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Raids

A raid is an automatic alien assault on one of your asteroids. Wealthy, exposed colonies attract attention; well-defended ones are largely left alone. Raids are setbacks, not empire-enders — you never lose an asteroid, and downed dwarves always recover (see /dwarves/status-needs). For the round-by-round resolution rules shared with expeditions, see /combat/overview.

v0.16.0 note. “Resistance is Useless” introduced a second, station-layer assault system — Sector Raids — where hostile fleets attack your sector stations (not individual asteroids) while you’re online, and your turrets, plating and garrison feed a sector defence strength. This page documents the original per-asteroid colony-defense model; see the Sector Raids page for the newer station-defence layer.

When Raids Happen

The raid scheduler evaluates each of your asteroids once per minute. The chance of a raid that minute is:

raidChance = baseRaidChance(sectorTier)
           × wealthMultiplier(colony value)
           × sectorHazardModifier(active traits)
           × galaxyRulesetModifier
           × (1 − defenseRating / 300)        // strong defenses suppress raids

A minimum gap of 30 minutes of real time is enforced between raids on the same asteroid — raiders never strike the same rock twice in that window.

Base raid chance by sector tier

Sector tier Sectors Base chance per minute
Safe Alpha 0.001% (0.00001)
Dangerous Beta 0.005% (0.00005)
Ancient Gamma 0.015% (0.00015)

Higher-danger sectors carry their own elevated base rate before any other multiplier. See /world/sectors for sector tiers and traits.

Wealth multiplier

“Colony value” is your credits plus an estimated value of your stockpiled resources. The wealthier you are, the bigger the target you present:

wealthMultiplier = 1.0                              (value ≤ 5,000)
                 = 1.0 + (value − 5,000)/10,000 × 0.5   (above 5,000)
                 = capped at 3.0×

Sector & galaxy modifiers

Sector hazard traits stack multiplicatively on top of the base chance — for example pirateActivity sharply raises raid frequency, while the Military Outpost station specialization in a sector pushes hazard modifiers back down (see /infrastructure/stations). Galaxy rulesets reuse their expedition-risk modifier here too, so high-risk galaxies such as The Crucible raid harder (see /world/galaxies-rulesets).

Defense suppression

Your defense rating directly reduces raid frequency. It is the sum of every installed defensive item on the asteroid:

defenseRating = Σ(turret tier × 10) + Σ(plating tier × 5)     // capped at 300

At the 300 cap, the (1 − defenseRating/300) term drives raid chance toward zero — stacking defenses is the single most effective way to be left in peace.

Threat Scaling

Wave count and size by wealth

How many waves and how many enemies you face scales entirely with colony wealth:

Colony wealth Waves Enemies per group Total enemies
< 5,000 Credits 1 4–6 4–6
5,000–50,000 1–2 5–8 5–16
50,000–500,000 2 6–10 12–20
500,000+ 3 8–12 16–36

Wave 1 fields a single enemy group; later waves field two. Boss enemies only lead high-wealth waves (Wave 3+, threat tier 4+).

Enemy faction by sector

Which enemies show up depends on the sector tier and its traits:

Sector tier Primary faction Also possible
Safe (Alpha) Void Swarm (Gnats, Raiders) Crystalite (Shards)
Dangerous (Beta) Void Swarm (all), Crystalite (Warriors) Ancient Automaton (Sentry Drones)
Ancient (Gamma) All factions Boss enemies in late waves at high wealth

Sector traits steer the faction too: ancientRuins / precursorCache favour Ancient Automatons; pirateActivity favours the Void Swarm.

Raids get harder over time

Every raid you successfully defend raises that sector’s raid strength index by 1 (capped at 20). Each point adds +2 HP to all future raid enemies in the sector, representing increasingly determined attackers.

The Enemy Roster

All raid-capable enemies appear below. Stats are damage per attack, flat mitigation, base accuracy and initiative. ( denotes a boss.)

Void Swarm

Fast, low-HP swarmers tied to ionTempests and pirateActivity.

Enemy Type Tier HP Dmg Mit Acc Init Special
Void Gnat scout 1 15 4 0 60% 8 Swarms in groups of 4–8; rushes lowest-HP dwarf
Void Raider soldier 2 40 10 2 65% 6 ×1.5 damage to turrets; targets turrets first
Void Stalker soldier 2 50 14 3 75% 7 Flanks — bypasses front rank, hits back-rank dwarves
Void Brute heavy 3 90 18 5 55% 3 First attack each combat deals ×2; ignores turrets
Void Overlord ★ boss 5 250 28 10 70% 5 Buffs all Void Swarm +20% damage; Wave 3+ high-wealth only

Crystalite

Crystalline lifeforms from deep asteroid pockets, tied to richVeins and derelictFleet.

