The Raider Threat
Howdy Vados!
It’s Jonathan here with another signature DR:TX Rules Ramble, leading up to the finale Dystopia Rising Live event of Season Seven, THE RAGE WITHIN! This game will be led by Andrew Harper, Jonathan Loyd, and Fable Brown. Each post, I’ll discuss in detail an aspect of the upcoming event, compiling the rules and lore into one easy place to read! This week, we are covering everything you need to know about RAIDERS!!!
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banners of blood
In previous editions of Dystopia Rising there have been many types of unique threats, like zombies, critters, and more. Raiders have always been a serious issue for the wasteland, but the new world of DR Live has given them a significant improvement. Raiders are a unique threat for survivors, as they can use tactics, set ambushes, and even use some crafted items against their prey. You can read a lot more about the narrative and lore on Raiders in the DR Live book, “Banners of Blood”, but I’d consider this book to have heavy [SPOILERS].
Raiders are a terrifying threat, representing a branch of humanity that has adapted separately from the Lineages to the harsh realities of the post-apocalyptic world through mutation and a lifestyle of aggression and predation. While they may share a common ancestry with Strains, each has developed unique traits and behaviors through a biological drive to hate, destroy, and eradicate anything that ensures the continued survival of the Lineages.
Raiders lack the symbiotic relationship with the Infection that is enjoyed by Strains but still have certain mutations and defenses that can protect them from exposure to the Infection. There are three major varieties of Raider clans in the wastelands, Aberrant Raiders, Bad Brain Infected Raiders, and Natural Born Raiders. There is a final form of Raiders known as Lost Raiders, which occur with a PC loses the fight with Bad Brain and gets retired as a new Raider threat.
Aberrant Raiders are the most common type of Raiders, and probably the one you’ll encounter most during our March event. These are raiders that have partially adapted to the Infection and often have physical mutations and deformities. They tend to survive on the fringes of Raider and Lineage communities and lack complex language skills that keep them from organizing large scale assaults. They can sometimes even tolerate Tainted, thinking incorrectly that they can convert them into Raiders.
Bad Brain Infected Raiders are particularly tragic, as these are former Survivors that were lost to the insidious disease known as Bad Brain. A form of post-apocalyptic rabies, the disease replaces many of the symbiotic traits of the Infection with the rage and predatory traits of Raiders. Bad Brain Raiders can periodically operate with Aberrant Raiders, driven by a shared sense of being outcasts and a common need to survive against the Infection and Lineages.
Natural Born Raiders are the least observed type of Raider, as they tend to avoid settlements until a need for resources or the threat of a settlement becomes apparent. They are the pure, unaltered essence of the Raider threat, full of aggressive predatory behaviors and the relentless pursuit of dominance. They do not carry the Infection, and kill and hunt Lineages on sight, driven into a rage capable of devastating entire settlements. They even hunt down other Raiders that show deviation or hints of the Infection, like the Aberrant and Bad Brain clans.
Lost Raiders are the most dangerous type of Raiders, as they are former player characters that succumbed to Bad Brain and became something far worse. When the strength that once defined them is twisted into something cruel, unrecognizable, and dangerous. These raiders are personal. They carry the memories of who they used to be like buried landmines, and the worst part is that sometimes, they still almost remember. A shiver of recognition before a kill. A prayer muttered like a habit. A symbol etched onto armor they can no longer name. These Raiders can’t really happen by accident, but when it does it is equally terrifying and traumatic.
The diseases spreading from Pride’s Hold have been primarily converting the Peacekeepers into dangerous BAD BRAIN RAIDERS. While there is very little information as to the cause of what happened within the fortress, the outcome is apparent. A majority of the mercenaries and soldiers of the Peacekeepers have fallen into the maddening rage of Bad Brain, and become a new threat for the San Saba. From the fortress at Pride’s Hold they can strike out at virtually any settlement, from Essex, Bastion, or even Bravado, and retreat into the safety behind thick walls while they gather their strength. Scattered reports of survivors still within the fortress, perhaps hidden within the Vaults of Reckoning, give some hope that all is not lost, but time is running out.
