Frontline Tactics Wiki
The complete Frontline Tactics wiki and how-to-play guide: raids, doctrine, weapons & ammo tables, armor, medical, traders, contracts, the hideout, and every map. A free browser-based Tarkov-like extraction shooter simulator.
01 · How to Play
Frontline Tactics is a free, single-player, browser-based Tarkov-like extraction shooter simulator. You are not the trigger finger — you are the commander. You build the kit, write the doctrine, and pick the ground; the raid resolves live while you read the feed and make the two calls that stay yours: stance, and when to pull out.
The whole game is one decision repeated: how much do you risk for how much reward? Carry good gear and you can bank a fortune — or lose it all in the dirt. The skill is reading that trade correctly, raid after raid.
The loop in one line: build a kit → set a doctrine → deploy to a map → survive and loot → extract with the haul → sell, upgrade, repeat. Win by leaving richer than you arrived, more often than not.
New careers start with a real war chest, so you can field a mid loadout from day one. Read §02 to run your first raid, then §04 (doctrine) and §05 (extract discipline) — those two choices decide more of your outcome than your gun does.
02 · Your First Raid
Do exactly this for your first few runs:
- Build a weapon in the Gunsmith — start from a stash gun, add an optic and a muzzle device.
- Equip a kit on the Stash screen: weapon, armor, a chest rig or backpack for carry, spare ammo of your loaded caliber, and at least one bleed-stopper (tourniquet or bandage). A raid with no bleed-stopper can end in a slow bleed-out.
- Insure anything you'd hate to lose — cheap relative to losing a built rig.
- Deploy to Hollowpine Reach (lowest risk) at day, doctrine RAT or SMASH & GRAB, extract discipline EARLY. Read the deploy screen's projected survival before you commit.
- Extract the moment you have a solid haul. The deadline does not negotiate.
- Debrief: sell salvage, hand in contracts, upgrade the hideout — then go again, a little braver.
Want zero risk while you learn the maps? Take a free scav run — a throwaway kit, none of your own gear on the line.
03 · The Operation Cycle
- Kit up. Anything you equip leaves your stash and rides into the raid — lose the raid, lose the kit.
- Insure (optional). Pay a premium; insured kit may return after a death. Uninsured kit is gone for good.
- Deploy. Pick map, time of day, doctrine, extract discipline, and a key if you have one. Confirm and insert.
- The raid. Movement, contacts and salvage play out on a live readout. You set stance and can call extract at any time.
- Extract or fall. Reach an exfil to keep your haul; fall, time out, or get camped at the door and you lose what isn't insured or secured.
- Debrief & resupply. Bank the run, trade, run contracts, train perks, upgrade the hideout.
On a clean extract your haul comes home loaded in your rig and backpack, not dumped in your stash — so carry space is the real loot cap (see §10). Back at base, drag or CTRL-click loot from your bags into the stash.
04 · Doctrine & Stance
Doctrine is the plan you set before the raid — it's the single biggest lever on your outcome. It tells your operator how hard to push, whether to seek or avoid fights, and when to bug out on its own. Pick it to match your gear and your nerve:
- RAT — hug the shadows, avoid every contact, grab what's safe and leave at the first heat. Lowest kills and haul, highest survival. Run it on a budget kit, on a hard map, or to learn the ground.
- Smash & Grab — hit the nearest caches and bug out fast. Quick value, moderate exposure. A solid everyday earner.
- Balanced — a measured sweep that fights when it must. The all-rounder when you're not sure.
- Thorough — work the map hard for a big haul; cautious but stays late. High risk, high reward — bring meds.
- Hunter — seek contact and fight for kills and their gear. A geared operator can rack a real body count, but you'll often die doing it. Top gear only.
How to choose: match aggression to gear. Scav/budget kit → RAT or Smash & Grab. Mid kit → Balanced. Top-tier (class-5 plates, AP ammo, a class-5 helmet) → Thorough for loot or Hunter for kills. You can save custom doctrines too.
Mid-raid the lever in your hand is stance (Passive / Balanced / Aggressive) — drop to Passive when the heat spikes. Your doctrine decides when the operator bugs out on its own: a wound past your threshold, a secured haul, too much heat, or the closing clock. You can always override and call extract yourself.
05 · Extract Discipline
Separate from your combat doctrine, extract discipline decides when the loot is "enough" and you head for the door. It's the difference between banking a steady profit and bleeding out chasing one more crate.
