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โ๏ธ Combat & Defense
๐ฐ Killbox Design โ The Core of Your Defense (A killbox funnels enemies through a bottleneck into your pre-set kill zone.)
A killbox isn't an exploit โ it's the game's fundamental logic. AI pathfinding picks the path of least resistance. Leave one opening that "looks easy to get through," and enemies will queue up to die.
| Component | Description | Key Parameters |
|---|---|---|
| Entry Corridor | Winding single-tile corridor with sandbags or gravel to slow enemies | The longer the better โ at least 20 tiles |
| Shooting Position | At the end of the corridor โ your pawns stand in two rows of shooting positions | 15-25 tiles from the exit (ideal range) |
| Sandbag Field | Place sandbags every other tile to deny enemy cover | Spaced along the corridor so enemies can't claim cover |
| Roof Trap | Leave one unsupported pillar in the corridor โ shoot it during the fight | The collapsing roof deals massive damage |
| IED Trap | Plant mines at the corridor end โ detonate when enemies bunch up | Requires Explosives research, extremely cost-effective |
๐ก Core Principle: The killbox's purpose is to make enemies file into your kill zone one by one, not let them scatter through a wide opening. The narrower and longer the corridor, the better.
โ ๏ธ Killbox Weakness: Drop pod raids land right inside your base, bypassing the killbox entirely. Keep defensive depth in your base center โ don't put everything at the front door.
๐ชค Trap Corridors โ Kill Without Firing a Shot
- Wooden Trap vs. Steel Trap: Wood deals 40 damage (cheap, your early-game workhorse). Steel deals 60 damage (upgrade mid-game).
- Corridor Density: Place one trap per tile. Pawns will path around them, so your own people won't trigger them.
- Trap + Door Combo: Build traps on one side of the corridor and doors on the other โ your pawns use the doors, enemies walk into traps.
- Granite Door Trick: Place a granite door set to "keep open" at the trap corridor entrance โ enemies treat it as a valid entry path and walk right in.
- Pair with Slowing Terrain: Add snow, marsh, or shallow water in the trap zone โ enemies move slower and hit more traps.
- Maintenance Cost: Each trap needs to be rebuilt after triggering. Assign a few high-crafting pawns to restock them mid-to-late game.
๐ซ Weapon Tier List
| Stage | Recommended Weapons | Why |
|---|---|---|
| Early | Shortbow / Revolver / Bolt-Action Rifle | Use what you have โ the bolt-action rifle is early-game god-tier (long range, reliable damage) |
| Mid-Early | Pump Shotgun / SMG | Strong at short-to-medium range, great for killbox mid-range engagements |
| Mid | Assault Rifle / Chain Shotgun | Assault rifle is the jack of all trades; chain shotgun one-shots at close range |
| Late | Charge Rifle / Charge Lance | Charge weapons bypass partial armor โ essential against mechanoids |
| Endgame | Doomsday Rocket / Triple Rocket / Orbital Strike | Area clearing โ don't carry them around, they're too expensive |
โ
Rookie Rule: Grab bolt-action rifles early, switch everyone to assault rifles mid-game, upgrade to charge weapons late. Give melee pawns a solid one-handed weapon (longsword/mace) and station them one tile behind the firing line โ when enemies get close, send them in.
๐ก๏ธ Armor Selection
| Armor Type | Material | Best For | Notes |
|---|---|---|---|
| Simple Helmet | Steel | All pawns early game | Protect the head first โ headshots are often instantly lethal |
| Flak Vest | Steel/Cloth | Core DPS mid-game | Torso protection, best value for your resources |
| Marine Helmet | Steel/Plasteel | All pawns late game | One tier above simple helmet |
| Power Armor | Plasteel/Uranium | Melee / Shock troops | Strongest armor in the game, extremely expensive |
| Luciferium Coating | Luciferium | High-DPS backline | Strong protection but slows movement โ use on backline pawns |
๐ Common Raid Type Counter-Strategies
| Raid Type | Characteristics | Counter-Strategy |
|---|---|---|
| Conventional Front | Enemies head straight for the killbox | Standard procedure, all pawns to firing positions |
| Sappers | Enemies dig/blast through walls to bypass you | Build 3 layers of outer walls, hit their rally point with mortars |
| Drop Pods | Land right in your base center | Keep firing ports in every room, build cover at corridor corners |
| Siege | Enemies build mortars at range and shell you | You must sally out and hit them before they finish building |
| Infestation | Bug hives spawn underground | Narrow doorways + melee front line + flamethrowers/incendiary launchers |
| Mechanoid | Heavily armored ranged enemies | EMP grenades + armor-piercing weapons (charge line) โ don't face-tank them |
๐ฏ A 90-second command order when a raid starts
1. Put colonists in the right places before deciding to fight
| First 15 seconds | 15โ45 seconds | Once shots begin | After the retreat |
|---|---|---|---|
| Pause nonessential jobs, draft defenders, and move noncombatants into an internal safe area | Check the enemy route, firing positions, and a retreat door; do not stack melee and ranged colonists together | Handle breaches, injured colonists, and fire first; retreat severe injuries instead of trading lives | Confirm no ambush or fire remains, then rescue, extinguish, collect gear, and repair critical systems |
โ
Position check: every shooter has cover, one step back has a second position, and the hospital route does not cross the enemy route.
2. The first response for three raid types
| Situation | First move | Common mistake |
|---|---|---|
| Normal walking raid | Let enemies use the prepared entrance and focus fire from cover | Chasing early and leaving your own range and cover |
| Sappers / siege | Protect key rooms and internal corridors; prepare a second position | Refusing to give up the outer wall and exposing the hospital, freezer, and batteries |
| Drop pods / enemies inside | Separate doors, evacuate noncombatants, and use melee to block doors | Sending everyone down one corridor into close-range fire |
Before building the defense, use Defense Check; for many injuries, see Medical Care.