.

    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 different types of shells during the siege, which can be less or 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[edit]

    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[edit]

    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[edit]

    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[edit]

    Humanlike raiders have the ability to send raiders with a specific kind of weapon only.

    Melee rush[edit]

    Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.

    Mechanoids have their own rendition of the melee rush with scythers only.

    Sniper party[edit]

    Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.

    Explosives assault[edit]

    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[edit]

    A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.

    The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.

    For a full technical breakdown; see Raid points

    Defense strategies[edit]

    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[edit]

    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.

    Siege defense[edit]

    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[edit]

    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.

    Lancers[edit]

    Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as assault rifles or bolt-action rifles are vital.

    Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.

    Scyther[edit]

    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.

    Pikemen[edit]

    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[edit]

    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.

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

    Tribal raids[edit]

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

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

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

    Explosive weapons are also useful in crowd control.

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

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

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

    Version history[edit]

    • 0.0.245 - Sniper squad and mercenary squad added.
    • 0.3.410 - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.
    • 0.5.492 - Sieges added.
    • 0.11.877 - Sappers added. Raiders now opportunistically ignite crops on fire.
      • A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.
    • 0.12.906 - Sappers now avoid mining through high-health ores and barriers. Siegers will never be sent with only melee weapons ... again?
    • 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.
    • 1.3.3066 - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.
    • 1.3.3159 - Reduce prevalence of breach raids at high points levels.
    • 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.
    • 1.4.3524 - Fix: Breach raids not spawning.