"I told you this wouldn't work!": 1-2 wounded space marines/assassins/vatgrown soldiers enter from one side of the map and run for the other, trailed by a group of raiders after they failed to kill the local raider king. Killing or chasing off the raiders will give you a relation bonus with whoever sent the assassins, and the guys you save might join the colony.
Slim Pickings: A deep space miner/colony settler stops by your colony and asks permission to mine some of your minerals. He sets up camp somewhere and mines for a couple days, paying ten cash for every unit of scrap he mines. (A normal 30-stack of scrap from one tile will give a 300 cash payout, for example).
A Sign From the Heavens: A ship in orbit ejected a magazine before it exploded. The magazine crashes on the map, dropping scrap metal, slag, and missiles. The impact detonated a couple, causing explosions and setting fires.
Humanitarians: A group of psychos/wild animals have developed a peculiar taste. They run in, grab some bodies from the ground/graves, and run out with their new-found lunch, fighting if challenged by your colonists. Causes a happiness drop/fear increase, more severe if colonist's bodies were stolen.
Tinkerer: A bright spark begs you for food and medical supplies after he was robbed by raiders. He says he can improve one of your guns, making it more accurate, giving it a longer range, or increasing the damage.
Specialist Raids:
Slim Pickings: A deep space miner/colony settler stops by your colony and asks permission to mine some of your minerals. He sets up camp somewhere and mines for a couple days, paying ten cash for every unit of scrap he mines. (A normal 30-stack of scrap from one tile will give a 300 cash payout, for example).
A Sign From the Heavens: A ship in orbit ejected a magazine before it exploded. The magazine crashes on the map, dropping scrap metal, slag, and missiles. The impact detonated a couple, causing explosions and setting fires.
Humanitarians: A group of psychos/wild animals have developed a peculiar taste. They run in, grab some bodies from the ground/graves, and run out with their new-found lunch, fighting if challenged by your colonists. Causes a happiness drop/fear increase, more severe if colonist's bodies were stolen.
Tinkerer: A bright spark begs you for food and medical supplies after he was robbed by raiders. He says he can improve one of your guns, making it more accurate, giving it a longer range, or increasing the damage.
Specialist Raids:
- Terrorists: A few raiders and their guards enter the map and start burying mines/planting bombs against your walls. Once they're finished, they flee the map and the bombs detonate. Now it's your job to find those mines before someone steps on one.
- Hitmen: A particular assassin/con artist of yours has drawn the wrath of a powerful leader. A few skilled raiders with high-end weaponry attempt to sneak into your colony and kill a specific member before fleeing.
- Spy: A raider posing as a passing traveler enters the map. If arrested, he breaks out of the prison and plants bombs on key targets (batteries, geothermal generators, comms console, nutrient paste dispenser) before attempting to escape.