Bandits

***Information on this page is accurate for version v.670 and can differ from the current info in v.796.***
Bandits are outlaws that saw a chance of doing things their own way after the epidemic and nuclear war, without needing to fear being punished by law enforcement. After the fall of civilization, bandits spread around the world map, taking shelter in houses or even abandoned military bases. These actions have allowed bandits access to heavy weaponry, ranging from handmade crossbow and low caliber pistols to military grade machine gun and anti-tank grenade launchers.

## **Bandit Classes**

* Bandits are classified depending on their weapons of choice.
	+ Crossbowmen
	+ Knife
	+ Axemen
	+ Pistol
	+ Assault units
	+ Riflemen
	+ Grenadiers
	+ Machine gunners
	+ Rocket/grenade launchers
* A bandit's damage is 80% of the damage of the weapon when wielded by the narrator (90% in Hard mode). There are some exceptions to this.
* Some bandits can also appear as looters or patrols.
* Some bandits are unique and only will spawn under specific criteria such as a random encounter or by being summoned by a higher ranking bandit.
* Some looters will only appear in the Lost and Found quest.
* Not all bandits roam the wasteland, as some can only be found in a specific place.
* Some bandits with the might have different stats or weapons (Type A,B,C).
* The range of bandits' attacks are the same as survivors' when wielding the same weapon.

### **Crossbowmen**

Crossbowmen are the earliest bandits that the narrator will encounter. He will first see a level 1 bandit city fort in Pryazha, north-west of Petrozavodsk, which has two of the level 2 crossbowmen.

### **Axemen**

Having mastered close quarters combat with axes, those in this class have no need for firearms during combat. Axemen have the ability to turn pain intro strength, as the battle heats up, with each blow they take, they will become stronger.

Notes:

* Bleeding: 5 damage for each turn for 3 turns (total 15 damage).
* Rage: +10 damage for each instance of damage received, each time rage is activated, the bandit's attack increases by 10, up to 10 times (+100 damage).
* The rage counter will still increase beyond 10, but the damage increase is capped at 100 damage.
* The level 1 axeman when appearing as looter does not have any perks.

### **Pistol bandits**

Pistol bandits prefer the lightweight and portability of pistols. They attack from mid range distances.

Notes:

* Although the looter with handmade pistol seems to have a very high damage with armor penetration, as a looter he can only attack or move once every three turns, limiting the damage to the narrator, while being vulnerable during the cooldown. Be careful though, as bandit with handmade pistol doesn't have this cooldown.
* Move after attack: will try to move away from the target after attacking
* Bandits that can move after attack can move twice in the battle, once to get closer to the narrator or his allies, and another to move away from the narrator and his allies after attacking.

### **Assault units**

Focusing fire on short bursts rather than going full auto on their target, assault units prefer the balance between compactness, light weight and power of assault rifles rather than using heavy and bulky machine guns or slow firing rifles.

Notes:

* Move after attack: will try to move away from the target after attacking
* Bandits that can move after attack can move twice in the battle, once to get closer to the narrator or his allies, and another to move away from them after attacking.

### **Riflemen**

Armed with a wide variety of rifles and with the ability to take on armored foes, riflemen serve as medium to long range combat units within bandit ranks. Riflemen appear to possess greater accuracy than any other bandit class.

Riflemen has the most variants, and so the details will be split into two tables.

Notes:

* Counterattack: return fire when attacked and is in range (once per turn)
* Free attack: fire when an enemy starts moving within its range (once per turn)
* Revenge: +25 damage for each ally killed. This perk is unique to the SVD bandit appearing in wasteland with 4 bandit dogs each with 200 HP. With its free attack, counter attack, long range, armor penetration, and high base damage, this bandit is very dangerous if not killed immediately.
* Leader: summons a rifleman with handmade shotgun (Support bandit) each turn if there are 4 or less allies remaining. This perk is unique to the SVD bandit in Jilin super bandit camp.

### **Grenadiers**

Serving as support for other bandit units, grenadiers are mainly armed with explosives to injure and stun their enemies. The explosives have a cooldown time of 2 turns and when the explosive is on cooldown, grenadiers will use TT-33 as their weapon.

It seems that grenadiers have a golden tooth.

Grenadiers are the only bandits that wield two different weapons.

Notes:

* Burning: 30 damage per turn for 2 turns
* Stun: skip one turn
* Move after attack: will try to move away from the target after attacking
* Bandits that can move after attack can move twice in the battle, once to get closer to the narrator or his allies, and another to move away from them after attacking.

