Sand NinjasReport
English:Sand Ninjas · Factions
A cult of highwaymen working Spine Canyon. They only pick on people they judge weak, and their members have to survive the badlands alone to make lieutenant — which is why their elites all walk around carrying splint kits.
Wandered far from home, ain'tcha?! — a Sand Ninja's reaction to a trespasser in the Cactus Den
The Sand Ninjas are a bandit faction led by Sand Ninja Oni.
Who they are
The wiki's own description is "a cult of highly skilled highwaymen": they attack any passer-by they judge to be weak.
"Cult" is not decoration. The faction runs a promotion trial: a ninja who wants to make lieutenant has to pass a challenge, such as surviving the badlands alone.
That design leaves a very good trace behind it. Sand Ninja Jounin are among the extremely few characters in the game who carry splint kits — because their trials very likely end in broken limbs.
The joke is that they have no AI goal that actually uses the kits. The splints just sit in their inventories forever, waiting to become your loot.
Territory
| Place | Notes |
|---|---|
| Spine Canyon | Their main ground |
| The Great Desert | Adjacent; patrolled |
| The Eye | Adjacent; patrolled |
| Cactus Den | Their base — a watchtower in the middle of Spine Canyon, just north-west of Tengu's Vault |
One easily-missed number: Sand Ninjas are the rarest bandit type in the northern United Cities, less common than Starving Vagrants, Bloodraiders or Grass Pirates. Your odds of meeting them in the Great Desert are low — the one time you do will hurt more than usual.
Members and strength
| Character | Combat | Stealth | Ranged / Unarmed | Bounty |
|---|---|---|---|---|
| Sand Ninja | 25 | 45 | Ranged 35 | 20% chance of 4,000 Cats |
| Sand Ninja Jounin | 40 | 60 | Unarmed 30 | 6,000–10,000 Cats |
| Sand Ninja Oni | 60 | 60 | Unarmed 30 | 10,000 Cats on paper, 20,000 Cats in hand |
Ordinary Sand Ninjas patrol in squads of 3–5 with Ninja Blades (40% also carry a Tooth Pick), wearing Ninja Rags and Samurai Clothpants. Jounin travel alone: these mysterious ninja wander the desert by themselves, attacking anybody who comes near, carrying two Guardless Katanas.
The faction has a colour scheme, so members' armour and clothing are dyed to match.
The Ninja Raid
Build a base within five kilometres of the Cactus Den and you trigger the Ninja Raid.
Place sure looks noble these days, eh... Fits in the desert real nice. How about we bring them down a peg before they get too big for their boots... And take some of their goods while we're at it!
It has a 15% daily chance within 3,500 metres, scaling to zero at 5,000. What arrives is 3–5 squads of 3–5 Sand Ninjas each — small units, meaningful total — and they break down gates, attack characters, and free any prisoners you are holding.
There are three ways to stop it:
- Kill or capture Sand Ninja Oni
- Ally with the United Cities
- Ally with the Traders Guild
Relations
- Shinobi Thieves — coexistence. Their only special relation, and a small demonstration of the game's rule that ninja do not fight ninja.
- Default −100 towards every other faction.
- Player side: killing or imprisoning Sand Ninja Oni angers them, and so does entering the Cactus Den.
Related entries
Sand Ninja Oni, Shinobi Thieves, United Cities, Traders Guild, Factions