Sometimes Raids Go Wrong

MOD Desc
Ever wished that a raid would just go horribly wrong?

This mod allows storytellers to add a random and sometimes hilarious twist to a raid.

Random storytellers get a second roll of the dice and take the lowest (worst) result for the raiders.

On a roll of 1, the raiders experience symptoms of rapid ageing – increased tiredness, slow movement, and increased pain sensitivity. In fact, they are afflicted with a disease, and in the initial stages it may cause damage to the kidneys. If it progresses to the final, most extreme stage, they will experience permanent physical ageing, with some of the associated health issues, including but not limited to Alzheimer’s.

On a roll of 2, one of two things can happen. If the raiders came by land (that is, they walked in from the edge of the map) then they are beset by random manhunting enemies. If they came by air (drop pods) then those drops pods malfunction and crash rather than landing. This injures and potentially kills the occupants.

On a roll of 3, meteorites fall from the sky and strike randomly near the raiders. Or, if they arrived by drop pods, they arrive intoxicated.

On a roll of 4, several of the raiders arrive on fire and will be pursued by mechanoids. Both sides will have already taken damage. Or, if they arrived by drop pods, some of them will find an affinity with nature and turn into wild men (or wild women).

On a roll of 5 to 20, the raid goes ahead normally.

You can adjust the minimum and maximum dice roll values in the mod settings menu.

[Version 1.2.8]

Note: The Pharmicist mod doesn’t think Rapid Ageing is a major disease requiring better medicine. Nothing I can do about that. You can set the medicine usage for minor wounds on prisoners to the grade of medicine you want to use, that’s about it.

Please ask me before re-uploading this mod

Go to the 1.0 version.

Go to the Alpha 17 version.

Go to Ludeon Forums for more information and direct download links: https://ludeon.com/forums/index.php?topic=30508.0

You can see an example of raids going wrong and the aftermath in episode 59 and episode 60 of Thet’s Beta 18 Modded RimWorld series. 🙂

If you like this mod, why not consider looking at some of my other mods?



  • For the rapid aging you could simply assume that these raiders are band of older warriors from a group that were exiled from their faction for reason X (ousted for old age, settlement destroyed, lack of food/water, rampant disease, etc.) and are desperate for supplies. Seeing your colony, they attempt a final last-ditch effort to save themselves and launch a raid with whatever their old bones can muster, with no fear of their own possible and likely demise.The rapid aging roll is just applying what would have otherwise been on them naturally (only, it happens on arrival instead of being a natural characteristic). Think of the Many Mothers from Mad Max: Fury Road for inspiration of their warlike charm, if you must.
  • If you really don’t want rapid ageing raiders, you can configure the settings to only roll 2 to 20.Because it’s not something which happens every single raid, I don’t see that there’s a problem with balance.As for realism, I’ve reworked the rapid ageing in this version so that it happens over a period of time rather than instantly, and I’ve given you the ability to slow it down if you capture raiders who are unfortunately afflicted with it, and I’ve added a youth serum (which like the other mech serums, can only be obtained by doing quests) which can counteract the effects.If you can do better, you’re more than welcome to try. 😉
  • I’ve been having some unusual occurances. Everytime a caravan, visitor, animal herd, etc. Basically anything living comes onto my map that isn’t a raid. They all occasionally have cryosleep sickness. Usually at least one member of the party if not too. Even raids that do not ‘go wrong’ are affected by this. I’ve also had a number of rare animal appearances appear extremely old age and die of ‘natural causes’ due to what I think is the rapid aging malfunctioning.I’m not sure if this is a symptom of this mod leaking into other events or if it might be a bug in my scenario from RF Scenarios Crashlanded Low Tech. I can provide more info if you think it’s related to your mod. I’ve got the default roll upped from 20 to 30
  • Blackout Steve…. You’re talking about breaking immersion and realism in a game where people are farmed (read some of the back stories if you use Prepare carefully) there are Giant Man killing Robots AND Insects… (i havent played vanilla in a long time but if it still hasn’t changed…..) you are in a world where a 9mm Pistol would have ability to shoot off limbs….. there isn’t much realism involed in this game if you put some thought to it…. if you would like a potentially lore friendly reason to think about the aging mate, you could think of something like… ‘The Rapidly Aging group of raiders are leaving their home because the something in the water/air/soil was giving them the weird side affect of uncontrollable aging. They heard of a settlement where the soil/air/water would do the opposite effect/fix their current condition, from a shady traveller and that land happen to be yours. They started their assault on your land and all of a sudden the random aging began.

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