- Early — out on a modest score, bail at the first heat. The safe earner. Use it while you're learning or running gear you can't replace.
- Planned — out on a solid haul, balanced risk. The default for a confident mid run.
- Greedy — hold for a big score and ride the heat. For a strong kit on a rich map when you can fight your way out.
- Apex Hunt — ignore the loot quota entirely and work the whole raid, pulling out only on a near-mortal wound or the closing clock. This is how you actually hunt a map's rare APEX trophy (the quota-based disciplines bug you out before the rare roll has time to land). Highest risk, longest exposure — pair it with a key (§14).
Golden rule: a raid you've already won is worth more than a raid you might win bigger. When in doubt, leave.
06 · Signature, Contact & Exfil
Your signature is how much attention you're drawing — Quiet, Noticed, or Hunted. Moving aggressively, firing unsuppressed, and lingering all raise it; the louder you are, the heavier the patrols that come looking. Keep it down: suppress your weapon, run Passive when you can, and don't overstay.
A contact is a live firefight resolved shot by shot. Win and you strip the dead for their actual kit (some gear is wrecked in the fight). The louder you get, the worse the answer — ragged scavs give way to plated fireteams, and deep into a hot run a named elite can anchor a squad: brutal to kill, but a fortune to loot.
Momentum (extreme maps): on the deadliest ground, every kill this raid hardens your operator — the more you put down, the tougher you get. It's what lets an all-out Hunter snowball a slaughter on Ashglass. It only kicks in on extreme maps, so it never trivialises the easier ones.
When you leave, extraction isn't instant — your operator makes an exfil run, still exposed, and the map's clock is a hard deadline. There's also a slim chance a rat camps your exfil and drops you at the door — a rare, infuriating bad beat. Night raids cut visibility unless you bring night vision (which also restores your loot-finding in the dark).
07 · Weapons, Ammo & the Gunsmith
Weapons span pistols, PDWs, carbines, rifles, shotguns and DMRs, from 9mm up through 5.45, 7.62, 5.56, .308 and 12-gauge, plus the subsonic 9×39. A weapon only chambers its own caliber — match your ammo to the gun.
In the gunsmith you build across functional slots (muzzle, barrel, optic, stock, magazine, grip). Each part shifts recoil, ergonomics and noise — no free upgrades, only tradeoffs. A suppressor keeps you quiet (and an AS Val / VSS is quiet with no muzzle device at all); brakes and comps tame recoil but stay loud.
Ammunition — the most important choice you make
The core trade is penetration vs damage. Read the threat and bring the right round: a high-damage round that can't pierce a class-5 plate gets you killed against a kitted patrol, while AP ammo "wastes" its pen on unarmored scavs. Carry pen for hard targets, damage for soft ones — and remember a 9mm will not punch through a fully-plated operator (you'll need a head/limb hit, which is the underdog's only real shot).
| Round | Caliber | Penetration | Damage | Bleed | Frag |
|---|---|---|---|---|---|
| 12/70 Slug | 12/70 | 18 | 150 | 25% | 0% |
| 12/70 Buckshot | 12/70 | 2 | 50 | 20% | 0% |
| 5.45x39 BP | 5.45x39 | 37 | 45 | 10% | 5% |
| 5.45x39 PS | 5.45x39 | 20 | 50 | 10% | 10% |
| 5.56x45 M995 | 5.56x45 | 53 | 40 | 8% | 5% |
| 5.56x45 M855 | 5.56x45 | 31 | 50 | 10% | 15% |
