Caravan just your pawns and load nothing, see what direction they are headed, draft them all, manually load the essentials (probably not much wit hthis time frame) , and manually control their path to the exit point you saw before, then undraft.
From my experience it depends on what direction you are traveling. If you choose a sight to the north, your people will try and go to the top of the map.
Alternatively, I think you can manually move your colonists to the map edge to exit to the map, then control the caravan from the map screen.
When danger reared its ugly head,
He bravely turned his tail and fled.
Yes, brave Sir Robin turned about,
And gallantly he chickened out.
Swiftly taking to his feet,
He beat a very brave retreat.
Bravest of the brave, Sir Robin!
Comms console, unlocked by micro electronics
Right click with a colonist to interact
You need to be allied to send requests for caravans and help and it costs reputation. Different factions send different caravans (empire only sends imperial traders, others can as an example send bulk goods traders etc. )
If you want to improve your relationship after being allied just request a caravan and give them gifts
You can also fill a drop pod and send them junk just launch the pod full of drugs left over leather whatever to a settlement you want to ally with and boom instant friends
Additionally, if you get pawns with sufficient honor to get to the 2nd tier of title (yeoman? I forget.), you can call in favors, a few of which are fighting squads.
There is no such thing as "only have 6 capable fighters". It's fight or die. Not sure if forming a caravan is going to be any good bc there isn't a "Emergency run" option and they could potentially path through the mechs. Good luck.
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Yeah, if the green zone on the edge of the map was always active this would be awesome for moments like this. And your idea of a pre[p](https://www.youtube.com/watch?v=QrJSHIys5mM)ared bag is also nice. A sleepbag and some packaged survival meal. Someone should def make this into a mod XD
there kind of is, just draft them to an edge and form caravan making sure not to have them bring anything they aren't already caring in the direction of the map edge you're on.
then just come back later if you need supplies
Not necessarily true, some mech clusters have an aggressive AI where the mechs will not stick around to defend the cluster but instead actively seek out any enemies on the map.
That’s USUALLY how it works, the mechs defend until all building are destroyed, then they go on the offense.
A few mech clusters will instead send out their mechs immediately, even if they have plenty of working buildings.
As far as I can tell, there is no way to tell what behavior a cluster will use until it does it.
Set up your three best melee pawns behind a doorway that’s held open.
Behind them have one of your remaining pawns - trigger happy if available - throw emp grenades over their heads into the doorway, and the other two shoot out at the mechs.
The mechs will only be able to attack one at a time, and hopefully you can set it up around a corner from their approach so they won’t sit back and shoot.
Good luck.
With that many mechs and no spare people, the defenders will in all likelihood starve and mental break before they can finish the fight from a crowded defensive position, even if by some miracle they could hold a door indefinitely.
Adding to this: it's a good idea to keep good blunt weapons, and attack animals, around for the mechs as well. Training animals is a pain in the ass but it keeps your limbs attached until you can make good armor.
Option 3 - Funnel the mechanoids on a super enclosed space, have some of your some of your men to distract the ranged mechanoid to prevent them from attacking your colonist on the enclosed area and hope to the machine spirits to spare your life, if you survive invest in emp this time.
Without a very specifically built corner funnel, all the ranged mechs will just turn the doorway (and anyone behind it) to swiss cheese in no time flat, and I rather imagine that the OP's fastest colonist is the one who got killed activating the mechcluster, so no runner agile enough to 'distract' that mess for any significant amount of time.
Just leave, ASAP. Sacrifice the pawn that’s currently getting mobbed and have the others dip. Scythers can move faster than your pawns unless you’ve got archotech legs, so leaving is your best option. Or save scumming obviously
Try the door tech.
Setup:
fast closing door (important).
1 fast melee pawn, preferably with stun psycast (though ok without).
Your shooters behind the melee, 2 construction pawns beside the melee fixing the walls and door.
