Soldiers
Soldiers are people with guns: the Military, the Raiders and, in small bands, the Scavengers. They move in squads, take cover, flank, throw grenades and bandage themselves. They aim like you do: they need a moment to settle, and they miss more at long range.
Everything a soldier carries is on its body, and its body drops it all. A dead squad is a good haul.
Every soldier has one of 3 roles. The Military keep their guns in better shape and fit more attachments; the Raiders’ guns are worn and bare. Only the heavy wears armour.
Rifleman
Section titled “Rifleman”| Guns | |
| Wears | |
| Spare magazines | 1–3 |
| Grenades | 0–1 × |
| Gas mask | 30% chance of a |
| Night vision | 15% chance at night of |
| Flashlight | 90% chance of a |
| Also carries | |
| Gun condition | 45%–85% |
| Attachment chance | 30% |
| Special rounds | armour-piercing 15%, hollow-point 10% |
| Likes to fight at | 9.4 tiles–21.9 tiles |
| First shot after spotting you | 0.5 s |
| Bursts | 3–5 rounds |
| Falls back below | 75% blood |
Close quarters
Section titled “Close quarters”| Guns | |
| Wears | |
| Spare magazines | 1–2 |
| Grenades | 0–1 × |
| Gas mask | 30% chance of a |
| Night vision | 10% chance at night of |
| Flashlight | 90% chance of a |
| Also carries | |
| Gun condition | 40%–85% |
| Attachment chance | 25% |
| Special rounds | hollow-point 20%, slugs 15% |
| Likes to fight at | 2.5 tiles–9.4 tiles |
| First shot after spotting you | 0.45 s |
| Bursts | 1–3 rounds |
| Falls back below | 70% blood |
| Guns | |
| Wears | |
| Spare magazines | 1–3 |
| Grenades | 1–2 × |
| Gas mask | 50% chance of a |
| Night vision | 20% chance at night of |
| Flashlight | 90% chance of a |
| Also carries | |
| Gun condition | 50%–90% |
| Attachment chance | 40% |
| Special rounds | armour-piercing 30% |
| Likes to fight at | 7.8 tiles–18.8 tiles |
| First shot after spotting you | 0.6 s |
| Bursts | 4–8 rounds |
| Falls back below | 60% blood |
How they fight
Section titled “How they fight”- Squads share what they know. When one soldier sees or hears you, the rest of the squad knows about half a second later.
- Cover. Under fire a soldier looks for cover within 10 tiles, away from you, and squad mates do not crowd the same spot.
- Flanking. A squad sends members round to your side, about 8 tiles off the line between you.
- Suppressing fire. When they lose sight of you they keep firing at your last place for a few seconds.
- Grenades. They throw grenades from 5.5 tiles and farther, never close to their own people.
- Reloading. They reload when a magazine is about a third full and nobody is shooting at them.
- Falling back. A badly hurt soldier retreats to cover, or backs off when there is none.
- Night. At night a soldier with a flashlight lights it, which makes it 2 times as easy to spot. One without a flashlight stays dark. Some wear night vision instead and need no torch.
- Gas masks. In air at 15% pollution or worse they put on a mask. Soldiers without one hold back from bad air.
Where you meet them
Section titled “Where you meet them”Raid sites
Section titled “Raid sites”Every raid site belongs to a faction, and that faction guards it with squads. A site’s owner is stronger or weaker over time (see territory): a weak owner has fewer squads, down to 50% of the full number.
| Site | Squads by day | Squads at night | Squad size | Most soldiers |
|---|---|---|---|---|
| Town | 0–1 | 1–2 | 2–3 | 6 |
| Bunker | 1–2 | 1–2 | 2–4 | 10 |
| Industrial park | 1 | 1–2 | 2–3 | 8 |
| Police station | 1–2 | 1 | 2–3 | 8 |
| Hospital | 0–1 | 0–1 | 2 | 2 |
| Lab | 0–1 | 0–1 | 2–3 | 8 |
| Space station / launch site | 0–1 | 0–1 | 2–3 | 8 |
| Airport | 3 | 3–4 | 2–4 | 14 |
| Nuclear power plant | 0–1 | 0–1 | 2–3 | 8 |
Scavengers holding a site come in bands of 1–2, mostly close-quarters fighters.
In an industrial park the owner keeps a guard squad of 2–3 (Rifleman 66.7%, Heavy 33.3%) at the control point.
Patrols
Section titled “Patrols”Military and Raider squads walk the open world. By day 1–2 squads are around you, at night 0–1 (at most 3), each of 2–4 soldiers. They appear 40 to 60 tiles away, never within 64 tiles of your home, and avoid air at 15% pollution or worse. At night they make camp around a campfire.
Which faction patrols depends on the island and on who holds its sites:
| Island climate | Patrols |
|---|---|
| Arid | Raiders 66.7%, Military 33.3% |
| Volcanic | Raiders 66.7%, Military 33.3% |
| Cold | Military 66.7%, Raiders 33.3% |
| Alpine | Military 66.7%, Raiders 33.3% |
| Any other | Military 50%, Raiders 50% |
Outposts
Section titled “Outposts”Raiders who take a Survivor outpost leave a guard squad there. See outposts.
Generated on 2026-11-13 from the game at commit b8361f1, rebuilt with every release (a release's name ends in its commit, e.g. build-…-b8361f1).
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