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


Bandit header 2.png

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

Tiers

Bandits are currently separated into two tiers:


Grenade bandit.png

Normal Bandits

  • HEALTH: 17,500
  • WEAPONS: FM Mitrail / Criss Victor / 577 Rex / Alpha Bull / GM94
  • APPEARANCE: Winter Coats & Motorcycle Jackets


Mg elite.png

Elite Bandits

  • HEALTH: 25,000
  • WEAPONS: Hammerhead 47 / Uziel 14mm / Ironsight 33F / Greyhawk 55
  • APPEARANCE: Trench Coats & Cloaks



Bandit Statistics

Statistic Normal Elite
Strength 25 25
Endurance 25 25
Agility 25 25
Accuracy 124 100
Critical Hit 62 62
Reloading 80 80

Notes

  • Bandits do NOT enter Critical status, so they do NOT incur the -50% statistic reduction.
  • Bandit weapons are influenced by their weapon statistics - so they CAN deal critical damage according to the same patterns.
  • Player-centered statistics such as Strength, Endurance, and Agility do not influence bandit performance.

Cycle Spawns

Bandits always spawn in groups of 4 normal bandits and 2 elite bandits (offering six possible loots), and have their own boss slot 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.

Bandits follow the same spawning rule as normal boss cycles, but the timing is much tighter:

  • The player must be present within the first 10 minutes of their spawn for them to appear.
  • The player only has 30 minutes to defeat them to be eligible for loot.

Failing the first requirement and they will not appear on your screen, and failing the second causes them to not drop loot upon death.

In order to facilitate battles and give 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).

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:

  • 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).

  • 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 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.

Loot

Bandit hp red.png Santa_bandit.png Elf_gm94.png

To hamper leeching, a kill participation 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 2% 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 5% of the bandit's total HP. The bandit will drop loot when defeated, even if you are in AFK mode.
    • 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.
Experimental Parts.png

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.

Tactics

See Bandits/Tactics

List of Bandits

Machine Gunner
Mg bandit.png Normal
FM Mitrail.png
FM Mitrail

DPH: 14.92 (76)
Hit(s) per Second: 8.571
Average DPS: 138.11

HP 17,500 Accuracy 124
EXP 26,250 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80
Mg elite.png Elite
Hammerhead 47.png
Hammerhead 47

DPH: 28.6 (143)
Hit(s) per Second: 6.667
Average DPS: 205.93

HP 25,000 Accuracy 100
EXP 37,500 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80

Serving as the backbone of every bandit crew, Machine Gunners rely on simple tactics against anything opposing them, zombies and survivors alike: Spray and pray, until it is done. They are simple-minded, but their sheer amount of suppressive fire makes them valuable in combat.

They can do an impressive amount of damage at close range, but their accuracy leaves much to be desired; long-ranged weapons are advised when engaging them.

Notes: Zone of attack is a wide yellow/red cone.

Grenadier
Grenade bandit.png Normal
GM94.png
GM94

DPH: 29
Hit(s) per Second: 0.968
Average DPS: 28.07

HP 17,500 Accuracy 124
EXP 26,250 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80

A few conflicts with Fairview residents later, bandit gangs came to realize a significant problem: Sly survivors, utilizing grenade launchers, hid behind cover such as buildings and cars and devastated large groups of helpless bandits. Thus, bandits began training in the use of Explosives, using the GM94 to force survivors into open, direct combat.

Grenade launchers can only be seen in the hands of low-ranking bandits; Elites, preferring to engage their opponents directly, refrain from using such weapons.

Notes: Zone of attack is a small circle that can travel in any direction.
Can be alerted and track targets through walls and large objects.
There is no Elite variant.

Rogue
Smg bandit.png Normal
Criss Victor.png
Criss Victor

DPH: 9.76 (48.8)
Hit(s) per Second: 6.667
Average DPS: 91.1

HP 17,500 Accuracy 124
EXP 26,250 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80
Smg elite.png Elite
Uziel 14mm.png
Uziel 14mm

DPH: 13 (65)
Hit(s) per Second: 6.667
Average DPS: 121.34

HP 25,000 Accuracy 100
EXP 37,500 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80

Rogues are primarily employed as scouts in most bandit gangs, constantly moving through the concrete jungle of Fairview to find the area (or survivors) to get the best loot from. They are armed with submachine guns for self-defense, which offer just enough firepower to clear out small hordes of zombies while attracting little attention.

Rogues are not very well suited for firefights, however, as their SMGs are often incapable of penetrating the durable armors worn by the average Fairview resident. Although, they are a bit more accurate than their HMG-wielding brethren, and that should also allow them to score a lucky shot more often.

Notes: Zone of attack is a wide yellow/red cone.

Slinger
Pistol bandit.png Normal
Alpha Bull.png
Alpha Bull

DPH: 17.5 (87.5)
Hit(s) per Second: 1.429
Average DPS: 85.03

HP 17,500 Accuracy 124
EXP 26,250 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80
Pistol elite.png Elite
Greyhawk 55.png
Greyhawk 55

DPH: 23.2 (116)
Hit(s) per Second: 1.429
Average DPS: 112.72

HP 25,000 Accuracy 100
EXP 37,500 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80

Few apprentice bandits have the skills, as well as the patience needed, to become Slingers - masters of revolvers. Slingers are adept at using their pistols to strike targets from afar, exploiting weaknesses in armor, as well as the human body, to score powerful critical hits and do much more damage than the average Machine Gunner. They often lend their services for a high price, and thus can only be rarely seen outside, in the ranks of some of the more powerful bandit factions.

Slinger are fond of attaching laser sights on their revolvers for rapid target acquisition, as well as for intimidation - if you see a bright red glare in your vision, dive into cover or get your head blown off.

Notes: Zone of attack is a single yellow/red line.

Sniper
Rifle bandit.png Normal
577 Rex.png
577 Rex

DPH: 29 (145)
Hit(s) per Second: 0.968
Average DPS: 95.45

HP 17,500 Accuracy 124
EXP 26,250 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80
Rifle elite.png Elite
Ironsight 33-F.png
Ironsight 33-F

DPH: 35 (175)
Hit(s) per Second: 0.968
Average DPS: 115.19

HP 25,000 Accuracy 100
EXP 37,500 Critical Hit 62
Density 1.5 EXP/HP
Reloading 80

Snipers are, for the most part, similar to Slingers in their approach to combat, and their preference for long-range precision weaponry. The difference tends to be in background: While Slingers are usually self-made men who have refined their craft through years of surviving in the Fairview hellscape, Snipers tend to start off as farmers, hunters, or former police/soldiers, and thus should have had plenty of training with bolt-action rifles.

Similar to the Slingers' revolvers, Snipers' rifles are outfitted with laser sights, but this is mostly because the standard high-powered scopes are impractical for the close-to-medium-ranged firefights that bandit gangs often get themselves into.

Notes: Zone of attack is a single yellow/red line.

Seasonal Bandits

Elf Commando (AK 47)
Elf ak47.png Normal
AK 47.png
AK 47

DPH: 13 (65)
Hit(s) per Second: 6.667
Average DPS: 93.60

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.png Normal
GM94.png
GM94

DPH: 29
Hit(s) per Second: 0.968
Average DPS: 28.07

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.png Normal
GAU-19.png
GAU-19

DPH: 25 (125)
Hit(s) per Second: 8.696
Average DPS: 226.1

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.