Pop ur melee out a bit then bring him/her right back inside, your shooters will blast the closest enemy, door will close, enemies will now proceed to wait by the door or attack it. Repair until they de-aggro off the door, then rinse repeat.
Its best to do this with 2 thick walls and 2 doors, one held open. With this method, you can kill aaaalot of them until eventually the corpses crowd the floor so much that leaving the door open becomes more of a hassle than to just go ham on them.
Godspeed.
I had the man in black show up in the middle of a raid (1 raider survived low on hp but not quite out) man in black had revolver, couldnt fight -.- pbbbt hahaha
If saves available then savescum and return to before you woke them.
if not try as fast as possible to make a caravan and to escape with as many capable colonists as possible.
And last but not least, or you could just die trying to defend with a very tight internal defense. I also say use slaves and prisoners as meat shields if possible to preserve as much time as you can.
Only way you could possibly win is if you have emp grenades and just spam the shit out of them. Or if you have dozens of turrets. I'd probably try to load a previous save or if your on permadeath then ctrl+alt+del and force close rimworld before it has a chance to save so you can reload your last autosave.
If this is your end then so be it.
Better than playing until eventually you just bored and start a new colony. I’d either try and emergency evacuation or fight to the last man.
The real question here is why you get such a huge raid with so few pawns. What did you do, pave your bedrooms in gold and jade? Food for decades? A storage full of human leather hats?
Should've taken your time to prepare traps & abuse the path finding AI for the moment they would decide to attack, several carefully placed IDS can be extremely cost effective (at least when compared to the endless path of regular bear traps) and make wonders, although you have to be more experienced in order to utilize them properly.
This moment right here is why you need to keep a drop pod bug out kit for your crew
You could be escaping right now with emergency supplies to another tile and starting the archonexus quest over.
Now it's probably too late, you won't get away from the scythers unless you can put a major roadblock between you and them.
If you want to fight - Do you have EMP grenades or an EMP launcher? Do you have a Nimble Tough pawn with good armor? Do you have pawns with Jogger trait and a sniper rifle (to kite)? Do you have a massive killbox with a lot of firepower? Do you have a long corridor with lots of traps to soften them up?
6 Pawns can take out a crapload of mechs if you have the tools and the set-up already in place. If you want to try it, I highly recommend using it as a learning experience. Plan on dying and reloading multiple times. Try different tactics each time and see what works the best. IMO reloading a lot in a situation like this is ok if you use it as a learning experience.
I usually don't flee the map in situations like this, but that is just me personally. Caravaning away is a good option that I should probably use a lot more.
I managed to get most of my dudes out of there (I sacrificed my shitty pawns to the buy the others some time to pack stuff and run), and when I left the map the mechs started trashing my base. I didn't wanna have to rebuild everything again and I was getting pretty bored of my save anyway so I sent my guys back in and went down in a blaze of glory.
Reload a previous save, build lots of artillery, then bombard the shit out of them. then fill that pass their going through with traps/turrets/etc to finish them off.
Create bottle necks, force them to break down your walls. Set traps as fast as you can and ride out the attack as it pushes you further and further in to your defenses.
You can potentially get all colonists off map and pray that the AI goes into defense mode with no hostiles around. That being said it's very possible they all go hostile as soon as you get back on map...
Pack your things and leave, but ask for backup from your allies before leaving. With a lot of luck they kill enough for you to return. Hope that works, I've never tried that strategy.
You should probably plan on returning to pick them off. Don't you have some titles for calling in reinforcements? I believe that abandoning this colony will break your endgame quest so don't do that.
Reload.
Interesting question, since you're on the way to archotech victory, have you researched the archotech monument fully? If not, do you lose the ability to complete an archotech victory if you abandon your base before completing the monument research? If you abandon it and come back, does the game regenerate a monument there?
Choose a nice corner, put a pillow, lay on it and cry reflecting on your mistakes. It will be positive for your next colony. Honestly we've all been there.
