100 Mutant Furry Raids vs 1000 Empire Colonists | Epic Rimworld Battle (part 1)



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THE BATTLE FOR PORT HEARERON –
—– a tabletop game, but in Rimworld —–

— rules —

Primary objective – At least one piece of critical infrastructure (power plants, transport pod launchers, fuel dumps, resource piles) must be intact at the end of the game for the port to remain strategically viable. Complete loss of strategic viability results in mission failure.

Secondary objective – keep Count Jimbob alive. If VIP survives a round, supply rewards and defensive assets are delivered in the next round.

This game is divided into four rounds.

There are 25 raids per round.

Once a round has begun, 1-3 raids must be spawned onto the map every 1-3 in game hours.

Once a round has finished, the next round has to begin within 2-5 in game hours.

Round 1

Attacking faction

Raids 0-25 are 2500 points each

Unless specified, all raids are spawned as follows – Immediate Attack, Edge Walk In

Raid 25 is a boss wave, enemy type randomised from chart –

Missile assault
Hammer chargers
Tox & frag grenadiers

2-6 enemy sieges must be deployed by raid 10. Each siege is 1000 points. Sieges do not count towards the total number of raids fought.

The attackers must deploy 1-3 raids via drop pods after raid 10 (centre drops only).

Defending faction

Two full squads of 20 troopers, each led by a champion, must be present on the map at all times. If a squad drops below one third of it’s starting strength, then a full squad must be spawned in to take its place.

Squads can only be deployed from the south end of the base, but can be deployed from the north side of the base 0-3 times during the first round. Drop pod assaults are not affected by this rule.

Squads can only be spawned within the walls of the base. Squads cannot be spawned within 25 tiles of the VIP or the central courtyard.

Both of the starting champions are equipped with either an orbital bombardment targeter or an orbital power beam targeter.

Round 2

Attacking faction

Raids 25-50 are 5000 points each

Unless specified, all raids are spawned as follows – Immediate Attack, Edge Walk In

Raids 23, 24 and 25 are boss waves, enemy type randomised from chart –

Sword elites
Acid mortars
Swarm missile assault

3-9 sieges must be deployed before raid 35. Each siege is 1000 points. Sieges do not count towards the total number of raids fought.

The attackers must deploy 1-3 raids via drop pods after raid 35 (centre drops only). 1 in 6 chance of one raid spawning via drop pods every 3 raids.

Defending faction

Two full squads of 20 troopers, each lead by a champion, must be present on the map at all times. If a squad drops below one third of it’s starting strength, then a full squad must be spawned in to take its place.

A single unit of 20 empire champions can replace a single unit of 20 troopers at the start of the game, and an additional unit of 20 empire champions can be spawned in lieu of a trooper squad after raid 35.

A single unit of champions may be spawned in via drop pod assault.

Squads can only be deployed from the south end of the base. Drop pod assaults are not affected by this rule.

Squads can only be spawned within the walls of the base. Squads cannot be spawned within 25 tiles of the VIP or the central courtyard.

Rules for Round 3 and Round 4 can be found in part 2 of this video.

These rules are designed to be played with a six sided dice, which can be stolen from your family’s monopoly set if needs be.

SOUNDTRACK

Crossing the Chasm by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/3562-crossing-the-chasm
License: https://filmmusic.io/standard-license

Metalmania by Kevin MacLeod
Link: https://filmmusic.io/song/4042-metalmania
License: https://filmmusic.io/standard-license

Gearhead by Kevin MacLeod
Link: https://filmmusic.io/song/3799-gearhead
License: https://filmmusic.io/standard-license

MOD LIST

HugsLib
[1.4] Nukes
[GMT] Trading Spot
[Kit] Graze Up
[sd] Advanced Powergeneration (Continued)
A Dog Said… Animal Prosthetics
Allow Tool
Vanilla Expanded Framework
Archeotech Expanded
Area Rugs 2.0
Auto-Cut Blight
Camera+
Capture Them
Dismiss Trader (Continued)
Dynamic Diplomacy
Fluffy Breakdowns
Go Explore!
Harvest Everything!
Increased Stack
Infinite Turrets
MendAndRecycle
Raids For Me
Snap Out!
Sparkling Worlds – Full Mod
Stop, DropAnd Roll! [BAL]
RimCities
Pick Up And Haul
Omni Core Drill (Continued|)
Vanilla Apparel Expanded
Vanilla Weapons expanded
Vanilla Events Expanded
Vanilla Furniture Expanded
Vanilla Furniture Expanded – Medical Module
Vanilla Furniture Expanded – Production
Vanilla Furniture Expanded – Security
RT Solar Flare Shield
RT Fuse
Rain Caller
Weather Control Device (Continued)
Trade Ships No Matter What
Prisoner Harvesting – 1.4
More Vanilla Turrets 1.1+
Endless Rimworld
Glitter Tech (No Surgery)
Crafttable Glitter Tech Weapons and Apparels Continued

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39 thoughts on “100 Mutant Furry Raids vs 1000 Empire Colonists | Epic Rimworld Battle (part 1)”

  1. IDEA: breeding the perfect mutant race… you can't clone but can gene edit and must have at least get 3 generations of them via natural birth… +10 points if you try to breed something as close to skaven as you can…

    Reply
  2. 23:50 Deathsplosion, get the "search and destroy" mod. If you enable it, you can tell your units to automatically find and kill any enemies they find, using the standard raid AI. It's very helpful if you are managing a large crowd.

    Reply
  3. Hey man, havent finished watching the video yet but I'm loving it so far. What mod are you using that raiders uses attack animals? I find it very cool and I would love to add to my mod list.

    Reply
  4. another masterpiece! also there are two mods, search and destory and defensive positions that might help stopping your brave soldiers from refusing to shoot the enemy.

    Reply

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