Squad support
Authorised operators dispatch a faction-matched QRF from the command wheel — Instant, Foot, Drive, or Air. Extract uses the same method.
Instant, Foot, Drive, or Air insert of a faction-matched QRF. Requires Uplink.
Authorised operators dispatch a faction-matched QRF from the command wheel — Instant, Foot, Drive, or Air. Extract uses the same method.
Foot, Drive, and Air stage from the closest friendly base with online living quarters. Drive parks in front of the vehicle workshop. Air sits on the helipad. The fireteam steps off living quarters and boards before movement.
Squad radio carries departure, sitrep, LZ mark, and denial. Chatter is top-left radio protocol only.
Spawn in a ring on the requester. Extract dismisses in place.
Spawn at living quarters and insert on foot. Extract returns on foot to the stored base.
Vehicle stages in front of the workshop. The fireteam walks from living quarters, boards, then drives. Extract returns by the same vehicle.
Bird sits on the helipad. The fireteam walks from living quarters, boards, holds three seconds, then dusts off. Orbit and demand red smoke, red flare, or Mark LZ. Missed mark RTBs; nearby recall has no cooldown.
Load QRF alongside Uplink on the station. Do not load a third-party fireteam spawner. Issue the orders below from the Configuration desk.
Requires Uplink for station identity and the authenticated BCN connection.
Who may request QRF, fireteam size, Instant versus physical doctrine, and whether unused hulls may be claimed.
When false, Instant / Foot / Drive / Air / Evac / Medical are hidden and rejected.
Station doctrine: Instant or physical (Foot / Drive / Air). Never both.
Who may dispatch a fireteam: squad leader, squad members, or both.
Minimum character rank required to request a fireteam. Use 0 to allow any rank.
Requested AI operators per dispatch. Drive and Air clamp to available cargo seats.
Squad radio-protocol text and gain beep on insert and extract beats.
When on, QRF may take unused empty vehicles at a base. When off, every Drive, Air, Evac, and Medical request spawns its own hull. This is one switch for all QRF methods.
When on, insert draws catalog supply cost from the dispatch base and only uses a base that can pay. Instant bills the closest friendly base that can pay. Off by default.
Duration, cooldowns, inbound abort, and concurrent fireteam caps.
Minimum seconds after a successful request before the same squad may request again. Use 0 for no cooldown.
On-station time before auto-extract. Clock starts on arrival. Use 0 to disable.
Squad cooldown if Drive or Air transport is destroyed after commit. Use 0 to disable.
Squad cooldown when insert is turned back before on station (taking fire). Crash uses crash cooldown instead. Use 0 to disable.
Squad cooldown after an evac ENDEX. Separate from fireteam cooldown. Use 0 to disable.
Remaining scaled health (0-1) that aborts an inbound drop-off or extract pickup. Use 0 to disable.
Concurrent fireteams allowed per squad at once.
Concurrent fireteams allowed per faction at once.
Authorize Instant insert when station doctrine is Instant.
When false, Instant is hidden on the command wheel and rejected.
Authorize Foot insert from living quarters.
When false, Foot is hidden on the command wheel and rejected.
Authorize Drive insert and stuck-hull replacement.
When false, Drive is hidden on the command wheel and rejected.
Drive: motionless seconds before the vehicle is replaced on the nearest road. Use 0 to disable.
Authorize Air insert from a helipad.
When false, Air is hidden on the command wheel and rejected.
Authorize Evac Land and Evac Air player pickup.
When false, Evac Land is hidden on the QRF wheel and rejected.
When false, Evac Air is hidden on the QRF wheel and rejected.
Authorize the ambulance team from a field hospital.
When false, Medical is hidden. Ambulance team requires an ONLINE field hospital and vehicle workshop.