1,626 ratings
Sometimes Raids Go Wrong
Mod, 1.0, 1.1, 1.2, 1.3
File Size
0.385 MB
Oct 29, 2018 @ 9:50am
Aug 13, 2021 @ 3:11pm
9 Change Notes ( view )

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Sometimes Raids Go Wrong

In 1 collection by RemingtonRyder
Marvin's Most Abducted Mods
15 items
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 are infected by military mechanites, which cause effects similar to rapid ageing. If you capture prisoners from the raid, the progress of the mechanites can be halted with good medicine. If untreated or poorly treated, the mechanites can cause permament damage, effectively ageing the subject several years in a matter of hours.

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 can injure and potentially kill 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, some of the raiders arrive on fire and will be pursued by mechanoids. Both sides will already be injured. Or, if they arrived by drop pods, some of the raiders break away from their friends and run wild.

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 1.4.0]

Works with existing saves

This mod is not compatible with Preemptive Strike.
This mod is not compatible with Rim War.
This mod is not compatible with Vanilla Expanded Framework but a compatible version can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=2750067652.

License, source and direct downloads

Please refer to the license in the mod source before re-uploading this mod.

Go to Marvin's Mods for direct download links: https://marvinkosh.omniloth.net

Source for all of my mods is available here: https://www.dropbox.com/s/uxdh488rk97927s/Marvins%20Source.zip?dl=0

If there's a problem...

If you encounter problems with the mod, you can mention me or send me a private message on Twitter. Even if it's just to say 'hey can you look at this comment I left on the Steam Workshop page.'



If you'd like to see the mod in action, I prepared an introductory video for you: https://www.twitch.tv/videos/474144774

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

Finally, a big thank you to everyone who has given feedback and supported my RImWorld mods. :)
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RemingtonRyder  [author] Jun 27 @ 10:12am 
I also updated the description above with that link.
RemingtonRyder  [author] Jun 27 @ 10:09am 
There's a VE compatible version maintained here: https://steamcommunity.com/sharedfiles/filedetails/?id=2750067652
Alapma Jun 27 @ 1:48am 
sorry if im stupid but when you say, "not compatible with vanilla expanded framework" does that means that ANY mod that uses vanilla expanded framework also IS NOT compatible with this mod? like for example wiston wave (mainly asking cuz of wiston wave)
pgames-food May 21 @ 4:34pm 
(btw @RemingtonRyder... i love your electric shaver - very smooth) :lunar2019piginablanket:
pgames-food May 21 @ 4:33pm 
hi you can still use this with orions mechs mod... i had a lot of fun using that mod, and this mod + what the hack, because a large faction raided me (but they also brought along some of orions mechs, including small swarms of flamebots, and they were fighting each other which allowed me to get off some shots from a safer distance, and then win after there were only a few of them left.

(i think i was using the tactics mod at the same time, to let me make sure that every colonist was issued orders - and at the end of it there was a lovely pile of mechs to dismantle for what the hack parts :)
Bungee Gum May 21 @ 12:05pm 
Yep, I know. That would be VE Mechanoids, since I haven't seen such stuff before I downloaded it.
Welp, guess now I know why this mod have warning about not being compatible with VE. Still I'll consider this a feature.
RemingtonRyder  [author] May 21 @ 11:06am 
It's not this mod doing it. I specifically coded it so that manhunters only show up for raids that are not mechanoid.
Bungee Gum May 20 @ 11:45pm 
Lmao, just had a mechanoid raid who also spawned twenty manhunter wargs. Turned out wargs and mechanoids are long time friends and they both wrecked my ass. I guess this time its me who rolled 1
drsavagethe1 May 2 @ 8:04am 
Anyone having an issue where raids wont spawn at all, like I haven't got a single human raid in forever and I think I might have tracked it to this mod.
JuryOfYourFears Apr 8 @ 10:28am 
Link works again. Thank goodness, too! I was really missing the chaos lol