Bandit Camps
Hostile territories controlled by raiders that pose a persistent threat to your settlement but offer high-value rewards.
Camp Mechanics
- Discovery: Camps are discovered automatically when entering their tile.
- Population: Each camp has a strength/population level. Combat and failed raids can reduce this.
- Clearing: Reducing a camp's strength to 0 clears it.
- Respawn: New bandit camps will form approximately 25 days after a camp is cleared.
Raids
Bandit camps within 15 tiles of your settlement can launch raids.
- Frequency: Checked every 48 hours; each camp can raid once every 7 days (168 hours).
- Trigger: Base
30%chance, reduced by your settlement's Defense Quality. - Consequences:
- Theft: Raiders steal
food,water,wood,medicine,arrows, andcordage. - Defense: High Defense Quality (>70%) gives a chance to repel the attack, weaken the camp, or even eliminate it entirely during the raid defense.
- Theft: Raiders steal
Enemies
Bandits are armed survivors with varying combat attributes.
- Stats:
- HP: 100 + (Strength * 0.5)
- Strength: 6-14
- Attack: 8-16
- Defense: 6-14
- Weapons:
- Ranged: Crossbow, Bow, Slingshot.
- Melee/Hybrid: Spear, Throwing Spear.
Loot & Rewards
Engaging bandits is dangerous but profitable.
Individual Loots (Kill Drops)
- Chance: 70% per bandit.
- Quantity: 1-3 items.
- Items:
food,water,medicine,arrows,fabric,cordage,scrapMetal. - Rare Drop: 2% chance to loot the bandit's weapon.
Camp Victory Loot
Upon clearing a camp, you seize its stockpile.
- Common Resources (5-15 items):
food,water,medicine,arrows,fabric,cordage,scrapMetal,wood,stone.
- Rare Resources (1-3 items):
electronics,chemSupplies,cannedFood,batteryCell,copperWire.
- Other Rewards: +8 Morale, Hunting XP.
Tactics
- Preparation: Ensure you have bandages (for bleeding) and ranged weapons.
- Stealth: High stealth can help you avoid initial detection or escape if the battle potential is too high.
- Risk: Combat is deadly. Injuries can be persistent.