| 7.62x39 BP | 7.62x39 | 47 | 53 | 12% | 6% |
| 7.62x39 PS | 7.62x39 | 26 | 57 | 12% | 12% |
| 7.62x51 M61 | 7.62x51 | 64 | 70 | 13% | 5% |
| 7.62x51 M80 | 7.62x51 | 41 | 80 | 15% | 10% |
| 7.62x54R SNB | 7.62x54R | 62 | 70 | 12% | 5% |
| 7.62x54R LPS | 7.62x54R | 42 | 78 | 15% | 10% |
| 9x19 AP 6.3 | 9x19 | 28 | 38 | 8% | 4% |
| 9x19 PST | 9x19 | 12 | 50 | 10% | 8% |
| 9x39 SP-6 | 9x39 | 46 | 53 | 12% | 8% |
| 9x39 SP-5 | 9x39 | 30 | 58 | 18% | 18% |
Weapons
| Weapon | Caliber | Fire modes | Ergonomics | Recoil |
|---|---|---|---|---|
| Remington 870 | 12/70 | single | 40 | 250 |
| Saiga-12 | 12/70 | single, auto | 44 | 230 |
| AK-74N | 5.45x39 | single, auto | 44 | 140 |
| AKS-74U | 5.45x39 | single, auto | 56 | 160 |
| AK-105 | 5.45x39 | single, auto | 52 | 128 |
| RPK-16 | 5.45x39 | single, auto | 36 | 108 |
| M4A1 Carbine | 5.56x45 | single, auto | 58 | 110 |
| AKM | 7.62x39 | single, auto | 48 | 200 |
| SKS Carbine | 7.62x39 | single | 46 | 150 |
| Galil ACE | 7.62x39 | single, auto | 50 | 160 |
| KAC SR-25 | 7.62x51 | single | 38 | 180 |
| FN SCAR-H | 7.62x51 | single, auto | 50 | 172 |
| Mosin Rifle | 7.62x54R | single | 30 | 210 |
| SVD Marksman Rifle | 7.62x54R | single | 40 | 190 |
| HK MP5 | 9x19 | single, burst, auto | 60 | 90 |
| PM Sidearm | 9x19 | single | 72 | 70 |
| KRISS Vector | 9x19 | single, burst, auto | 62 | 58 |
| VSS Vintorez SUPPRESSED | 9x39 | single, auto | 48 | 92 |
| AS Val SUPPRESSED | 9x39 | single, auto | 56 | 100 |
08 · Armor & Hit Zones
Hits land on five zones: head, thorax, stomach, arms and legs. Only head and thorax are lethal — and the head has just 35 HP, so a good helmet is one of the biggest survival levers in the game. Armor only protects the zones a piece covers; most vests guard the torso and leave the limbs bare. A higher armor class resists stronger rounds, but every hit wears the plate down, and a worn plate stops less. Repair at the Armorer.
| Armor | Class | Covers | Durability | Weight | Value |
|---|---|---|---|---|---|
| UNTAR Helmet | Class 2 | head | 25 | 1.2 kg | ₽9,000 |
| PACA Soft Armor | Class 2 | thorax, stomach | 40 | 4 kg | ₽12,000 |
| 6B23 Armor | Class 2 | thorax, stomach | 50 | 8 kg | ₽35,000 |
| 6B13 Assault Armor | Class 2 | thorax, stomach | 62 | 9 kg | ₽48,000 |
| Slick Plate Carrier | Class 2 | thorax, stomach | 80 | 10 kg | ₽90,000 |
| Steel Back Plate (III) | Class 3 | stomach | 55 | 4 kg | ₽9,000 |
| Steel Front Plate (III) | Class 3 | thorax | 55 | 4 kg | ₽12,000 |
| Kirasa Vest | Class 3 | thorax, stomach | 45 | 5.5 kg | ₽18,000 |
| Ballistic Visor | Class 3 | head | 20 | 0.8 kg | ₽18,000 |
| Korund Plate Carrier | Class 3 | thorax, stomach | 70 | 11 kg | ₽105,000 |
| 6B43 Zabralo-Sh | Class 3 | thorax, stomach, arms, legs | 95 | 16 kg | ₽165,000 |
| Ceramic Back Plate (IV) | Class 4 | stomach | 48 | 3.2 kg | ₽20,000 |
| 6B47 Helmet | Class 4 | head | 30 | 1.5 kg | ₽25,000 |
| Ceramic Front Plate (IV) | Class 4 | thorax | 48 | 3.2 kg | ₽26,000 |
| Composite Back Plate (V) | Class 5 | stomach | 60 | 3.4 kg | ₽36,000 |
| Composite Front Plate (V) | Class 5 | thorax | 60 | 3.4 kg | ₽46,000 |
| Altyn Heavy Helmet | Class 5 | head | 45 | 4 kg | ₽110,000 |
A penetrating hit does full harm; a stopped hit still delivers blunt trauma and degrades the armor. Buy the best helmet you can afford before you splurge elsewhere — a class-5 lid is worth more survival than almost any other single upgrade. Armor buys you odds, not immunity.
