Events
Helicopter crash, guarded crate, convoy, defense position, Bradley reinforcements, ambushes and PvE raid bases.
The server has its own events, all designed for PvE. They share two rules:
- They never land on your base. Each one picks its spot away from bases, and its enemies never spawn right in front of you.
- The loot goes to the group that earns it: the chat tells you when it’s reserved for yours.
No message will tell you the number of enemies or waves: the danger is part of the surprise.
Helicopter crash
A burning Chinook helicopter crosses the sky trailing flames, spins out of control and crashes in an explosion. No message: watch the sky, or the map (explosion marker). At the wreck you’ll find fires, helicopter crates locked by the flames and an elite crate. Soon after, mercenaries arrive to stand guard.
| Detail | Value |
|---|---|
| Frequency | several times a day |
| Where | not far from a player, never near a base or in a monument |
| Crates | helicopter crates locked while the fire burns, elite crate open right away |
| Duration | limited, but extended while players are around |
| Who gets it | each crate goes to the first group that kills a mercenary, or that opens it |
| Stuck in the wreck? | /unstuck (also /debloquer) works near the wreck too |
Guarded crate
Regularly, scientists take position at a monument, never near a base, and guard a locked crate full of loot. The chat warns you shortly before, with the place and the map grid square, and an orange marker appears. Clear the area, start the hack and hold on.
| Detail | Value |
|---|---|
| Duration | limited; the event ends shortly after the crate is opened |
| Reward | the locked crate, filled from the server’s loot tables, and the guards’ loot |
| Who gets it | the group that starts the hack |
| Follow the event | /event: when the next one starts, or how the current one is going |
Armored convoy
Regularly, an escorted convoy drives along the map’s main road, with loot crates sitting on its vehicles. The chat announces its departure along with its level, and a red marker follows it on the map.
It only shoots if attacked: it even stops to let you pass. But the moment it’s attacked, the whole escort fights back at every player in range. The vehicles are indestructible and can’t be driven: only the men and the Bradleys go down.
There are four levels, from Easy to Nightmare: harder means a heavier escort and richer loot.
| Detail | Value |
|---|---|
| Calming down | if it’s left alone for a while, the escorts get back on board and the convoy moves on |
| After the win | “The convoy has been neutralized: its loot is up for grabs!” You have limited time to loot |
| Who gets it | the crates go to the group that takes the convoy down; a locked crate, to the group that hacks it |
Defense position
Every now and then, a fortified position appears out in the wild: a ring of sandbags, a locked crate and a resupply crate for the defenders (ammo, meds, sandbags). No message: just a blue marker labeled “Position à défendre” (French for “position to defend”) on the map.
Start the hack: increasingly tough waves of attackers come charging in, each time from a different side. Hold out until it opens: the crate then gets a big bonus.
| Detail | Value |
|---|---|
| Where | flat, open ground, away from bases |
| Hack | the waves keep coming while a defender stays near the crate |
| No visitors | it eventually packs up if nobody starts the hack |
| Who gets it | the group that starts the hack |
Bradley reinforcements
When a Bradley (not part of a convoy) is destroyed, waves of scientists rush in to take back its crates while someone lingers near the wreck; they arrive out of sight. The survivors stand guard around the crates, then eventually leave. The crates and debris still go to the group that led the fight against the Bradley.
Reinforcements on hacked crates
Hacking a locked crate doesn’t go unnoticed. During the countdown, armed reinforcements arrive in waves, tougher each time, while players stay near the crate. They arrive out of sight and know where you are. If nobody is near the crate, or if everyone is at home, nothing comes.
Ambushes
When you travel far from home, you might run into some bad company. Raiders, snipers, trackers, roadblocks… it’s different every time.
No warning (or hardly any) and no end signal. The more of you there are, the more of them there are. Each enemy has their own skill level: some aim very well, others not at all.
| Detail | Value |
|---|---|
| Never | near your base or in safe zones |
| Losing them | going home makes them give up; so does getting far enough away |
| Don’t want them? | /ambush off (also /embuscade off) turns them off for you, /ambush on brings them back; /ambush shows your stats |
PvE raid bases
NPC-defended bases are always up on the map, and more appear regularly: the chat announces each new one. There are five difficulties: Easy, Medium, Hard, Expert and Nightmare. On the map, each base shows a circle in its difficulty’s color and the label “Raid PvE n/5” (the higher the number, the harder it is), with the holder’s name once it’s taken. On site, a dark dome covers the base: you have to be inside it to attack.
The first group to really attack it takes it: you have to kill a guard, destroy a defense, or blow up, burn or hack at a wall or door; a stray bullet isn’t enough. Other groups are moved out of the dome and can’t get back in, but your teammates can still join you.
Each base is defended by guards (scientists with rifles, plus melee fighters in the easier bases), turrets, traps, SAM sites and code locks. The harder ones are surrounded by high walls that you climb or blow up. The loot is in the boxes, the lockers and the Tool Cupboard (resources), and the furnaces are already running. Raid bases never drop supply signals.
On the hardest bases, the end may hold a surprise for the looters.
| Detail | Value |
|---|---|
| Claim | the base is free again if your group stops raiding for a while |
| One raid at a time | finish yours before starting another one |
| Boxes | if you open a box without emptying it, what’s left drops into a bag a little later: nothing can be stored in a raid base |
| Inside the dome | ladders and barricades allowed, no Tool Cupboard; /remove does nothing and /unstuck doesn’t work |
| If you die | in another group’s raid, your body is placed just outside the dome |
| Panel | shown while you’re inside the dome: free or taken, loot left, time before it disappears |
| End | once everything is looted, the base disappears after a while, and everyone is told; a base nobody attacks also disappears after a while |
| Commands | /raids (also /rb): the current bases and your score · /raids ladder: this wipe’s ranking · /raids lifetime: all-time ranking |
The game’s own events, modified
| Game event | What changes here |
|---|---|
| Patrol Helicopter | only attacks players who shoot at it; loot goes to the group that led the fight; spares players at home, unless it’s shot at from the base |
| Launch Site Bradley | only attacks players who shoot at it; reinforcements after it’s destroyed; loot goes to the group that led the fight; spares players at home, unless it’s shot at from the base |
| Chinook crate | goes to the group that starts the hack; reinforcements during the hack |
| Oil Rigs | new residents; crate goes to the group that hacks it |
| Supply signal airdrops | go to the group that threw the signal |