Raids and defense: loot without being looted
Raids on rival HQs: unit classes, attack power, protection shield, protected loot and battle reports.
A raid always targets a rival’s HQ: you fight its garrison and leave with part of its resources. The HQ itself never changes hands. To take a district, see the outposts guide.
Scout before you strike
Select a rival HQ on the map and send a few agents to scout it. The report shows its garrison, the level of its energy shield and any allied reinforcements. The target is warned of your visit: don’t wait too long.
How a battle is resolved
- Attack: the total attack of your units, boosted by their research, veterancy, module and your Simulation arena.
- Defense: the defender’s garrison and reinforcements, the HQ militia and the energy shield bonus.
- Classes: infantry runs into regular defense, ranged units into ranged defense, fast units into fast defense. Mix your squad according to what your scouts saw.
- Luck: a few percent either way, never more.
The winner loses part of their units, fewer the clearer the victory. The loser loses everything they committed.
Loot
Survivors carry home what they can: a mech carries far more than an agent. The defender always keeps a quarter of each resource: nobody can be wiped out.
Defending
- Keep a garrison: units at your HQ defend automatically.
- Upgrade the energy shield: each level strengthens your whole defense.
- Ask your alliance for reinforcements: they fight alongside your garrison.
- Careful: launching a raid or an assault ends your newcomer shield.
Raid or assault?
- Raid: against an HQ, for loot. The defender keeps their HQ.
- Assault: against an outpost, to take it. You need at least one Netrunner in the squad, and no loot is brought back.