40% chance to wear headgear of some sort.Īutopistol Bolt-action rifle Heavy SMG Incendiary launcher Machine pistol Pump shotgun RevolverĤ0% chance to wear headgear of some sort. There is a 20% chance that their weapon is biocoded to them.Ħ% 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. Has a 4% chance to have one of the following prostheses: Peg leg Wooden foot Wooden hand. Has a 4% chance to have one of the following prostheses: Peg leg Wooden foot Wooden handĪutopistol Bolt-action rifle Incendiary launcher Machine pistol Pump shotgun Revolver 15% chance to have one of the following prostheses: Peg leg Wooden foot Wooden handĪutopistol Bolt-action rifle Machine pistol Pump shotgun Revolver Has a 15% chance to carry 1x Herbal medicine. Can never have the Brawler trait.Īlways has a tribal headdress and plate armor. Can never have the Brawler trait.Īlways has a war mask. Can never have the Brawler trait.Īlways has a tribal headdress. ![]() Can never have the Brawler trait.Īlways has a veil. Raider types are exclusive to their faction - mercenaries being exempt.ġ5% chance to have one of the following prostheses: Peg leg Wooden foot Wooden handģ% chance to have one of the following prostheses: Peg leg Wooden foot Wooden hand. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points. ![]() 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. 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. They come in different clothing depending on their type and the outside conditions. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the Brawler trait), and vice versa. Raiders wielding rocket launchers will attempt to avoid friendly fire.Ĭounterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat.Īlso, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. 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). Rarely some will have assault rifles or LMGs.Ī raiding party may include members equipped with melee weapons and shield belts. In the late game they can come equipped with things such as frag grenades, sniper rifles, incendiary launchers and machine pistols. 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. Raiders have limited equipment possibilities dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. 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. This Google Sheets spreadsheet shows the spawn rates of weapons and apparel across all raider kinds. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly. Raiders who survive may return to attack again in future raids or ambushes. 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. 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.Ībandoned prisoner returns to ambush a caravan. ![]() They will, however, engage prisoners from enemy factions. They will not attack natural rock walls (except sappers), wild animals, or unpowered turrets. ![]() Raiders will attack, destroy, or burn random targets without any visible strategy or tactic. Raiders have several strategies when a raid event is spawned.
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