Pirates
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Pirates are a spacer tech level faction. They are relatively technologically advanced, perpetually hostile and appear in every game. This making them one of the primary humanoid threats to be faced as they will raid the player the entire game unless every faction base is eliminated.
Despite being Spacer level, and Outlanders being Industrial, their technology and equipment is largely similar. In some ways, this makes them the Outlander equivalent to the Tribes' Savage variant.
Lore[edit]
A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other.
Pirates don't sow, they don't build, and they rarely trade. Driven by a blood-and-honor culture that values personal strength and ruthlessness, they enrich themselves by raiding and robbing their more productive neighbors.
Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. - In Game Description
Pirate faction leaders are called the "Boss".
Names[edit]
Variants[edit]
There is one primary pirate faction with an additional variant added by the Ideology DLC.
Pirate gang[edit]
"A loose confederation of pirate gangs who've agreed to mostly fight outsiders instead of fighting each other."
The pirate gang faction's goodwill is locked at -100, and will always remain hostile.
Cannibal pirate gang[edit]
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
"This particular gang of pirates are cannibals."
Cannibal pirate gangs will always have the Cannibal Meme. Like the pirate gang, their goodwill is locked at -100, and will always remain hostile.
Ideoligion:
- Cannibal required
- Raider required
- Supremacist required
- Pain is virtue allowed
- Flesh purity allowed
Yttakin pirates[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General - below is a dump of some facts, but it is both insufficient and very rough. |
A close-knit band of hulking, fur-bodied pirates of the yttakin xenotype. They refuse to deal with outsiders and are quick to call their animal warriors against those who disrespect them - or whose wealth they intend to take. Originally engineered to populate the icy planet Yttak, yttakin now pursue their traditional lifestyle on many worlds.
— Faction description
Will never be sappers or breachers due to their naturally low mining skills.
Required ideo memes: Animal personhood and Raider. Will never generate with apparel precepts of any type.
Spawns with wargs and/or wild boar allies in raids. Bases can also have grizzly bears. Melee only raids possible for non-siege raids.
Has faction specific pawn kinds.
Waster pirates[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
A loose collection of violent pirate bands made up of primarily wasters - xenohumans engineered to thrive around toxins and pollution. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends most on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range.
— Faction description
Waster pirate raids are mostly made up of Wasters. They often utilize Tox gas, including Tox packs, Tox grenades, and Toxbomb launchers. The non-Waster members of the raid are vulnerable to their fellow raiders' use of Tox gas - members of Waster pirate raids often spawn with Face masks and Gas masks to mitigate this.
Be careful of fighting large numbers of waster pirates in a confined space for a prolonged period of time if your colonists are vulnerable to tox gas. Gas mechanics mean that confined spaces quickly build up Tox gas concentration. If you utilize mechanoids or tox immune colonists (gained through Genes or Artificial body parts) however, the large amount of tox gas equipment that is useless against you will make them easier to face overall compared to other factions.
Pawns[edit]
Pirate pawns will always have backstories from the "Pirate" category.
Pirates[edit]
Pawn Type | Image | Combat Power | Gear Health (%) | Avg. Gear Quality | Clothing Budget | Weapon Budget | Available Weapons | Age Range | Additional Info [edit]
|
---|---|---|---|---|---|---|---|---|---|
Drifter | ![]() |
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 | ![]() |
45 | 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 | ![]() |
45 | 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 | ![]() |
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. |
Mercenaries[edit]
They, like Outlanders also field "Mercenary" pawns in their stronger raids and when defending their faction bases.
Xenotypes[edit]
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
The table below describes the chance for a given pawn from each faction being one of the xenotypes added by the Biotech DLC. Note that this value does not account for chances in xenotype chance from ideoligion or from pawn kind, it only shows the base value before those factors.
Pirate gang | ||
---|---|---|
Xenotype | Chance | |
![]() |
Dirtmole | 10% |
![]() |
Genie | 2.5% |
![]() |
Highmate | 0% |
![]() |
Hussar | 5% |
![]() |
Impid | 2.5% |
![]() |
Neanderthal | 2.5% |
![]() |
Pigskin | 2.5% |
![]() |
Sanguophage | 0% |
![]() |
Waster | 2.5% |
![]() |
Yttakin | 2.5% |
![]() |
Baseliner | 70% |
Cannibal pirate gang | ||
---|---|---|
Xenotype | Chance | |
![]() |
Dirtmole | 10% |
![]() |
Genie | 2.5% |
![]() |
Highmate | 0% |
![]() |
Hussar | 5% |
![]() |
Impid | 2.5% |
![]() |
Neanderthal | 2.5% |
![]() |
Pigskin | 2.5% |
![]() |
Sanguophage | 0% |
![]() |
Waster | 2.5% |
![]() |
Yttakin | 2.5% |
![]() |
Baseliner | 70% |
Yttakin pirates | ||
---|---|---|
Xenotype | Chance | |
![]() |
Dirtmole | 0% |
![]() |
Genie | 0% |
![]() |
Highmate | 0% |
![]() |
Hussar | 0% |
![]() |
Impid | 0% |
![]() |
Neanderthal | 0% |
![]() |
Pigskin | 0% |
![]() |
Sanguophage | 0% |
![]() |
Waster | 0% |
![]() |
Yttakin | 100% |
![]() |
Baseliner | 0% |
Waster pirates | ||
---|---|---|
Xenotype | Chance | |
![]() |
Dirtmole | 5% |
![]() |
Genie | 2.5% |
![]() |
Highmate | 0% |
![]() |
Hussar | 5% |
![]() |
Impid | 2.5% |
![]() |
Neanderthal | 5% |
![]() |
Pigskin | 2.5% |
![]() |
Sanguophage | 0% |
![]() |
Waster | 72.5% |
![]() |
Yttakin | 2.5% |
![]() |
Baseliner | 2.5% |
Raids[edit]
Besides their equipment, raids carry additional loot. Pirate raids carry:
Faction Bases[edit]
??
Version history[edit]
- 1.1 - Smoke grenadier pawnkind added.