09 · Medical
Damage is tracked per body part, and some wounds keep hurting: bleeds drain health over time, fractures hobble a limb. Each med does one job and carries a number of charges — pack a mix, and never deploy without something that stops a bleed.
| Med | Primary effect | Charges | Also stops bleed |
|---|---|---|---|
| Bandage | Stops bleeding | 1 | — |
| Splint | Mends fractures | 1 | — |
| IFAK Medkit | Restores health | 5 | — |
| Painkillers | Masks pain (temporary) | 4 | — |
| Tourniquet | Stops bleeding | 3 | — |
| CMS Surgical Kit | Mends fractures | 3 | — |
| Combat Stimulant | Masks pain (temporary) | 1 | — |
| Field Trauma Kit | Restores health | 6 | ✓ |
| IV Saline Bag | Restores health | 1 | — |
| Hemostatic Injector | Stops bleeding | 1 | — |
Only bleed-stoppers stop a bleed — a plain medkit won't. The trauma kit is the do-it-all (heals and stops bleeding). Your operator spends meds on its own, always reaching for the cheapest one that treats the worst wound, so more meds = more survival (this is why a veteran with a maxed Med Bay outlasts a fresh one). The Med Bay module and the Recovery training room top up free charges between raids.
10 · Carry & Storage
What you can haul out is capped by your rig and backpack — not your stash. On a clean extract the haul comes home loaded in your bags (best value first); over-loot past your space and the rest is left in the field. So carry space is a real decision: to bring out a super-rare you may have to drop a weapon to free a slot.
| Container | Type | Capacity | Weight | Value |
|---|---|---|---|---|
| Secure Container | Secure container | 2×2 (4 cells) | 0.2 kg | ₽0 |
| Scav Rig | Chest rig | 3×2 (6 cells) · 3 pouches | 0.5 kg | ₽3,000 |
| Belt Rig | Chest rig | 4×2 (8 cells) · 3 pouches | 0.7 kg | ₽5,500 |
| Chest Rig | Chest rig | 5×2 (10 cells) · 5 pouches | 0.8 kg | ₽12,000 |
| Sling Bag | Backpack | 4×3 (12 cells) | 0.7 kg | ₽4,500 |
| Assault Rig | Chest rig | 5×3 (15 cells) · 6 pouches | 1.4 kg | ₽35,000 |
| Day Pack | Backpack | 4×4 (16 cells) | 1 kg | ₽7,000 |
| Backpack | Backpack | 5×5 (25 cells) | 1.2 kg | ₽20,000 |
| Magazine Case | Storage case | 7×4 (28 cells) | 2.2 kg | ₽80,000 |
| Freighter Carryall | Backpack | 8×4 (32 cells) | 2.3 kg | ₽94,000 |
| Column Ruck | Backpack | 4×8 (32 cells) | 2.2 kg | ₽90,000 |
| Raid Pack | Backpack | 6×6 (36 cells) | 1.9 kg | ₽52,000 |
| Valuables Case | Storage case | 6×6 (36 cells) | 1.5 kg | ₽180,000 |
| Docs Case | Storage case | 6×6 (36 cells) | 0.6 kg | ₽70,000 |
| Weapon Case | Storage case | 10×4 (40 cells) | 4 kg | ₽220,000 |
| APEX Field Pack | Backpack | 7×6 (42 cells) | 2.8 kg | ₽165,000 |
| Ammo Case | Storage case | 7×7 (49 cells) | 2.5 kg | ₽120,000 |
| Medical Case | Storage case | 7×7 (49 cells) | 2 kg | ₽110,000 |
| Mods Case | Storage case | 8×8 (64 cells) | 2 kg | ₽150,000 |
| Item Case | Storage case | 8×8 (64 cells) | 5 kg | ₽320,000 |
| Stash | Stash | 10×30 (300 cells) | 0 kg | ₽0 |
Bigger packs come in shapes — a wide grid lays long gear flat, a tall grid stacks deep — so pick the one that fits your haul. The secure container keeps a few finds even when you die (upgrade it in the hideout). Storage cases are stash-only organizers with their own grids and category filters; their contents never leave the stash, so they survive a death.
11 · Traders & Economy
Gear moves through dealers. Build loyalty by trading with them; higher tiers unlock rarer stock and better sell rates. Keys come from the Keeper; plates and repairs from the Armorer.
| Trader | Role |
|---|---|
| Quartermaster | General Issue |
| Mechanic | Guns & Modifications |
| Fence | Black Market |
| Keeper | Storage & Containers |
| Armorer | Plates & Repairs |
At operator level 10 the flea market opens — a deep, multi-page board of player listings and bot offers. Filter and sort it (by category, search, best-deal / price / value) and page through to find what you need. To sell, post from the flea's LIST panel or right-click any stash item → SELL ON FLEA to list it on the spot. Listings pay out (minus the market fee) when a buyer takes them.