Raider Rage
Let’s take a moment to explore the preeminent ability of the Raider, the threat skill known as Raider Rage. The book “Banners of Blood” even has a section that is worth reviewing to start:
Raiders are biologically hardwired to respond to the presence of Lineages with an overwhelming, primal fury known as Raider Rage. This is more than just anger or aggression—it is an all-consuming bloodlust triggered by a deep-seated instinct to kill and destroy anything associated with the Infection that plagues the world. When Raiders sense Lineages nearby, they are driven into a berserker state that wipes away any semblance of restraint or higher reasoning, leaving only the need to spill blood and cause devastation.
The intensity of this berserk state is such that attempting to “make peace” or negotiate with Raiders is utterly futile. While there are rare mutations among some Raider subtypes, such as Thrill Kill Raiders, that allow for brief moments of control, these periods of restraint are exceptionally short-lived. Even in these rare cases, the rage is not fully suppressed but merely converted into a cold and calculated hatred. Once triggered, the Raider’s bloodlust takes over, making them single-minded in their drive to kill.
Raider Rage is a defining characteristic that sets Raiders apart from other threats in the wasteland, such as zombies that rely on the Rise Again mechanic. While both Raider Rage and Rise Again share similarities in allowing these horrors to continue fighting, Raider Rage is far more potent and versatile. Raiders can consciously activate Raider Rage even before reaching the Bleed Out state, using it as a tactical advantage rather than merely as a last resort.
When a Raider enters their Rage state, they become immune to all forms of damage and most debilitating effects for 30 seconds. This state allows them to shrug off wounds, ignore pain, and fight with a reckless abandon that no other creature can match. Additionally, entering Rage instantly restores all of their abilities, except Raider Rage itself, making them a significant threat even after sustaining injuries that would incapacitate others.
Raiders do not just enter their Rage state as a reaction to being mortally wounded. They often use Raider Rage preemptively, especially when rushing into battle or when confronted with a threat that is causing substantial harm. The ability to unleash a full 30 seconds of unyielding offense allows Raiders to overwhelm their enemies with ferocity before having to consider defensive measures.
This period of invulnerability is not only a survival mechanism but a calculated tactic that Raiders employ to maintain their dominance in combat. Whether as a last-ditch effort to rise from Bleed Out or as a prelude to a frenzied assault, Raider Rage ensures that when Raiders unleash their fury, nothing short of annihilation will stop them.
—- Banners of Blood, p. 11
This skill is scary. Full stop.
The Rules - Raider rage
Let’s review the specific mechanics, and break this down for context, Rules Ramble style. There are four abilities that use these mechanics, with several individual variants and a group use.
RAIDER RAGE (p. 15, banners of blood)
Raider Rage is a non-Impact Skill that must be activated by calling “Raider Rage” when used. Upon activation, the Raider immediately heals all wounds, restores all mangled limbs, removes all Up Surges / Down Surges / negative modifiers, and refreshes every skill except Raider Rage and Raider Rally. For 30 seconds, the Raider becomes immune to all damage except that inflicted by the Imprint Shaker. The Raider is also gains a short term immunity from all mechanical effects that effect the Raider (Targeted or AOE) except for specific listed effects. For standard Raider Rage this immunity does not extend to skills that slow, knock back, or move (without stopping) the Raider. If a mechanic prevents a Target from regaining Body (for example, through a “No Healing” effect that is not a Down Surge), the Raider’s Body is set to 5 instead of being fully restored since order of events for Raider Rage is 1st the Raider heals, then effects are removed, then the immunity kicks in.
Raider Rage can be used at any time—even while in Bleed Out or Stunned—and does not require waiting for these conditions to trigger. It is commonly employed when a Raider is outnumbered or taking significant damage
RAIDER RAGE (Long)
Called as Raider Rage so there is no discernible difference from the outside that this form of Raider Rage is different. Functions the same as standard Raider Rage except lasts 60 seconds instead of 30 seconds and that during Raider Rage (Long) the Raider is not immune to Blinding and Mangles.
RAIDER RAGE (Short)
Called as Raider Rage so there is no discernible difference from the outside that this form of Raider Rage is different. Functions the same as Raider Rage except lasts only 10 seconds instead of 30. During Raider Rage (Short) the Raider gains immunity to Knock Back and removes any Down Surge or negative effects prior to refreshing all Skills and Body allowing for full Body refresh.
Raider Rally (option)
Call one of the two following options: “By My Voice - Upsurge All Raiders Immune to Terror” or “By My Voice - All Raiders Raider Rage” Use of Raider Rally does not cost the Targets a use of Raider Rage. The Raider will use the type of Raider Rage that they have on their sheet (Standard, Long, or Short). Both of these mechanics are lost once the Raider uses their next Raider Rage.