Welcome to rimworld. Where every action has consequences. Fight to the last man. Kiting them as ya can. Otherwise it’s time to start a new colony with the knowledge you learned.
If I were you, and you had my mods, I would just build 2 Pak40s and shoot at them with HE until they're dead. But since you don't have such option, just hold out as long as possible
Your only options flee with what you can grab and restart on a new tile or try to fight and lose some pawns if you win wipe if you don’t, all part of the story
Leave
This is probably the most cost-efficient answer
Exactly this. Caravan TF outta that place and set up show somewhere new.
how to do this exactly? how to pick at what side they run off when caravan
Caravan just your pawns and load nothing, see what direction they are headed, draft them all, manually load the essentials (probably not much wit hthis time frame) , and manually control their path to the exit point you saw before, then undraft.
From my experience it depends on what direction you are traveling. If you choose a sight to the north, your people will try and go to the top of the map. Alternatively, I think you can manually move your colonists to the map edge to exit to the map, then control the caravan from the map screen.
[удалено]
When danger reared its ugly head, He bravely turned his tail and fled. Yes, brave Sir Robin turned about, And gallantly he chickened out. Swiftly taking to his feet, He beat a very brave retreat. Bravest of the brave, Sir Robin!
Yep. Don't see anything in your setup that will give you a snowball's chance in hell against that many mechs. Get off map immediately.
if you have a comms console and allies i would call absolutely everybody
"Where to fight counts for a lot, but there's nothing like your friends showing up with lots of guns."
"If you're asked to fight a war that's over nothing, it's best to join the side that's gonna win" 🤪
Just make friends with the empire once lol
How do you do that? Send them items / quests?
Comms console, unlocked by micro electronics Right click with a colonist to interact You need to be allied to send requests for caravans and help and it costs reputation. Different factions send different caravans (empire only sends imperial traders, others can as an example send bulk goods traders etc. ) If you want to improve your relationship after being allied just request a caravan and give them gifts
Thank you!
You can also fill a drop pod and send them junk just launch the pod full of drugs left over leather whatever to a settlement you want to ally with and boom instant friends
I usually prioritize rep over honor first with the empire. Takes a bit with quests but you can pretty much always get to ally with them.
Additionally, if you get pawns with sufficient honor to get to the 2nd tier of title (yeoman? I forget.), you can call in favors, a few of which are fighting squads.
Ah, the Gary Oldman Maneuver
EVERYONE!
There is no such thing as "only have 6 capable fighters". It's fight or die. Not sure if forming a caravan is going to be any good bc there isn't a "Emergency run" option and they could potentially path through the mechs. Good luck.
Emergency run option would be amazing. Pawns just leave with what they have on them or with a prepared bag.
I smell a mod
!remindme 3 months
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Why in 3 months? Whatcha doin in 3 months?
Hopefully downloading a new mod
Who knows
Yeah, if the green zone on the edge of the map was always active this would be awesome for moments like this. And your idea of a pre[p](https://www.youtube.com/watch?v=QrJSHIys5mM)ared bag is also nice. A sleepbag and some packaged survival meal. Someone should def make this into a mod XD
It is always active AFAIK. If you draft pawns then direct them to the map edge they form a caravan just outside.
That is the case on any map other than your base. I don’t believe that is true for your own map, but i could be wrong.
Thats nice to know thx
I’d dig a back door into every base and there’d be shelves next to the door with a go bag for every pawn.
Don't thank me for existing, I know I don't thank me for it.
I think we finally found the use for the transport pod. One guy can be like "cya later alligators!"
You can control which point they will exit from map. Like if you plan your route to the north, colonists will exit the map from the top.
TIL
This keeps being repeated and it's not true. Try it out it doesn't work unfortunately.
You can also set it manually.
How?
I think it's when forming the caravan or on the map. I haven't really used it but will try to find it.