Watch market saturation: dumping a whole stack on one trader pays less with each sale and recovers only over later raids — spread big sales out (or use BULK SALE in the stash to clear junk efficiently). Insurance is your hedge against losing a built rig; prestige (§16) adds a permanent +5% sell bonus per rank.
12 · Contracts (Quests)
Contracts are trader tasks that read off your career — they complete the moment their condition is met and pay rep to the giver. They unlock through prerequisites and loyalty tier, forming your progression spine. Every trader always offers at least one contract you can start — loyalty just unlocks more at once; you'll never be fully walled behind buying. A few story chains unlock the hideout's training rooms.
| Contract | Giver | Objective | Reward |
|---|---|---|---|
| First Blood | Quartermaster | Extract from 1 raids | ₽12,000 · +20 rep |
| Blooded | Mechanic | Eliminate 3 hostiles | ₽8,000 · +30 rep |
| Tech Salvage | Fence | Hand in 1× Graphics Card | ₽25,000 · +30 rep |
| Field Medic | Quartermaster | Hand in 2× IFAK Medkit | +25 rep |
| Scav Hunt | Mechanic | Eliminate 5 Scavs | +30 rep |
| Seasoned | Quartermaster | Extract from 5 raids | +40 rep |
| Trusted | Quartermaster | Reach 100 total reputation | ₽10,000 · IFAK Medkit |
| Drybridge Run | Quartermaster | Extract from Drybridge Yards 2× TIER 1 | ₽20,000 · +20 rep |
| Raider Cull | Mechanic | Eliminate 8 Raiders TIER 1 | +40 rep |
| Gunsmith | Mechanic | Hand in 1× Suppressor TIER 1 | ₽30,000 · +30 rep |
| Armorer | Quartermaster | Hand in 1× 6B23 Armor TIER 1 | +30 rep |
| Fence's Cut | Fence | Hold ₽150,000 at once TIER 1 | +50 rep · Slick Plate Carrier |
| Operator | Mechanic | Reach operator level 8 TIER 2 | ₽40,000 · +30 rep |
| Coldwater Op | Quartermaster | Extract from Coldwater Docks 3× TIER 2 | +40 rep · Korund Plate Carrier |
| Guard Breaker | Mechanic | Eliminate 6 Guards TIER 2 | ₽50,000 · +30 rep |
| War Chest | Fence | Hold ₽500,000 at once TIER 2 | +60 rep |
| Counter-Sniper | Fence | Eliminate 3 Marksmen TIER 2 | ₽80,000 · SVD Marksman Rifle |
| Spire Assault | Fence | Extract from Ashglass Spire 2× TIER 3 | +100 rep · Altyn Heavy Helmet |
| Triage | Quartermaster | Hand in 4× Bandage | ₽6,000 · +20 rep |
| Body Count | Mechanic | Eliminate 10 hostiles | ₽14,000 · +30 rep |
| Scrap Run | Fence | Hand in 2× Machinist Toolset | ₽18,000 · +25 rep |
| Pack Rat | Keeper | Hold ₽250,000 at once | +30 rep |
| Treeline Sweep | Quartermaster | Extract from Hollowpine Reach 3× TIER 1 | ₽18,000 · +30 rep |
| Glass | Mechanic | Hand in 2× Red Dot Sight TIER 1 | ₽16,000 · +25 rep |
| Jeweler | Fence | Hand in 2× Gold Chain TIER 1 | ₽30,000 · +30 rep |
| Safe Keeping | Keeper | Hold ₽300,000 at once TIER 1 | +40 rep |
| Mall Crawl | Quartermaster | Extract from Tarn Mall 2× TIER 2 | ₽45,000 · +35 rep |
| Big Game | Mechanic | Eliminate 30 hostiles TIER 2 | ₽50,000 · +40 rep |
| Ammo Dump | Mechanic | Hand in 20× 9x19 AP 6.3 TIER 2 | +35 rep |
| Collector | Keeper | Hand in 1× Encrypted Drive TIER 2 | ₽60,000 · +40 rep |
| Veteran | Quartermaster | Extract from 15 raids TIER 2 | ₽30,000 · +50 rep |
| Master at Arms | Mechanic | Reach operator level 15 TIER 3 | ₽100,000 · +50 rep |
| Kingpin | Fence | Hold ₽1,000,000 at once TIER 3 | +100 rep · Altyn Heavy Helmet |
| Apex Predator | Fence | Eliminate 75 hostiles TIER 3 | ₽150,000 · +80 rep |
| Grunt Work | Quartermaster | Hand in 2× Machinist Toolset | ₽15,000 · +20 rep |