The Raider Rage ability is on every single Raider stat line in some form or another, and they all get three or more uses in a fight. Raider Rally is more common on the higher Ranks, generally in the leaders of a raiding party. It’s probably the main ability that ties these threats together, similar to how Rise Again is a notable ability of zombies. This is a threat skill you should expect to see during every single Raider fight.
Let’s break down the basics:
This is not an Impact Skill. That means skills like Blinding, Aberrant Suffering, or even conditions like Bleed Out can’t stop them from using Raider Rage. It’s also an ability they can use proactively, unlike Rise Again in zombies. Raiders will often use this to start a fight against Lineages, or when they are surrounded.
Activating the skill instantly heals the Raider and returns threat skills, except for Raider Rage. This means that unless the Raider is quickly killed before they can activate Raider Rage, they will shrug off all your damage and effects and go into the berserker frenzy. And they’ll have all their special tricks back!
It lasts between 10 and 60 seconds. That’s an eternity in a fight, and it really means you’ll need to focus on defense and survival during a Raider Rage. Save your Impact Skills for later, as while they are raging they are something to be survived and endured, not defeated.
Not every Raider Rage has the same protections. However, as they all have the same activation, you might still end up wasting an Impact skill if you aren’t careful. Generally, the shorter the rage, the more protections it offers. The longer variants of rage offer fewer important resistances to things like Mangle and Blinding.
Raider Rage can’t really be stopped. The ability prevents all of the common attacks and negative effects, except for Imprint Shaker. This means that Blinding, Knockout, Take Down or even Mangle won’t stop that Raider while they are raging. It can even be used while Stunned or even in Bleed Out.
Raider Rally is a similar skill possessed by stronger Raiders and allows them to use a larger scale, mass use of Raider Rage. When the Raider calls this ability, any Raider within about 50 yards is driven into a frenzy against the Lineage targets nearby.
The Sound of My Voice is a range, not a verbal call. Note, this is NOT a Verbal effect and cannot be stopped by Choking Blow. The modifier is simply the range for the skill call, and this ability doesn’t require any verbal leadup like Rally Call or most Benedictions.
This doesn’t consume a use of Raider Rage on the targets. This is an ability of the leader Raider Champion, and not the ones affected. It stacks with their uses of Raider Rage, so make sure to prioritize taking out any leader or separating them from their raiding party before they can use this ability.
This ability can now make Raiders immune to Terror! This ability got a glow up after the Downfall event, allowing Raiders to counter a popular defense against their overwhelming might. Even powerful items that might usually buy you some time in a big fight by scaring away the enemies can fail if a raider leader is nearby. This ability is an alternate use, so it does stop them from using the skill to buff their fellow Raiders, but you might not appreciate than nuance in the middle of a fight.
How can you stop the unstoppable?
Raider Tactics
Raiders are dangerous enemies, but you do have some ways to deal with this threat if you can keep your wits about you. There are still a few ways to interact with a Raider, even while in the midst of a Raider Rage.
Here’s a few useful skill and item interactions of note:
Knockback skills like Psychic Propulsion or similar item abilities that MOVE them still work. Knockback is a handy way to control the fight, particularly for those folks with Brawling. This can help you regain the edge against a pack of raging Raiders. Items like the Lawn-Clearing Slugs will make them waste a big chunk of their immunity time. Focus on keeping them from swarming around you, and try to pick where you want to fight them.
Skills and items that SLOW them down, like the “Slowed Steps” ability of Trick Shot can buy you time. These abilities can give you some breathing room and allow you to get away from a pack of Raiders. Items like the Harry-Triggered Revolver can be a lifesaver if you are a Sharpshooter. The Blinding part of an attack with a Glabella Cracker Knife won’t do much, but the ability to slow them to a walking speed is a godsend.
The Profession Impact Skill “Imprint Shaker” explicitly works on Raiders and ignores Raider Rage. This is really the only skill that can still affect a Raider while in rage. If you are playing a Raider NPC and hear the Life Anchor call “Dispatch, 20 Body!”, not only can this evade their temporary immortality, but it also even counts as a Killing Blow and skips straight past Bleed Out. Do not pass “go”, do not collect Brass.
