Editing Raider
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 7: | Line 7: | ||
<onlyinclude> | <onlyinclude> | ||
{{About|NPC enemies|the ideological meme|Ideoligion#Raider{{!}}Raider}} | {{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 | + | {{imagemargin|[[File:raiders_layout_preview.png|124px|right]]|41px}}</div>'''Raiders''' are essentially the main antagonists of ''RimWorld''. They are predatory enemies who attack in groups when the storyteller's threat cycle is active (or any time, for Randy Random). The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.</onlyinclude> |
{{TOCright}} | {{TOCright}} | ||
− | Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned. | + | Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned. Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. They will not attack natural rock walls (except sappers), wild [[animals]], or unpowered turrets. They will, however, engage prisoners from enemy factions. |
+ | |||
+ | If the raiders cannot find any structures to destroy, or undowned [[colonists]] to attack, the behavior will change into other goals: stealing valuables that are not properly stored in closed locations, kidnapping downed colonists to demand a ransom of silver or to recruit them into their ranks, leaving after being satisfied with the damage done, or giving up and retreating due to exhaustion and starvation. | ||
<gallery widths="250px" heights="250px" class="center" mode="nolines"> | <gallery widths="250px" heights="250px" class="center" mode="nolines"> | ||
Line 17: | Line 19: | ||
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.''' | Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.''' | ||
</gallery> | </gallery> | ||
+ | |||
+ | Once you have downed or killed half of their crew, the remaining will flee in panic, running as fast as they can towards the map edges. | ||
+ | |||
+ | Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly. | ||
== Equipment == | == Equipment == | ||
− | |||
[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. | [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. | ||
Line 33: | Line 38: | ||
=== Armor === | === 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. | They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Humanlike == | == Humanlike == | ||
Line 97: | Line 43: | ||
Raider types are exclusive to their faction - mercenaries being exempt. | Raider types are exclusive to their faction - mercenaries being exempt. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Tribals === | === Tribals === | ||
Line 148: | Line 85: | ||
|- | |- | ||
! [[Lancer]] | ! [[Lancer]] | ||
− | |[[{{Q|Lancer|Image}}|50px]] || | + | |[[{{Q|Lancer|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Charge lance]]''' || Any || - |
|- | |- | ||
! [[Centipede]] | ! [[Centipede]] | ||
Line 158: | Line 95: | ||
! [[Termite]] | ! [[Termite]] | ||
|[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || - | |[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || - | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
Line 198: | Line 105: | ||
== Raiders' strategies == | == Raiders' strategies == | ||
The message from the event will detail how the raiders from the hostile faction will raid. | The message from the event will detail how the raiders from the hostile faction will raid. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| {{STDT| c_50}} | {| {{STDT| c_50}} | ||
Line 292: | Line 175: | ||
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. | 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 | + | Raiders will drop pod right into the middle of the base, circumventing all exterior defenses. They may drop into roofed rooms, punching a hole in the roof. They do not care if the room is occupied, and in such cases colonists may only have a few seconds to stop what they were doing and get into fighting positions. If the raiders drop into an enclosed room without colonists they will start randomly attacking the contents of the room and most likely begin lighting fires. Extreme caution is advised if this type of raid occurs, as it can quickly cause large amounts of damage to your base or any colonists unable to leave the room in time, and can be difficult to defend against. |
− | |||
− | |||
− | |||
− | |||
− | + | They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack. | |
=== Immediate attack smart === | === Immediate attack smart === | ||
− | Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid | + | Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid (some) traps and turrets, as well as 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. |
− | Despite their description, they | + | Despite their description, they can still be funneled into a [[killbox]] with relative ease. |
=== Preparation === | === Preparation === | ||
Line 311: | Line 190: | ||
=== Sappers === | === Sappers === | ||
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}} | {{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}} | ||
− | Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is | + | 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 to reach one of your colonists' assigned beds. They will run around for a short time and continue to dig afterward if they are under attack. |
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. | 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. | ||
Line 332: | Line 211: | ||
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}} | {{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}} | ||
− | Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more | + | Much like the Sapper strategy, raiders will utilize their tools to easily breach past the walls more. 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. |
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. | 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. | + | 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. These kind of raids will appear more frequently if the wealth is high enough. |
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location. The faint "blueprint" for the base is not visible until the resources are dropped.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.]] | [[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.]] | ||
Line 351: | Line 230: | ||
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first. | The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first. | ||
− | |||
− | |||
=== Ambush === | === Ambush === | ||
Line 361: | Line 238: | ||
=== Drop pod scatter === | === 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. | + | Enemies capable of drop pods have a chance of launching a raiding party onto the map via said pods. This can range from them dropping at totally random points scattered around the map to all of them dropping directly into a room inside your base right next to a colonist. 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 === | === Weapon-specific raids === | ||
Line 536: | Line 413: | ||
=== Raider preparation === | === Raider preparation === | ||
− | Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. | + | Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[trap]]s are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps. |
=== Siege defense === | === Siege defense === | ||
Line 546: | Line 423: | ||
=== Mechanoid assaults === | === Mechanoid assaults === | ||
− | Mechanoids have much differing stats and weapons, meaning different tactics may be used. | + | Mechanoids come in four types, lancers, scythers, pikemen and centipedes. They have much differing stats and weapons, meaning different tactics may be used. |
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes. | 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. | ||
Line 599: | Line 476: | ||
* [[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/1.3.3066|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/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels. | ||
− | |||
* [[Version/1.4.3524|1.4.3524]] - Fix: Breach raids not spawning. | * [[Version/1.4.3524|1.4.3524]] - Fix: Breach raids not spawning. | ||
{{nav|factions|wide}} | {{nav|factions|wide}} | ||
[[Category:Characters]] | [[Category:Characters]] |