### **Machine gunners**

Machine gunners spray on their target with large caliber, powerful but heavy machine guns. Groups of machine gunners can easily tear trough metal armor and wound survivors. Making the most out of the battlefield element can even the odds against machine gunners.

Notes:

* Leader: +25 damage for each ally.
* Stun resistance applies to stun effect specifically (i.e., from explosives), it does not prevent being distracted by raven or frozen by snowballs/icicle.
* These are the only bandits with stun resistance.

### **Rocket bandits**

Artillery bandits. These guys carry rocket launchers and anti-tank rocket propelled grenades.

While slow, rocket bandits are heavily armed and can pose as a serious threat if not neutralized immediately upon contact. Keep in mind that rockets never miss their targets, and a direct hit from an RPG or a handmade rocket can seriously damage a survivor's armor or even kill them if they are poorly protected.

Notes:

* Similar to grenadiers, the area of effect damage and the stun effect may affect other enemies as well.
* RPG-7 bandits will hunt down survivors from time to time.

### **Bandit Dogs**

A trained dog in the service of bandits.

Notes:

* Move after attack: will try to move away from the target after attacking
* Counterattack: return fire when attacked and is in range (once per turn)
* Free attack: fire when an enemy starts moving within its range (once per turn)
* Revenge: +25 damage for each ally killed.

## **Bandit formations**

### **Bandit patrols**

Bandits will send patrols to secure the cities in which they reside. The bandit strength will depend on the type of base located in the city, barracks, construction site or military bases.

Patrols share the same weapons and stats as their bandit counterparts but, these enemies are not very powerful and will flee the battle if their numbers are halved.

Looter patrol (Intact house / Barrack)

**Bandit patrol (Construction site type A)**

Bandit patrol (Construction site type B and military base type A)
level 1
level 1
type A
type A

Bandit patrol (Military base type B)
level 3
level 4 type A
type A
type A
type A

### **Roaming bandits**

Roaming bandits can be found in groups in wastelands and roads when doing activities (walking, searching).

The roaming bandits are either going thorough the wasteland searching for something or are securing their territory.

Looter

Looter

Looter

Looter

Tier 1

Tier 1

Tier 1

Tier 2

Tier 2

Tier 2

Tier 2

Tier 2

Tier 2

Tier 3

Tier 3

Tier 3

Tier 3

Tier 3

Tier 3

Tier 3

Tier 3

Tier 4

Tier 4

Tier 4

Tier 4

Tier 4

Tier 4

Tier 4

Tier 5

Tier 5

Tier 5

Tier 5

Tier 5

### **Bandit gangs**

**Magdeburg camp**
gunner Level 3
gunner Level 3
Level 5
Type A
Level 5
Type A

Izhevsk **camp**
gunner
level 1
level 4
Type A
level 4
Type A
Level 2
Type B
Level 2
Type B

Lokomotiv **camp**
Level 2
Type B
level 2
level 3
level 2
Type A

Shadrinsk **camp**
gunner
Level 1
level 3
level 4
Type A
level 4
level 2

Isilkul **camp**
gunner
Level 1
gunner
Level 1
level 3
level 4
Type A
level 4
Type A

Barabinsk **camp**
gunner
Level 2
Type A
gunner
Level 2
Type A
level 3
level 4
Type A
level 4
Type A

Leninsk-Kuznetsky **camp**
gunner
Level 2
Type A
Level 5
Type A
level 4
Type A
level 4
Type A
Level 5
Type A

Achinsk **camp**
gunner
Level 2
Type A
Level 5
Type A
level 4
Type A
level 4
Type A
level 4
Type A

Baikal **camp**
gunner
Level 3
Level 5
Type A
Level 5
Type A
level 4
Type A
level 4
Type A

Sangar **camp**
gunner
Level 3
gunner
Level 3
gunner
Level 3
Level 5
Type A
Level 5
Type A

Magadan **camp**
level 2
gunner
Level 3
gunner
Level 3
Level 5
Type A
Level 5
Type A

Kamtchatka **camp**
level 2
gunner
Level 3
gunner
Level 3
Level 5
Type A
Level 5
Type A

Muroran **camp**
level 2
gunner
Level 3
gunner
Level 3
Level 5
Type A
Level 5
Type A

Khabarovsk **camp**
gunner
Level 3
Level 5
Type A
Level 5
Type A
level 4
Type A
level 4
Type A

## **Trivia**

* Some bandits occasionally say "Cheeki breeki iv damke,” a term popularized by *S.T.A.L.K.E.R.* and *Escape From Tarkov*. It’s meaning is a bit cloudy, but is translated to “One two, I’m on top!”