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:
- Garrison dwarves are the active defenders. Off-duty and working dwarves are not auto-drafted — only those you assigned to the Garrison fight.
- Turrets fight as extra combatants with their own initiative and attack rate, independent of any dwarf.
- Enemy targeting priority: turrets > buildings > garrison dwarves. You must protect your turrets to keep them firing.
- 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.
- Garrison turret bonus: each dwarf in the Garrison boosts all turret damage (+10% per occupant at Lv1, up to +22% at Lv5).
- 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
- /combat/overview — the shared resolution model
- /combat/equipment — turrets, plating, defense buildings
- /infrastructure/stations — Military Outpost, Sensor Array
- /world/sectors — sector tiers and hazard traits
- /dwarves/status-needs — the Downed/Injured pipeline