| Heavy Hauler | Quartermaster | Extract from Drybridge Yards 3× | ₽18,000 · +25 rep |
| Built to Carry | Quartermaster | Eliminate 25 hostiles | ₽25,000 · +30 rep |
| Second Wind | Quartermaster | Extract from 10 raids | ₽15,000 · +20 rep |
| Long Legs | Quartermaster | Extract from Hollowpine Reach 3× | ₽18,000 · +25 rep |
| Marathon | Quartermaster | Extract from Coldwater Docks 3× | ₽25,000 · +30 rep |
| Field Dressing | Quartermaster | Hand in 4× Bandage | ₽12,000 · +20 rep |
| Triage Line | Quartermaster | Hand in 3× IFAK Medkit | ₽16,000 · +25 rep |
| Combat Medic | Quartermaster | Reach operator level 10 | ₽25,000 · +30 rep |
| Zero In | Mechanic | Hand in 2× Red Dot Sight | ₽15,000 · +20 rep |
| Counter-Sniper | Mechanic | Eliminate 8 Marksmen | ₽20,000 · +25 rep |
| Cold Bore | Mechanic | Extract from Ashglass Spire 2× | ₽28,000 · +30 rep |
| Proving Ground | Quartermaster | Extract from 20 raids | ₽40,000 · +40 rep |
| Reaper | Mechanic | Eliminate 100 hostiles | ₽60,000 · +50 rep |
| Operator Legend | Quartermaster | Reach operator level 20 | ₽80,000 · +60 rep |
13 · The Hideout
Your between-raids base, and where long-term power compounds. Build and upgrade modules; prioritise the Med Bay (free meds = survival) and Stash (room to operate) early. The Collection room is a trophy vault — put your rarest APEX finds on display.
| Module | Max level | What it does |
|---|---|---|
| Med Bay | LV 5 | Each deployment your kit is topped up with free meds — one extra charge per level. |
| Workbench | LV 3 | Craft ammo and gear between raids. Higher levels unlock better recipes. |
| Secure Container | LV 4 | Keep your first finds even if you die in the field — one secured slot per level. |
| Stash Expansion | LV 5 | More storage — adds rows to your stash each level. The grid scrolls; the panel stays put. |
| Intel Center | LV 4 | Sells field intel between raids — a passive ₽ payout banked every raid you run, more each level. |
| Ammo Bench | LV 3 | Press your own ammunition in batches — far cheaper than the traders. Higher levels press heavier rounds. |
| Repair Bay | LV 3 | Patches your worn armour + plates a little every raid, for free. Faster at higher levels. |
| Scav Case | LV 3 | Pay scavs to run for you — deposit ₽, and a few raids later it pays out a haul worth more than you put in. |
Training rooms
Unlock each room by clearing its story questline, then train the perk with roubles (rising cost per level, capped). Effects apply on deploy and stack with your gear — this is how a high-level operator gets measurably tougher than a fresh one.
| Training room | Perk | Per level | Max | Unlocked by |
|---|---|---|---|---|
| Weight Room | STRENGTH | +2 haul cells | LV 5 | Grunt Work → Heavy Hauler → Built to Carry |
| Treadmill | ENDURANCE | +45s raid time | LV 5 | Second Wind → Long Legs → Marathon |
| Med Station | RECOVERY | +1 free med charge | LV 3 | Field Dressing → Triage Line → Combat Medic |
| Shooting Range | MARKSMANSHIP | −7% recoil | LV 5 | Zero In → Counter-Sniper → Cold Bore |
14 · Keys & Rare Loot
Every map hides an APEX trophy — its rarest, most valuable find. Searching alone, the odds of turning one up are slim. Keys tilt those odds hard in your favor.
- Each map has keys in tiers — cheap → master. A cheap key nudges the rare odds; a master key (e.g. Ashglass's Apex Key) sends them soaring. They are expensive — a master key is a serious investment, so save them for a committed run.
