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Three survivors and a dog around a fire inside a ruined building at night
Season 1

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.

Squads this season- 
Flags up- 
Relays and yards held- 
Contest window- 
Territory

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.

Field map · flags and relays

Reading the ground...

The roll

Squads this season

Private squads don't appear here or on Discord. Pick a squad to read its file below.

Reading the roll...

Squad file

Cohesion

Roster

SurvivorRankJoinedStatus

How the factions see them

as most members stand
How squads work

The 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.

01 · Founding

A name worth 2,500

Found a squad for 2,500 scrip once your survivor reaches level 8. Pick a name, a tag of 2 to 4 letters or numbers, one of 10 colors and one of 24 emblems.

02 · The roster

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; members and up can.

03 · In the field

Out together, and pacts

Everyone in your squad who is online is out with you, automatically: on the squad's encrypted radio net, with live status, pings, roles, a shared waypoint and a rally point. The highest rank online leads in the field. Up to 3 squads can swear a pact, with 24 members across their rosters. A squad can walk out of a pact, but turn on your former allies within 10 minutes of leaving and you and the squadmates out with you are Oathbreakers for half an hour. No squad? Playing solo is fine.

04 · Raising a flag

Two sites per squad

A sergeant or the leader claims an empty site for 1,000 scrip from the squad bank by holding its ring for 60 seconds, faster with more of you in it. The claim covers the first day; after that, upkeep is 300 scrip a real day per site, and if the bank can't pay it, the site is lost. The site's stash fills every 30 minutes with what that ground produces.

05 · Taking it

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 member of any other squad standing in the ring pauses it. Outside the window, buildings your members own within 120 m of a site you hold take a quarter of the damage, and they always decay at half the normal rate.

06 · Relays and yards

When the power comes back

About every 50 to 90 minutes, sooner or later as the world changes, a relay mast or fuel yard comes back online for 15 minutes. You take the point by being the only group on it, while the infected come in waves. Whoever has held it longest when the power drops wins cash for everyone of theirs nearby and a prize crate that's theirs alone for a few minutes. Winning the Terminal or Paleto yard cuts that depot's fuel output by 70% for 24 hours, and the faction that runs it goes short.

07 · While you sleep

The factions notice

When nobody from your squad is online, an NPC faction short of supplies may go through a site's stash. They take about a fifth of each stack they need, no more than 40 items, and hit the same site no more than once every 12 hours. They never damage what you've built, and you'll hear about it when you log in. Other survivors are another matter: bases have no offline protection.

08 · Seasons

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 fuel yards you hold all carry over. The factions, the infection and the loot start again around you.

09 · Cohesion

Time out together

+1 about every 20 minutes that two or more of you are out together within 300 m of each other, −2 for each day apart, −3 when someone leaves and −10 for a teamkill. Perks at 20, 40, 60 and 80: Hand signals, Net discipline, Drilled, One mind.

10 · Friendly fire

Rounds hit friends

Friendly fire is live unless the field lead, a sergeant or the leader sets training rules. A teamkill costs 10 honor and 10 cohesion, and killing a squadmate goes in the squad's history. Three teamkills in 30 minutes and your squad throws you out. Each squad's leader can change that number (2 to 10) or turn the rule off in the squad's settings.

11 · Leaving

Votes, not coups

Leaving a squad, or being removed from one, starts a 24-hour wait before you can found, join or apply to another. When a leader leaves, falls in a Last Stand or hasn't been seen for 14 days, the squad holds a secret 48-hour vote. A tie goes to whoever has served longest.

12 · Reputation

What people call you

The server reads the standing of the squad's members and gives the squad words survivors and Discord can see: Lifesavers, Good for it, Dangerous, Turncoats or Butchers, with the squad's average honor beside them.