Quick guide

Your first game, top to bottom. Two minutes.

start The lobby votes a mode Pick Recruit — the one the map recommends first.
then Pick your class Rifleman CombatMedic You start with these. 26 in all — rank unlocks the rest.
either Head for the city Thalim — walls, gates, the City Guard.
better Follow other players Nobody survives AO Thalim alone.
sooner or later Your weapon jams Weapon jammed Z Additional actions A Immediate/Remedial the two command-card buttons, or their keys Nothing clears it on its own. Step behind the line, then press it.
in between Your magazine runs dry 1 magazine per reload Pick up packs it reloads on its own, on the next shot You land with 9 magazines. A pack on the ground readies 3 more. Past 15 you slow down.

That is the game. The rest is detail.

The jam, in numbers

Clearing it

83% · immediate 1.7–2.1 s Charging handle.
1 in 6 · remedial 8.1–9.7 s Magazine out, fresh one in. No cancel.

−0.15 s per Soldier Skills level−0.2 s Quick Thinking−0.25 s instructor's aura

Off every wait — and the long drill has four.

Why it happened

  • Rolled on every shot, against the magazine your class spawned with.
  • 5.2× likelier after 100 s without a jam — a clean run is what ends it.
  • A Magazine Extender buys ammo, not safety.
  • Never jam: AMX S-880, APC, Flamethrower, Ghost, Predator, Reaper, Rjx-73
Jam risk per class →

Ammo, in numbers

Feeding the gun

you land with 9 magazines 10 for AutomaticRifleman, Cyborg, FP-500 Combat Walker and Prototype.
each reload 1 magazine 2 with a Magazine Extender.
  • Empty, it reloads on its own, on the next shot. Nothing to press.
  • A warning tone at a quarter magazine. None left to load: the reload is refused, and the squad hears about it.
  • Respawn at a reinforcement point with 6.
Magazine sizes per class →

Finding more

  • A pack readies 3 per use. 1 use on one you find, 3 on one airdropped.
  • An Ammo Case readies the same 3 per use, starts with 4 of 10. Packs you pick up pour into it.
  • Every 6 min 20 s the map drops 8 packs, one more per 2 players, and 2 cases at random spots, in every mode but Competitive.
  • A weapon cache holds 2 to 4 packs and 1 to 2 cases.

Carrying too many

over 15 Encumbered 15% slower
over 17 Very Encumbered 50% slower
over 20 Over Encumbered stuck
  • 15 readied is the cap, 24 with Combat Load.
  • D hands 3 back as a pack. Stuck? Select your hero and type -dropmags: the excess drops, and you stand still 10 s.
  • Die, and your readied magazines drop as packs around you, one per 3. What nobody took is back in your bag when you are revived, not readied.
Skill Identifiers →

Fire teams

Joining

  • FT button, bottom right of the minimap.
  • 4 teams, up to 4 soldiers each. Click again to leave.
  • Whoever starts one is its team leader.

What it gives you

  • You see each other — through fog and darkness, anywhere on the map.
  • The TL middle-clicks a rally point for the team; on an enemy it tracks that target.
  • A Platoon Leader can link every fire team into one.
Platoon Leader →

Between games

XP is yours to keep

  • Objectives pay XP, win or lose.
  • It banks into 3 rank tracks.
  • Rank unlocks classes, equipment and Skill Identifiers.
Rank thresholds →

Modes open up

  • 12 modes, Recruit → Apocalypse.
  • The hard ones only accept a vote from players with the career XP.
  • Dead? A medic revives you — with none left, you respawn at a reinforcement point.

Where to go next