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{{About|NPC enemies|the ideological meme|Ideoligion#Raider{{!}}Raider}}
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'''Raiders''' are 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>
{{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>
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Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned.
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.
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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.
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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.
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<gallery widths="250px" heights="250px" class="center" mode="nolines">
 
<gallery widths="250px" heights="250px" class="center" mode="nolines">
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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>
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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.
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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 ==
{{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.
 
[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.
  
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=== 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.
 
=== 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 ==
 
== Humanlike ==
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=== Empire ===
 
=== Empire ===
{{Royalty|section=1|No Category}}
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{{Royalty|No Category}}
 
{{Main|Empire}}
 
{{Main|Empire}}
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{{:Empire/Pawns}}
 
{{:Empire/Pawns}}
  
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|-
 
|-
 
! [[Scyther]]
 
! [[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-->
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|[[File:MechanoidScyther.png|50px]] || | 150 || | 100 || | - || | - || | - || | '''Melee (Blades)''' || | Any || | -
 
|-
 
|-
 
! [[Lancer]]
 
! [[Lancer]]
|[[{{Q|Lancer|Image}}|50px]] || 180 || 100 || Normal || - || 9999 || '''[[Charge lance]]''' || Any || -  
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|[[File:MechanoidLancer.png|50px]] || | 150 || | 100 || | Normal || | - || | 9999 || | '''[[Charge lance]]''' || | Any || | -
 
|-
 
|-
 
! [[Centipede]]
 
! [[Centipede]]
|[[{{Q|Centipede|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''[[Heavy charge blaster]]''', '''[[Inferno cannon]]''', '''[[Minigun]]''' || Any || -
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|[[File:MechanoidCentipede.png|50px]] || | 400 || | 100 || | Normal || | - || | 9999 || | '''[[Heavy charge blaster]]''', [[Inferno cannon]] || | Any || | -
 
|-
 
|-
 
! [[Pikeman]]
 
! [[Pikeman]]
|[[{{Q|Pikeman|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -
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|[[File:MechanoidPikeman.png|50px]] || | 110 || | 100 || | Normal || | - || | 9999 || | '''[[Needle gun]]''' || | Any || | -
 
|-
 
|-
 
! [[Termite]]
 
! [[Termite]]
|[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || -
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|[[File:Termite.png|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 || -
 
 
|-
 
|-
 
|}
 
|}
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== 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.
 
=== General Mechanics ===
 
 
=== Raider Targeting ===
 
 
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 ===
 
 
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.
 
  
 
{| {{STDT| c_50}}
 
{| {{STDT| c_50}}
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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.
  
=== "Drop right on top of you" drop pods ===
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=== Mid-base drop pods ===
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.  
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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.
  
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.
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They have a 10% chance to choose to do so. Tribes do not have the technology to start a drop pod attack.
 
 
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 ===
 
=== 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.
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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 do not avoid traps like Spike Traps nor IEDS in anyway.
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Despite their description, they can still be funneled into a [[killbox]] with relative ease.
  
 
=== Preparation ===
 
=== Preparation ===
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=== 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 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.
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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.
  
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.
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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 (deadfall 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.
 
However, in open bases they are even worse than regular raiders as they come in smaller numbers.
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{{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. 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.
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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 the nearest walls rather than anything blocking the way, mostly belonging to the colony if there is a pawn nearby. 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. This kind of raid will appear more frequently if the wealth is high enough.
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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.]]
  
 
=== Siege ===
 
=== Siege ===
{{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}}
 
{{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}}
  
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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.
 
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.]]
 
[[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.  
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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.
  
 
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.
 
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 ===
 
=== Ambush ===
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=== 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.
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Enemies capable of drop pods have a chance of landing scattered across the map.
  
 
=== Weapon-specific raids ===
 
=== Weapon-specific raids ===
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== Raid strength ==
 
== Raid strength ==
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{{Rewrite| reason = Integration with [[Raid points]] needed once that page is complete.}}
 
{{Main|Raid points}}
 
{{Main|Raid points}}
 
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.
 
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.
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For a full technical breakdown; see [[Raid points]]
 
For a full technical breakdown; see [[Raid points]]
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<!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet  
 
<!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet  
 
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.
 
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.
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=== 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.
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Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left. Also it's good to note that raiders will remember where your [[deadfall trap|traps]] are. This doesn't apply to other factions, though—if, say, the Vipers of Power come in and sets off your traps, then they would remember that. But, if the Rippers of Fire later attack, they won't have that knowledge and will still set off the same traps.
  
 
=== Siege defense ===
 
=== Siege defense ===
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=== Mechanoid assaults ===
 
=== Mechanoid assaults ===
Mechanoids have much differing stats and weapons, meaning different tactics may be used.
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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.
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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 Blaster 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.
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* [[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/1.3.3200|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.
 
  
 
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{{nav|factions|wide}}
 
[[Category:Characters]]
 
[[Category:Characters]]

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