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- Advanced Raiders (continued)

Advanced Raiders (continued)
About This Mod
Seven new types of raiders (three tribal and four mercenary) and several related items.
Raider Types
Medical Mercenary - Equipped with 3-4 doses of a fairly effective combat accelerator, capable of posing a serious threat to defeated allies.
Technique - a blue protective belt that makes them invisible to turrets and allows you to break or antagonize turrets (current chance 50/50).
Mannequin - armed with a strike club, does not pose a particular threat to shooting pawns. However, if your pawn is hit, it will continue to beat until death, terrorizing all settlers within its range. Even if the victim survives, she will suffer from post-traumatic stress disorder.
Bulldozers are human-like centipedes. No, not that. They're not good at shooting, but they're pretty tough. You can also tease your colonists and force them to attack the bulldozer for a certain amount of time.
Tribal Medic - resurrects defeated allies. Resurrected pawns are quick, tough and do not bleed, but receive a debaff for the number of strokes.
Zverolov - does not have special behavior or abilities (yet), but he has a favorite combat beast. If a bestial is shot, the beasts flee or evacuate their master.
Commander-in-Chief - do you know the difference between a vanilla commander-in-chief and an ordinary raider? Gear. That's all. Commanders-in-chief can strengthen their allies. Also, the raider doesn't run away while he has it.
After appropriate research, medications can be used to create something useful for the colony.
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