“Murder” effects can down a Raider, but only if the timing is perfect. If the Raider is in the middle of a Rage this skill won’t have much effect. If you manage to get a stab in before they can use a Rage, you might be able to quickly overwhelm the Raider and keep them down. Since Murder skips Bleed Out and counts as a Killing Blow, they won’t have time to use Raider Rage. However, this can be unreliable against some powerful Raider threats that have additional immunity.
Healing Debuffs that aren’t Downsurges still have an effect. If you use something like the "Perfectly Safe" Radium Rounds, this will stop their full healing and limit them to only 5 Body when they Rage. This can be an expensive trick, but it’s one of the few ways to slow their healing ability. This can make it easy to provoke them into using another use of Raider Rage, speeding up the fight and allows folks with Imprint Shaker to even down a few Raiders for good.
You CAN use Break on their weapons, but Raiders will usually carry Brawlers. This skill targets the weapon, not the Raider so the protection offered by raging doesn’t work. However, Raiders ARE the weapon, regardless of what they are armed with. Breaks will usually just reduce their combat range a bit, and higher tier raiders can even repair their broken weapons in the middle of a fight.
If you don’t have powerful Profession skills, you can still survive a fight against a Raider. Learning how to survive an encounter with a Raider is just going to require a bit of tactics, skill, and some luck. This kind of advice is useful for anyone, regardless of XP or time spent playing Dystopia Rising.
Let’s cover some useful tricks:
Don’t get outnumbered! Raiders are an intimidating threat, particularly if they have similar numbers to your team. A single raider is more than a match for most survivors, and if you are outnumbered you should expect the fight to go quickly against you. If you can deny a flank, or control how many raiders can approach through the use of barricades, doors, or just handy trees, you can change the math back into your favor. If you can outnumber the raiders, even in a narrow part of the battlefield, you can use your superior numbers to contain the danger. Good thing they only ever attack the town as a group of one raider, right?
Choose a better battleground. Raiders really get out of hand when they can swarm around you and get attacks past shields and defenses. Even a veteran survivor won’t last long in those situations. Try to pick a place to make a stand with your back protected, like near a wall, tree, or pillar. Don’t fight raiders out in the open field if you can help it. It’s far too easy to lose track of raiders as they cycle through Raider Rages, and you’ll get overwhelmed quickly. This goes hand in hand with avoiding being outnumbered, but even in a heads-up fight it’s important not to let yourself get pulled out of position and get surrounded. Simply closing and locking a door may buy you some time to heal, drink a brew, and get ready for the next assault.
Raiders are damage machines, but they can’t easily defend. Most raiders have some kind of spike damage or scary attack skill, but virtually no raiders have the Avoid skill. Even if you don’t have many skills yourself, you can usually get a raider’s attention and open up an attack on the rear from a friend. Shields are still very useful against Raiders, and most don’t have a way to break shields. Go on the defensive, and don’t neglect being the bait that allows folks with skills left to get a few swings in. This is particularly useful while a Raider is raging, as you want to limit how much damage they can do to anyone else.
Control the distance, if you can. Raiders lack the Ranged Resistance ability that zombies commonly possess, so they usually take normal damage from firearms. Distance and a good blaster can make a big difference in a fight, provided you can keep them at range, and many cheap ammo effects can Knockback a foe. Raiders favor melee attacks for the most part, so if you can stay away you can deny them most of their damaging effects. Be careful, some Shooter-type Raiders have deadly ranged abilities and might give you a worthy challenge.
Kill the force multipliers first. Basic raiders are dangerous, but each type of Raider has several variant builds. These often stack together in incredibly dangerous ways, and some raider types serve a valuable support role in a fight. If you see a Raider using a RANGED ability to deal damage at a distance, make that your priority target. Shooter raiders often have multiple uses of high damage abilities, and every time they get a Rage, they get to do it again. You need to close the distance and keep them from using their thrown weapons to soften up your friends. If you see a raider calling the shots in a battle or shouting battle cries, do what you can to separate them from the pack to mitigate the use of Raider Rally. It’s a long range, but the fewer times they can give their pack a free use of Raider Rage, the better. If you see a Raider repairing weapons or healing their group, try to get between them and the other raiders so you can prevent them from returning their friends back to fighting shape.
