
Squads
Twelve names on a roster, a flag on ground worth holding, and a history the server keeps for you. You set one up in the field kit's Squad page, and everything here is read live from the game.
Who holds the ground
The sites a squad can raise a flag on, and the relays and fuel yards that come back online and get fought over. Pick a marker on the map to find it in the list.
Reading the ground...
Squads this season
Private squads don't appear here or on Discord. Pick a squad to read its file below.
Reading the roll...
Cohesion
Roster
| Survivor | Rank | Joined | Status |
|---|
How the factions see them
most membersThe rules of the ground
Everything here is run by the server. You set it up in the field kit's Squad page, never with chat commands.
A name worth 2,500
Found a squad for 2,500 scrip once your survivor reaches level 8. Pick a name, a 2 to 4 letter tag, one of 10 colours and one of 24 emblems.
Twelve, and ranks
Up to 12 members: Recruit, Member, Sergeant, Leader. Sergeants recruit and answer applications. Recruits can stock the squad locker in Haven's hangar (40 slots, 300 kg) but can't take from it.
Fireteams of six
The squad is who you are. The fireteam is who's with you tonight: up to 6, on an encrypted radio net, with pings, roles and a rally point. Up to 3 fireteams can ally. Break the pact and you're an Oathbreaker.
Two sites per squad
Claim an empty site for 1,000 scrip from the squad bank and hold the ring for 60 seconds. Upkeep is 300 scrip a real day per site. The site's stash fills every 30 minutes with what that ground produces.
The contest window
Rival flags can only be taken in the contest window. A capture takes 3 minutes and goes faster with more of you in the ring: ×1.5 with two, ×1.8 with three, ×2 with four or more. One enemy member in the ring stops it. Outside the window, your buildings within 120 m take a quarter of the damage.
When the power comes back
Every 50 to 90 minutes a relay mast or fuel yard comes back online for 15 minutes. Hold the point alone while the infected come in waves. Holding the Terminal or Paleto yard siphons 70% of that depot's fuel for 24 hours, and the faction that owns it goes short.
The factions notice
NPC factions short of supplies may raid an offline squad's stash: up to 20% of what matches their need, no more than once every 12 hours. Nothing you've built is ever damaged while you're offline. You'll hear about it when you log in.
The world resets. You don't.
When The Long After ends, the world starts a new season. Squads, rosters, banks, bases and the relays and depots your squad holds all carry over. The factions, the infection and the loot start again around you.
Time out together
+1 about every 20 minutes two or more of you are out in one fireteam, −2 a day apart, −10 for a teamkill. Perks at 20, 40, 60 and 80: Hand signals, Net discipline, Drilled, One mind.
Rounds hit friends
Friendly fire is live. A teamkill costs 10 honour and 10 cohesion and goes in the squad's history. Three in 30 minutes and the fireteam throws you out.
Votes, not coups
Leaving starts a 24-hour wait before you can join anyone. When a leader leaves or is gone 14 days, the squad holds a secret 48-hour vote. A tie goes to whoever has served longest.
What people call you
The server reads the squad's record and gives it words survivors and Discord can see: Lifesavers, Good for it, Dangerous, Turncoats or Butchers, with the squad's average honour beside them.