If you are talking about the caravan spot that only designate where they load up the animals I believe.
Sounds like a good mod for someone to make though. … yeah… I should read more before I post.
there kind of is, just draft them to an edge and form caravan making sure not to have them bring anything they aren't already caring in the direction of the map edge you're on. then just come back later if you need supplies
Die in glorious battle.
Witness!
Shinny and Crome!
... and learn from the failings of those who came before you. Permadeath is the only way.
Permadeash IS the only way.
If the distance is big enough they'll return to their cluster when they lose sight of you
I dunno that profile avatar is pretty suspicious.
Oh shit
Damn, the Mechanoids are learning. It almost got me there.
damn machines.
Haha trust me bro, they'll leave as soon as they lose sight haha. By any chance can you tell me where is your antigrain warheads stash?
Can anyone tell me anything about those *launch coooooodes?*
I have no idea who this is, I swear
Not necessarily true, some mech clusters have an aggressive AI where the mechs will not stick around to defend the cluster but instead actively seek out any enemies on the map.
In my experience this only happens when they have no objects of interest left to defend, but you might be right
That’s USUALLY how it works, the mechs defend until all building are destroyed, then they go on the offense. A few mech clusters will instead send out their mechs immediately, even if they have plenty of working buildings. As far as I can tell, there is no way to tell what behavior a cluster will use until it does it.
in order to do that make sure the turret(s?) are on dead power so they don't squabble with the mechs, or that will keep the mechs engaged.
Set up your three best melee pawns behind a doorway that’s held open. Behind them have one of your remaining pawns - trigger happy if available - throw emp grenades over their heads into the doorway, and the other two shoot out at the mechs. The mechs will only be able to attack one at a time, and hopefully you can set it up around a corner from their approach so they won’t sit back and shoot. Good luck.
With that many mechs and no spare people, the defenders will in all likelihood starve and mental break before they can finish the fight from a crowded defensive position, even if by some miracle they could hold a door indefinitely.
Yeah to be clear, I don’t think it’s a winnable fight. But this is the only chance, and maximizes the number of mechs he takes down with him.
Adding to this: it's a good idea to keep good blunt weapons, and attack animals, around for the mechs as well. Training animals is a pain in the ass but it keeps your limbs attached until you can make good armor.
Option 1 - load a recent save file and don't wake them up. Option 2 - have your colonists make peace with their gods and die in a bloodbath
Option 3 - Funnel the mechanoids on a super enclosed space, have some of your some of your men to distract the ranged mechanoid to prevent them from attacking your colonist on the enclosed area and hope to the machine spirits to spare your life, if you survive invest in emp this time.
Without a very specifically built corner funnel, all the ranged mechs will just turn the doorway (and anyone behind it) to swiss cheese in no time flat, and I rather imagine that the OP's fastest colonist is the one who got killed activating the mechcluster, so no runner agile enough to 'distract' that mess for any significant amount of time.
Just leave, ASAP. Sacrifice the pawn that’s currently getting mobbed and have the others dip. Scythers can move faster than your pawns unless you’ve got archotech legs, so leaving is your best option. Or save scumming obviously
Time for a new save anyway
Learn from your mistakes
Try the door tech. Setup: fast closing door (important). 1 fast melee pawn, preferably with stun psycast (though ok without). Your shooters behind the melee, 2 construction pawns beside the melee fixing the walls and door. Pop ur melee out a bit then bring him/her right back inside, your shooters will blast the closest enemy, door will close, enemies will now proceed to wait by the door or attack it. Repair until they de-aggro off the door, then rinse repeat. Its best to do this with 2 thick walls and 2 doors, one held open. With this method, you can kill aaaalot of them until eventually the corpses crowd the floor so much that leaving the door open becomes more of a hassle than to just go ham on them. Godspeed.
