WORLD

Extraction

Extraction is the core loop. You send a squad to a site, it holds the site through waves of defenders, and it fills with loot you do not own yet.

Cycles and waves

A site pays out on a cycle. While your squad holds it, defenders arrive in waves and have to be beaten. Lose the site and the run ends there.

Carrying capacity

Every unit has a carry value and your squad's total is a hard ceiling. Loot past that ceiling is left behind, and the Haul Chest you are handed at the end is trimmed to what the squad could actually carry home. The report tells you what was shed and why.

Read that number before you deploy. A squad that wins easily and can carry a third of the site is a worse choice than a smaller fight you can bank in full.

Unbanked haul

Loot rides on the Crawler until it is banked, and until then it can be taken: kill the Crawler and an attacker takes a share of it. Driving into the Frontier banks it automatically at the border.

Being taken off a site

Another player can attack your squad while it holds a site, in any zone. If they win they take the site and the loot sitting on it. They do not take the haul already riding on your Crawler; that is only at risk if the Crawler itself is destroyed.