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"DescriptionRP" The item/enemy descriptions on this page are strictly meant for role-playing purposes.


Bandit header 2

Starting from October 14th, 2020, roaming gangs of Bandits could now be spotted around Secronom Bunker, looking for a fight with the normal, slightly more law-abiding citizens of Fairview.

While nowhere near as intimidating as a giant mutated creature clad in black spikes or a giant dog with a hundred teeth, these Bandits are still more-than-capable of maiming or killing formerly-smug survivors who had gotten used to simply dodging clumsy zombie hordes.

Thus, survivors will need to use fundamentally new tactics in order to confront these more intelligent enemies.

Bandit Mechanics[]

Spawning[]

Bandits uses the same 1-hour spawning cycle as Bosses. They have their own slots and threat levels on the bossmap.

  • As gunfire generates a lot of noise and therefore a high amount of attention from local zombies, a limited amount of event aggro can be expected for the duration of the fight.
  • In order to facilitate battles by giving survivors extra cover, most bandit areas will also have obstacles rearranged, removed, or added (commonly in the form of a military truck near the bandit group).
Threat Level Zone Spawn
1 Blue, Green Exiled Survivor x 1
2 Green, Yellow (around Dogg's Stockade) Red Fist Thug x 2
Yellow, Orange, Red (around Precinct 13/Fort Pastor) Rogue Soldier x 2
3 Dark Red, Black Bandit x 2, Elite Bandit x 2
4 South Eastern Zone Bandit x 4, Elite Bandit x 2
5 (Special) Randomized Bandit x 2, Elite Bandit x 2, Legendary Bandit x 2, Unique Bandit x 2

Special Daily Bandits[]

In the same way that special bosses can spawn daily, a group of 2 Unique Bandits and 2 Legendary Bandits, along with their escort will randomly spawn once per day to challenge the player. These bandits only stay for 3 hours, and have an increased chance of dropping Experimental Parts.

Behavior[]

In-Area Spawning[]

Bandits will always spawn close together in a particular region of the area, represented by a series of red dots on the mini-map (you can view an enlarged map of the local area by pressing N). These dots will remain red even if you have PvP disabled.

Attacking[]

Bandits have a few behavior states:

Bandit vision yellow
  • Idle: The bandit will perform a basic scan of their immediate surroundings, looking for a target, like other NPCs.
  • Alerted: The bandit has detected a player within their visual range (indicated by a yellow vision cone for firearm-using bandits, or a small yellow circle for grenadiers). Bandits using explosives can detect players through walls and other large obstacles.
    • Targeting: The bandit will always aim at the closest valid target (that they can hit), and will continue to track the player until the player enters cover or moves out of their visual range for roughly 3 seconds.
  • Engaged: The bandit will begin shooting at the target (indicated by a red cone/circle).
Bandit vision red
  • Reloading: The bandit will stop shooting and reload with a prolonged cooldown. When complete, they will revert to the Idle state, resetting their vision cone/circle.

The speed at which bandits can track their target with their weapons varies based on the bandit's tier and what weapon type they are using, with Elite Bandits having a multiplier that increases all tracking speeds slightly. In addition, bandits using high-precision weapons track their target faster than ones using a crowd control weapon.

Bandits and zombies typically do not interact with one another: bandits will not actively attack zombies but nonetheless may deal damage to them if their shots happen to connect, and vice-versa. The sole exception to this are zombies with vomit attacks; they will actively target bandits as well as players, whoever is closer.

Movement[]

A bandit will occasionally change positions, but at random intervals. Their movement is limited to a certain range based on their initial spawn location. They will not move beyond that range regardless of their target's location or their behavioral state.

A bandit's movement behavior is also determined by the type of weapon they have equipped:

  • Idle (All Types): The bandit will move to a random position.
  • Rifles and Explosives: The bandit will tend to move away from their target and engage at longer distances.
  • Pistols: The bandit will attempt to stay at a medium distance from their target.
  • Machine Guns: The bandit will tend to move closer to their target.

Overall, bandits have very basic rules that affect their movement.

Typically, they will remain in their original location, allowing the player to move behind vehicles, buildings, or other obstacles for cover and from there, attack with relative ease. They will never deliberately move around obstacles to flank players or dodge zombies, but they do have a limited ability to detect when a player is using circling tactics and move in response.

Health Mechanic[]

  • Damage dealt to bandit is always reduced by 50%, regardless of weapon type.
  • In Multiplayer, other players and zombies can contribute to dealing damage, but cannot reduce a bandit's HP to 0; you must be the one to deal the killing blow.

Kill Participation System[]

Bandit hp red Santa_bandit Elf_gm94

To hamper leeching, a kill participation system is implemented, in which the player must deal damage to the bandit to be eligible for loot. This is represented by a small bar to the right of the bandit's HP bar, which goes in 3 stages:

  • Red: The bandit will not drop loot when defeated.
  • Yellow: Achieved by dealing 5% of the bandit's total HP. The bandit will drop loot when defeated, but not if you are in AFK mode.
    • Dealing a large amount of damage will automatically set all alive bandits to yellow status, even if you have not attacked them.
  • Green: Achieved by dealing 12% of the bandit's total HP. The bandit will drop loot when defeated, even if you are in AFK mode. Currently this state is obsolete, as bandits cannot reduced to 0 HP by other players/zombies.
    • This degrades over the course of 1 minute back to yellow status (represented with a white timer beneath the HP bar), but can be reset with additional attacks.

Loot[]

Experimental Parts

Upon death, the corpses of bandits can be looted for a weapon or armor like regular bosses.