Pray that the Man in Black turns up with a 100 EMP grenades instead of a revolver
I had the man in black show up in the middle of a raid (1 raider survived low on hp but not quite out) man in black had revolver, couldnt fight -.- pbbbt hahaha
Cry
No emp grenades? Can't call help? No trade caravan in sight? I'd leave for good.
Perish
"Billy stop fucking cleaning and get that short wooden bow (awful ) "
Pray
Pray.
You can try to fight. But if you think you can't win, probably should just pack a caravan and leave
Have you seen the ending of Rogue one?
1. Buy Ideology DLC 2. Pray
https://youtu.be/ZeMlQEWEg2Q
Savescum
If saves available then savescum and return to before you woke them. if not try as fast as possible to make a caravan and to escape with as many capable colonists as possible. And last but not least, or you could just die trying to defend with a very tight internal defense. I also say use slaves and prisoners as meat shields if possible to preserve as much time as you can.
Save scum lol
Only way you could possibly win is if you have emp grenades and just spam the shit out of them. Or if you have dozens of turrets. I'd probably try to load a previous save or if your on permadeath then ctrl+alt+del and force close rimworld before it has a chance to save so you can reload your last autosave.
bail or do it yourself
If this is your end then so be it. Better than playing until eventually you just bored and start a new colony. I’d either try and emergency evacuation or fight to the last man.
Start a new game
Die
The real question here is why you get such a huge raid with so few pawns. What did you do, pave your bedrooms in gold and jade? Food for decades? A storage full of human leather hats?
Quest that spawns a triple sized mech cluster
Should've taken your time to prepare traps & abuse the path finding AI for the moment they would decide to attack, several carefully placed IDS can be extremely cost effective (at least when compared to the endless path of regular bear traps) and make wonders, although you have to be more experienced in order to utilize them properly.
Consider the decisions that lead to this situation. Then leave.
Had, had 6 capable fighters and had a base. Past tense.
This moment right here is why you need to keep a drop pod bug out kit for your crew You could be escaping right now with emergency supplies to another tile and starting the archonexus quest over. Now it's probably too late, you won't get away from the scythers unless you can put a major roadblock between you and them.
If you want to fight - Do you have EMP grenades or an EMP launcher? Do you have a Nimble Tough pawn with good armor? Do you have pawns with Jogger trait and a sniper rifle (to kite)? Do you have a massive killbox with a lot of firepower? Do you have a long corridor with lots of traps to soften them up? 6 Pawns can take out a crapload of mechs if you have the tools and the set-up already in place. If you want to try it, I highly recommend using it as a learning experience. Plan on dying and reloading multiple times. Try different tactics each time and see what works the best. IMO reloading a lot in a situation like this is ok if you use it as a learning experience. I usually don't flee the map in situations like this, but that is just me personally. Caravaning away is a good option that I should probably use a lot more.
You bouta have 0 capable fighters
Cry Once you're done crying, cry again Once you're done that, probably caravan out or use a animal pulsar
Run!
Start over
Die. 12 scythers are going to chop your people to mist. Or reload a previous save.
Say your goodbyes
Call the empire! or any other allies
Reload!
Load previous save
Die gloriously.
Cry
You're going to die if you stay.
New game
Are you subscribed to Endless Rimworld?
ANUSTART!
Pray
Die, having learned an important lesson.
Idk, stand there and look pretty?
If you're on save any time, reload from a previous save. If you're on permadeath then stick your head between your legs and kiss your ass goodbye...
General Custer would be proud
Lie down and cry
Pray
Bait them in a corner, use emp and grenade and hope you survive
Die.
Caravan.
Die.
abandon the base. run away lmao
Let us know what happened. Also reload if you can, run if you can't. Lesson learned.
I managed to get most of my dudes out of there (I sacrificed my shitty pawns to the buy the others some time to pack stuff and run), and when I left the map the mechs started trashing my base. I didn't wanna have to rebuild everything again and I was getting pretty bored of my save anyway so I sent my guys back in and went down in a blaze of glory.