- Only the cheap keys are sold by the Keeper. Standard and master keys are flea-market only (other players' listings + bot offers) — or you find them as loot in raids. Finding a key is easier than finding the trophy itself, but a master key is genuinely rare.
- Pick a key for your map in the deploy brief; it's consumed on deploy, so spend the good ones when it counts.
- A key boosts the chance — it never guarantees the drop. Even an Apex Key run can come home empty, so weigh the price against the odds.
To actually hunt a trophy: bring the map's best key you can spare, set extract discipline to Apex Hunt (§05) so you work the whole map, and accept the extra exposure. Hover any key in your stash to see exactly what it unlocks.
15 · Ghosts & Other Players
You'll cross other operators as ghosts — snapshots of other players' (and your own) past runs, seeded into your raid as a single enemy operator. A ghost fight is a 1-v-1 resolved by the same combat sim: gear decides it, with a real underdog tail (a top kit dominates an MP5, but the MP5 has a puncher's chance on a lucky head shot).
- Win and you loot the ghost's kit plus their dogtag as a trophy. Lose and your raid ends like any death.
- It's one-directional — a ghost is a past run, so the outcome only affects your raid.
- How often you cross ghosts scales with how you play. Aggressive, greedy, contact-seeking runs meet far more operators; a cautious RAT slips past most. Quiet maps can be genuinely empty.
- Hotzones: a map crawling with high-value (Apex Hunt / greedy) runs is busy for everyone there — even a careful player gets pulled into more fights. Chasing trophies means accepting company.
So the loud, rich playstyles are also the most contested — exactly the trade you'd expect. Want a quiet earn? Play passive on a low-traffic map. Want the action (and the kit + dogtags that come with it)? Go loud where the value is.
16 · Prestige & Dogtags
Your operator wears a dogtag that ranks up with your level — silver → cobalt (10) → crimson (30) → black (60) → gold (100). It's your rank at a glance, on the header and your dossier.
Prestige is New Game+: once you hit the level gate and finish the prestige questline, you can wipe your career back to a fresh start in exchange for a permanent rank — a badge, a stacking +5% sell bonus per rank, and a star added to your dogtag for each prestige (so a freshly-prestiged operator wears their stars while climbing the colours again). It's the long-game flex for players who've mastered the loop.
17 · Theaters (Maps)
Maps are graded by risk — richer ground is deadlier ground, and the deadliest (Ashglass) holds the best trophies and the most ghosts. Pick your exposure to match your kit, your doctrine, and your nerve. Learn each one on scav runs first.
| Theater | Risk | Raid time | Briefing |
|---|---|---|---|
| Hollowpine Reach | LOW | ~6 min | Overgrown logging country at the treeline. Thin pickings, but the patrols are thin too — a forgiving place to field a kit. |
| Drybridge Yards | MODERATE | ~5 min | A sprawling freight depot of dead rail and cargo. Honest loot, contested crossings. |
| Coldwater Docks | HIGH | ~8 min | Container stacks and flooded piers under the cranes. The good hauls sit where the shooting starts. |
| Tarn Mall | HIGH | ~8 min | A gutted shopping arcade. Some of the best spawns in the region — and the hottest fights over them. |
| Ashglass Spire | EXTREME | ~10 min | A half-collapsed tower nobody fully clears. Everything of value is up there — and so is everything hunting it, glassing the approaches. Come kitted or do not come at all. |
18 · Operator Notes (Strategy)
- Insure anything you'd hate to lose — the difference between a bad raid and a wiped stash.
- Leave on a good day. A won raid beats a maybe-bigger one. Most stashes are wiped by greed, not by bad luck.
- Match ammo to the threat. A high-damage round that can't pierce armor gets you killed against a kitted patrol.
- Buy the helmet. The head is lethal at 35 HP — a class-5 lid is the best survival-per-rouble you can spend.
- Never deploy without a bleed-stopper, and bring spare meds — more meds is more survival.
- Carry only what you can haul. Loot beyond your rig + pack stays on the ground; bring the right-shaped pack for your target.
- Aggression has a cost. Loud, greedy runs draw more ghosts and heavier patrols. Trade contact for value deliberately.
- Keys + Apex Hunt are how you actually farm trophies — but they're never a guarantee and they expose you longer.
- Running nights? Bring night vision or accept you'll see, find and spot less.
- Don't flood one dealer with a stack — spread sales so saturation doesn't eat your profit.
- Use scav runs to learn a map without risking your own gear.