You can control when they rage, if you are clever. While raging, Raiders are a fearsome threat. If you can provoke them into raging early before you waste skills burning through their Body total, you’ve effectively dealt massive damage to that raider by making them waste a healing ability. Common Impact Skills like Blinding, Takedown, Knockout, or other skills that must be blocked are perfect to force a Raider to use a Rage or risk dying. You can also just force this ability by teaming up with your friends on a single raider. If you can quickly burn through their health, they will need to react with a Rage. This won’t necessarily help you survive during the rage that follows, but they can speed up the fight and use up their resistances.
Raiders can’t kill what raiders can’t catch! Running away is a perfectly viable way to survive a raider fight. Don’t be afraid to give up ground and engage with Raiders in a different location. If you can use the terrain to your advantage, you can reduce the effectiveness of their numbers and be able to wait out the Raider Rage. They are cannibals after all, and will often stay behind to cannibalize downed survivors. Their death could give you the time to escape, if you can handle that betrayal…
What are some of the tactics you’ve thought of to survive a fight with a raider? Share your ideas with us on our Discord server!
The LESSER-KNOWN Raider abilities
Lastly, let’s cover some of the more common threat skills you’ll see on the various Raider threats of DR Live. I’ll cover the rules in the book, and then give a few notes, Rules Ramble style.
Carver
Target character in Bleed Out or Immobilized. Engage in 20 seconds of Full Engagement Role Play of mutilating or torturing the Target. Cause Paralysis and Agony. If skill use is successful, may be immediately used again for free on same Target. This skill extends Bleed Out timers to 10 Minutes the first time it is used.
This is a common skill on Raiders that allows them to torture a helpless survivor. This skill functionally locks down a victim and prevents them from escaping or being rescued as they suffer debilitating pain. This ability can have a couple of important interactions with the dying victim.
First, the skill extends the Bleed Out timer. This can be both a blessing and a curse, as the Raider might use your pained cries for help as a way to draw your friends into an ambush. Once the skill has been used once, it can be used over and over again. You can imagine that dying to a Carver attack and slowly bleeding death will cause some trauma for your character once they emerge from the Mortis Amaranthine.
Secondly, the skill inflicts AGONY, an ability causing severe physical or mental pain, hinders characters, making actions nearly impossible. It lasts 10 seconds unless stated otherwise, restricting skills and item use but allowing slow movement and defense. It also causes a PARALYZE, inflicting a Psionic Nail in place for 30 seconds. This means you can’t be rescued except by Drag Handle (since it breaks Nail), and because you can’t use items while in Agony that means you can’t even use an Injectable. Ouch!
Dead Switch Detonation
Upon hitting Bleed Out, call “Area of Effect 20 Radiation Damage”.
F.U.I.P. (Pronounced Fwip)
Thrown Weapon Attack - 30 Body Damage. This attack may be either thrown or applied via a Line of Sight attack. If combined with other mechanics, it loses its ability to be used as a Line of Sight attack
These next two skills are common damaging attacks possessed by several types of Raiders, but especially the radioactive Haze Raiders F.U.I.P. (Fuck You In Particular) is a devastating ranged attack that inflicts Body damage. This means it bypasses Armor and hits your Body directly. Keep in mind, if the Raider pairs this ability with a use of Scattershot, the maximum damage is still only 20 damage to each person in the arc, but that’s not much of a difference. Better save an Avoid for this one!
Dead Switch Detonation can make every raider into an impromptu bomb. Remember, only a few things can prevent an Area of Effect attack, like Shield Master. Since this is just damage, even skills like Balance won’t do much good. Rad Damage is particularly insidious, as it causes Body AND Mind damage. Not only will this likely knock you into bleed out, you’ll lose your precious Mind Points at the same time. Better hope someone nearby has an Angry Anchor Riot Shield handy!
inflict disease
When an attack, plot mechanic, or Zone of Mechanic causes “Inflict Disease” it causes a specific named Disease to be contracted by a Target. Inflict Disease assumes it triggers the disease at Stage 1 unless the mechanics state otherwise.
Some virulent raiders can spread dangerous diseases like Bad Brain or Laughing Blight in a cloud around them, or by spreading their blood and saliva on a downed survivor. The larger area effects can be incredibly dangerous in close quarters, as not much can prevent an Area of Effect attack, other than a use of Shield Master. Lineage Advantages can still resist this spread of disease, as can certain pieces of equipment. Unless specifically stated otherwise, this ability doesn’t cause existing levels of Bad Brain to increase, but just infects you if are already not infected.
Pure Hatred
Target character in Bleed Out. Call “Nail, 1 Minute Bleed Out”.