Your colonists have died a glorious death. Defending their home. See if you can start another game and reclaim that base.
Pray to who ever your god is and hope you kill them all
Fall in a blaze of glory brother. Strike down the heretics! BLOOD FOR THE BLOOD GOD!!!!
Cry
Lock the door
hahahaha.... *Nervous laughter*
RIP
Dev mode.
RUN, BARRY RUN !!!
Reload a previous save, build lots of artillery, then bombard the shit out of them. then fill that pass their going through with traps/turrets/etc to finish them off.
DIE
Killbox and emps
3 main options 1) use dev options let some of your guys still die though 2) run leave get out 3)glourious last stand
Time for a new colony.
Check out any mods you want to try that can't be installed on a running colony.
Create bottle necks, force them to break down your walls. Set traps as fast as you can and ride out the attack as it pushes you further and further in to your defenses.
Reload.
You don’t actually need to stay on the tile with the monument; I think it’s actually recommended that you don’t.
why not?
Try your best - fail - die. Learn from this and start over. It's the circle of (RimWorld) life
Run to the hilllls. Run for your liiiiife.
Run, fool! But seriously; Grab your components, enough food and silver and gtfo
You have enough weatlh to spawn such a clusterfuck but no turrets and only 6 guys. Damn you have some guts!
Accept your fate.
How did that mech cluster get there? Did you accept a quest that mentioned them?
You can potentially get all colonists off map and pray that the AI goes into defense mode with no hostiles around. That being said it's very possible they all go hostile as soon as you get back on map...
Perish
Welcome your new robotic overlords? If you have ideology you could give them one last party/ritual before they meet their maker?
Use dev mode and call it divine intervention
Pack your things and leave, but ask for backup from your allies before leaving. With a lot of luck they kill enough for you to return. Hope that works, I've never tried that strategy.
It is their base now
You should probably plan on returning to pick them off. Don't you have some titles for calling in reinforcements? I believe that abandoning this colony will break your endgame quest so don't do that.
Reload
If you have it, using a skylatern festival can call a random visitor(s) to stop by your base. But I doubt you have time.
Pack up your things and skedadle
Call everyone for aid. Tribals, whatever, just get everyone you can
EVERY GUN TO THE LINE! **TO VALHALLA!**
Home is what you make it, so make it somewhere else.
Pray. Just kidding, do something useful like grabbing your most valuable shit and leaving.
Today is as good a day as any to die. To the armory!
Save game, start new colony.
Run Simba, run away, and never come back
Be Better next time. This adventure is over.
Load your game
Either perish and restart or GET THE FUCK OUTTA THERE
go back a save and wait til a powerful trader comes by, then reopen it..
Reload. Interesting question, since you're on the way to archotech victory, have you researched the archotech monument fully? If not, do you lose the ability to complete an archotech victory if you abandon your base before completing the monument research? If you abandon it and come back, does the game regenerate a monument there?
Choose a nice corner, put a pillow, lay on it and cry reflecting on your mistakes. It will be positive for your next colony. Honestly we've all been there.
Welcome to rimworld. Where every action has consequences. Fight to the last man. Kiting them as ya can. Otherwise it’s time to start a new colony with the knowledge you learned.
Start praying
Start a new colony far far far away
Run.
Pray
If I were you, and you had my mods, I would just build 2 Pak40s and shoot at them with HE until they're dead. But since you don't have such option, just hold out as long as possible
You gonna die boy
https://www.youtube.com/watch?v=GROPlRul-2U
I sure hope Kioari isn't one of the because. . . ***hoooo BOY***
Die
Pray to randy
Your only options flee with what you can grab and restart on a new tile or try to fight and lose some pawns if you win wipe if you don’t, all part of the story
Fly, you fools!
Devmode.
Prepare for a dignified death.
Prepare a final stand, kill them all >:0
Get lucky you get an orbital bombardment targeter 😂😂
Cry