Enemy Type Tier HP Dmg Mit Acc Init Special
Crystal Shard scout 1 20 6 3 55% 5 On defeat, 3 splash damage to adjacent targets
Crystal Warrior soldier 3 55 14 8 60% 4 Targets highest-mitigation dwarf; immune to stasis
Crystal Hulk heavy 4 120 22 12 50% 2 First 30 damage each round absorbed; draws fire
Crystal Hive Queen ★ boss 5 300 20 8 65% 4 Summons 2 Crystal Shards/round; Gamma raids only

Ancient Automaton

Reactivated precursor war-machines, tied to ancientRuins and precursorCache.

Enemy Type Tier HP Dmg Mit Acc Init Special
Sentry Drone scout 2 25 8 4 70% 6 10% chance to EMP-disable a turret for 1 round
Guardian Mech soldier 3 70 16 8 65% 4 ×2 damage to structures, ×0.5 to dwarves
Siege Automaton heavy 4 150 30 15 60% 2 Attacks only buildings/turrets; heals 20 on turret kill
Precursor Titan ★ boss 5 400 35 18 65% 3 First 50 damage/round negated; immune to burning

Several enemies also appear in expedition encounters; see /combat/equipment for the exploration-only roster and loot.

Warning & Telegraph

Whether you see a raid coming depends on your Sensor Array (see /infrastructure/stations and the defense-building catalog in /combat/equipment):

Sensor Array Warning lead time Enemy composition preview
None None — raid begins instantly No
Level 1 ~3 minutes No
Level 2 ~6 minutes No
Level 3 ~10 minutes Yes

A warning fires as a comms event. During the window you can rush dwarves into the Garrison, load turrets, or pre-activate a Shield Generator before the first wave lands.

How Defense Resolves

Once a wave arrives, it is resolved with the shared combat model, with colony-specific rules:

  1. Garrison dwarves are the active defenders. Off-duty and working dwarves are not auto-drafted — only those you assigned to the Garrison fight.
  2. Turrets fight as extra combatants with their own initiative and attack rate, independent of any dwarf.
  3. Enemy targeting priority: turrets > buildings > garrison dwarves. You must protect your turrets to keep them firing.
  4. Building damage: unprotected buildings lose HP each round enemies attack them. At minimum HP a building becomes damaged (production halved) — never destroyed. Repair costs Credits and a little Steel.
  5. Garrison turret bonus: each dwarf in the Garrison boosts all turret damage (+10% per occupant at Lv1, up to +22% at Lv5).
  6. Shields recharge between waves, so a shield generator can soak each wave afresh.

Rewards for Defending

Outcome Reward
Wave repelled Credits and loot from defeated enemies
Perfect defense (no building damage) All of the above plus a 100–300 Credit bonus
Boss defeated Boss-tier loot — rare relics, exotic materials, large Credit drops

Consequences of Failure

A raid fails when every Garrison dwarf is Downed (remaining waves are skipped). The fallout:

  • Resource loss: 10–25% of your lootable stockpile (iron, copper, steel, alloys, gold/titanium ingots, crystal) is taken. Credits take a lighter hit (roughly half that fraction).
  • Building damage: affected buildings drop to ~10% HP and run at halved production until repaired.
  • Dwarves Downed → Injured → Hospital as normal. None are ever lost.
  • No sector loss. You keep the asteroid; the raid is a setback you recover from.

Defending Well — Practical Tips

  • Build the Armory first — it unlocks every turret, plating and weapon.
  • Stack turrets and plating to raise your defense rating; at 300 it nearly shuts off raids entirely.
  • Keep a Garrison manned — occupants both fight and amplify turret damage.
  • Put a Sensor Array up so raids are scheduled with warning instead of ambushing you (important for an idle game you check periodically).
  • Add a Shield Generator on key production buildings to soak a whole wave.
  • A Military Outpost in the sector lowers hazard modifiers and softens raid frequency colony-wide (see /infrastructure/stations).
  • Mind your wealth — sitting on a huge credit pile with weak defenses is what draws the biggest raids.

Implementation Status

The raid scheduler, wave composition, sensor-warning system, shield absorption, building damage and failure/reward consequences are all implemented in 0.10.0 (client/js/systems/raids.js). Raid odds, intervals, wave sizes and enemy stats are flagged first-pass / balance TBD in the source and will be tuned.

See Also

Documents SpaceDwarves v0.10.0 · Changelog