WORLD
Extraction
Extraction is the core loop. You send a squad to a site, it beats the site's defenders and holds it, and it fills with loot you do not own yet.
The garrison and the hold
Sites are permanent: they do not run dry or move. Each one holds a resident garrison. Beat it and your squad occupies the site and extracts on a cycle until its carry is full or it has held the site 8 hours, then it comes home on its own.
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. Carry decides how long a squad stays out: when it is full, the squad heads home.
Unbanked haul
Loot rides on the Crawler until it is banked, and until then it can be taken. A Crawler beaten once is downed and loses nothing to the attacker. Beat it again while it is down or weakened and it is destroyed, and its haul drops into a wreck the attacker can collect first. 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 the Wastes or the Deep Wastes. Frontier sites cannot be contested. 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.