Bandits also have a small chance to drop Experimental Parts, Crafting Materials that are required to upgrade X-Dusk Weapons into their respective Dawn Weapons. The chance scales with threat level, meaning that bandits in later areas (ie. near Secronom Bunker, in South Eastern Zone) will have the highest chance to drop Experimental Parts.

Tactics[]

See Bandits/Tactics

List of Bandits[]

Exiled Survivor
Exiled survivor
Beta Tomcat
Beta Tomcat
Skorpion
Skorpion
Beta RX4
Beta RX4
Gerring HP
Gerring HP
HP 2,500 Accuracy ?
EXP 5,625 Critical Hit ?
Density 2.25 EXP/HP
Reloading ?

Survivors who violate the ironclad rules of the Outposts-- whether it be stealing, using equipment or methods banned by AdminPwn's high command, or attacking other survivors within the Outpost walls-- are promptly thrown out and forbidden from ever entering the Holdout again. These exiles are officially on their own, and losing the lifeline provided by Outpost shelter invariably drives them to desperate measures. Exiled survivors almost always end up becoming bandits and highwaymen, waylaying and attacking other survivors with the intent of taking everything they have, including their lives. Should you run into one of them, taking them down hard and fast is the best recommended course of action.

Notes: Spawns alone near Nastya's Holdout
Always drop Mastercrafted items.

Red Fist Thug
Red fist thug
M16
M16
UZI
UZI
SL8
SL8
Kolt Python
Kolt Python
Beta 8000
Beta 8000
HP 7,500 Accuracy ?
EXP 16,875 Critical Hit ?
Density 2.25 EXP/HP
Reloading ?

The gang known as the Red Fist have long been in an on-again, off-again conflict with Dogg and his crew, and aren't afraid to fight against the remnants of Fairview's police department either. Needless to say, they are far less welcoming and charitable than Dogg's gang. While they (mercifully) have never gotten inside of Dogg's Stockade and always keep a respectable distance away from the outposts, you can definitely expect them to have no qualms about jumping any lone survivor they find out on the streets. You are advised to show no mercy to them, because they almost certainly won't show you any.

Notes: Spawns in groups of 2 near Doggs' Stockade and Precinct 13
Always drop Mastercrafted items.

Rogue Soldier
Rogue soldier
UMP
UMP
FM FAL
FM FAL
M21
M21
Webster 1942
Webster 1942
M79
M79
HP 12,000 Accuracy ?
EXP 27,000 Critical Hit ?
Density 2.25 EXP/HP
Reloading ?

In the aftermath of the zombie apocalypse, the stress and trauma proved to be too much for a good number of the soldiers in Fort Pastor. A group of them staged a mutiny early on and attempted to overthrow the Commander of the Fort in a coup, but they failed. Rather than risk destroying morale any further by executing them for treason, the Commander had them banished from the Fort. Even after that incident, there is still the odd occasional soldier who cracks under the stress and decides to desert their post, fleeing into the city. These dishonored ex-soldiers now prowl the streets, unfettered by any former sense of duty to protect their former home and citizens. They only look out for their own little group now, and any wayward survivor they encounter is just a walking, expendable supply drop to them. Going up against these combat-trained ex-military bandits unprepared is a quick way to end up as another corpse.

Notes: Spawns in groups of 2 near Fort Pastor
Always drop Mastercrafted items.

Bandit
Mg bandit
FM Mitrail
FM Mitrail
Criss Victor
Criss Victor
577 Rex
577 Rex
Alpha Bull
Alpha Bull
GM94
GM94
HP 17,500 Accuracy 124
EXP 39,375 Critical Hit 62
Density 2.25 EXP/HP
Reloading 80

'

Notes: Spawns in groups of 2 near Secronom Bunker/4 in the South Eastern Zone, alongside 2 Elite Bandits.

Elite Bandit
Mg elite
Hammerhead 47
Hammerhead 47
Uziel 14mm
Uziel 14mm
Ironsight 33-F
Ironsight 33-F
Greyhawk 55
Greyhawk 55
HP 25,000 Accuracy 100
EXP 56,250 Critical Hit 62
Density 2.25 EXP/HP
Reloading 80

'

Notes: Spawns in groups of 2 near Secronom Bunker/in the South Eastern Zone, alongside Bandit helpers.

Legendary Bandit
Legendary Bandit
A10 Bull Shark
A10 Bull Shark
Heat Pit 75
Heat Pit 75
Rusthound 37-E
Rusthound 37-E
Rhea 55
Rhea 55
HP {{{Health}}} Accuracy ?
EXP {{{Experience}}} Critical Hit ?
Density Reloading ?

'

Notes: Only appears as helpers in bandit raid blocks

Unique Bandit
[[File:{{{Image}}}]]
Can spawn with any endgame or event LE weapon.
Wraith Cannon
Dawn Carbine
Fatman's Cryothrower
HP {{{Health}}} Accuracy ?
EXP {{{Experience}}} Critical Hit ?
Density Reloading ?

'

Notes:

  • Generates with random unique title (ex: Cannibal Clay, Elder Perry...)
  • 2 of these, along with 2 Legendary Bandits, 2 Elite Bandits and 2 Bandits spawn in bandit raid blocks.

Seasonal Bandits[]

Elf Commando (AK 47)
Elf ak47
AK 47 HP 20,000 Accuracy 124
EXP 30,000 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80

'

Notes: N/A

Elf Commando (GM94)
Elf gm94
GM94 HP 20,000 Accuracy 124
EXP 30,000 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80

'

Notes: N/A

Santa Claus
Santa bandit
GAU-19 HP 50,000 Accuracy 100
EXP 75,000 Critical Hit 100
Density 1.5 EXP/HP
Reloading 100

'

Notes: Weapon only fires 1 pellet and has roughly 2/3 DPS of a normal GAU-19.

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