The skill Pure Hatred is common on Natural Born Raiders, but is found on the higher ranked threats and Raider Champions. This skill is a particularly devious attack as it hastens a victim’s demise. When used, it simply Nails your bleeding body in place and reduces your Bleed Out timer. This means that the only skill that can save you is something like Drag Handle, since it can cancel Nail effects, or psionic equipment like the Subcutaneous Magnifier.
Raider Resistance
“By My Voice - All Raiders Upsurge 20 Armor”
This one is easy enough. Like the Raider Rally ability we covered above, this isn’t an ability that can be stopped by stuff like Choking Blow, but any attacks that deal Body damage will be able to quickly negate this protection. This can make Raiders even tougher to kill, so make sure to prepare for a fight if you hear this call from the attacking raiders.
Shared Bloodlust
“Sound of my Voice, Aberrant Attract All Tainted”
Attract is a keyword ability found on page 93 of the Player’s Guide that draws creatures or people with a specific keyword towards the user for five minutes. Those affected must move towards the call but can defend if attacked; the effect resumes if the attacker withdraws. While not forced to attack the source, most zed, raiders, and instinct-driven critters will. Lineages can decide their actions once attracted. This ability can be resisted by Mental Endurance, but this version of Attract is specifically targeted at the Tainted Strain. If you aren’t Tainted, this ability has no effect.
Tainted bond heal 50 (area of effect - Raider and tainted)
Area of effect, all Tainted and Raiders heal 50 body.
Tainted Bond Blood Frenzy (area of effect - Raider and tainted)
Called as “Tainted Bond: Downsurge - No Escape, No Retreat.” Effected cannot willingly leave the field of battle until all enemies are dead or until death. Resist with Mental Endurance.
Tainted Bond abilities used by powerful raiders can be both a boon and bane for a fight. If you are of the Tainted Strain, these effects work on you just as well as the Raider. While some of these can be effective for you to stay in the fight, this is a quick way to get surrounded by the Raiders and killed — remember your friends aren’t getting the same heal as you just did! The Blood Frenzy ability is particularly insidious, as it forces a last stand for any Tainted in the area. Better hope you still have a Mental Endurance left!
Wall Punt
Only can be used on a Target with a Shield. Call “Break Shield, Knock Back 2”
This is a common ability on variant raiders and enables a roving pack of raiders to break into buildings more easily or to move past a shield wall. While you may have the ability to avoid the Break effect, the Knock Back part will definitely clear some space for the Raiders to move into a doorway. Remember, if you have something that protects from part of a skill call, you only stop that part of the skill call but suffer the rest of the effects.
Weapon Patch
With 3 seconds of role-play a Raider can return their broken Melee or Ranged Weapon to a repaired state. This makes the weapon functional enough for a Raider for the next 10 minutes. If the equipment is still in use in 10 minutes, it will need to be replaced or patched again.
Particularly powerful raiders will be able to keep their equipment ready for a fight against their hated foes, and some raider clans have various minions tasked with keeping their gear properly rusty and bloody. With this ability, Weapon Patch allows them to quickly repair their own gear for a fight. It won’t last forever, but for some Raiders that can use crafted item cards, this can be a particularly dangerous ability. Break Weapon will only slow them down, but that powerful ability of the weapon will be ready again in no time. While this ability can technically be stopped by abilities like Blinding, remember that Raider Rage will make them immune to most effects that could stop this skill from being used.
Violence for the Love of It
Call “VIOLENCE” - For 1 Minute all damage done to Lineages or Raiders heals the user 1 Body per successful Strike.
This ability is basically a Raider specific version of the Squad Leader Profession ability, Dead Trigger. This attack rewards the raider’s blood lust with incremental healing. Coupled with Raider Rage, this can make the Champion a mighty force on the battlefield. Not only will they be able to be temporarily immune to damage during a rage, they can quickly regain their Body back by doing what they do best — killing you and your friends.
Wrap Up
Whew! That’s it for today, Vados.
We hope that you will come join us for our last event of Season 7, THE RAGE WITHIN! Will you survive the threat of deadly infected Raiders? Will you ride the edge of madness as Bad Brain pushes you closer to the edge of oblivion? Will you help what is left of the Peacekeepers save who they can, or will you lose important allies and friends? Can you uncover the source of the danger within Pride’s Hold before it changes the face of the San Saba forever?
Let’s find out together! See you soon, Vados!