Player's Guide

Clans

Joining or founding a clan, what each role can do, and how the Clan Doctrine makes every member stronger.

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What a clan is

A clan is a group of players with its own name, tag, banner and chat. Together its members fund the Clan Doctrine, a skill tree that makes every member stronger, and march on Clan Bosses, the only source of the Workshop's blueprints and parts. A clan is not the same as your Allies: joining one adds nobody to your squad.

Open it from the CLAN tile on the Home screen. A member's clan screen has three tabs: CLAN, DOCTRINE and CLAN BOSS.

Who can join

Finding and joining a clan

With no clan, the CLAN screen lists every clan. Search by name or tag, or open Advanced search to filter by location, how players join, member count, and only clans you can join now. Each row shows the clan's members against its cap and its minimum level. Tap a clan to see its page: banner, description, location, roster and the donations made this week.

A clan decides how players get in:

Joining a clan clears every other request and invite you had. If a clan turns down your request, you cannot ask that clan again for 7 days, though it can still invite you. If you decline an invite, that clan cannot invite you again for 7 days, though you can still ask to join.

Creating a clan

To found your own clan you need to be at least level 20, and it costs 50 GB. Tap Lead your own clan on the CLAN screen and fill in, all in one form:

You become the clan's Commander. Later, an Officer or the Commander can change everything except the name and tag. Only the Commander can change the tag, which costs 10 GB. The old tag is then held for 30 days: no other clan can take it, but your clan can switch back.

Clan roles

Each member holds a clan role: Commander, Officer, Sergeant or Recruit. Everyone joins as a Recruit. There is one Commander, and up to 2 Officers until a Command skill adds a third. The roster only offers the actions your role allows.

Every action works only on members below you: an Officer can kick a Sergeant or a Recruit, but not another Officer.

Clan chat

Every clan has its own chat channel, which only its current members can read. Open it from the message button on the CLAN tab, or from the chat screen. A member who leaves or is kicked loses it at once.

The Clan Doctrine

The Doctrine is your clan's skill tree, on the DOCTRINE tab. It has three branches, which you swipe or tap between:

Each skill is Locked, Open or Active. Every branch starts with one or two Open skills, and a skill opens once any skill leading to it is Active. Tap an Open skill to see what it gives every member and how many donations it still needs.

Donating

The Focus Skill is the skill an Officer or the Commander marks with a star as the clan's donation priority. It has to be an Open skill, and it clears itself when the skill activates. A member who changes it has to wait an hour before changing it again.

The CLAN tab's ACTIVE BONUSES panel adds up what your clan's Active skills give you. The trophy button on the DOCTRINE tab opens the DONATIONS boards: today, this week (from Monday 12:00 UTC) and overall, for every current member. Only donations made since a member last joined count.

Every Doctrine skill

The tables list each branch in the order the tree draws it. "Gives every member" is the line the skill's sheet shows; "Opens from" names the skills that open it, any one of which is enough. Effects from several skills add together.

Warfare

Doctrine skills in tree order: what each gives, what it costs and what opens it.
SkillGives every memberDonationsOpens from
Assault School I+1% Attack from attribute points500Start
Entrenchment I+1% Defense from attribute points500Start
Combat Medicine I+1% Max HP750Assault School I or Entrenchment I
After Action Review I+1% XP750Combat Medicine I
Body Armor I+1% weapon Defense1,000After Action Review I
Composite Armor I+1% vehicle Defense1,250Body Armor I
Tank Gunnery I+1% vehicle Attack1,000After Action Review I
Marksmanship I+1% weapon Attack1,250Tank Gunnery I
Ammunition Supply+1% Max Ammo2,000Marksmanship I
Combat Medicine II+1% Max HP1,250Composite Armor I or Marksmanship I
After Action Review II+2% XP1,250Combat Medicine II
Combat Medicine III+1% Max HP1,250After Action Review II
Maneuver Warfare+1% attack loadout tactics1,250After Action Review II
Combat Medicine IV+1% Max HP1,250Combat Medicine III
Defense in Depth+1% defense loadout tactics1,250Maneuver Warfare
Forced March+5% Max Energy2,000Combat Medicine IV or Defense in Depth
After Action Review III+2% XP1,500Forced March
Marksmanship II+2% weapon Attack1,750After Action Review III
Composite Armor II+2% vehicle Defense1,750After Action Review III
Tank Gunnery II+2% vehicle Attack1,750Marksmanship II
Body Armor II+2% weapon Defense1,750Composite Armor II
Combat Medicine V+2% Max HP2,000Tank Gunnery II or Body Armor II
Combined Arms+2% weapon Attack and +2% weapon Defense2,250Combat Medicine V
Assault School II+4% Attack from attribute points2,500Combined Arms
Entrenchment II+5% Defense from attribute points2,500Combined Arms
Total War+5% Max Energy and +5% Max Ammo3,000Assault School II or Entrenchment II

Prosperity

Doctrine skills in tree order: what each gives, what it costs and what opens it.
SkillGives every memberDonationsOpens from
War Economy I+1% building income1,000Start
Spoils of War I+1% mission and PvP Cash1,000Start
War Economy II+1% building income1,000War Economy I
Spoils of War II+1% mission and PvP Cash1,000Spoils of War I
Bounty Contracts I-3% minimum bounty1,250War Economy II or Spoils of War II
War Economy III+2% building income1,500Bounty Contracts I
Spoils of War III+2% mission and PvP Cash1,500Bounty Contracts I
Officer Academy I-3% lieutenant upgrade cost2,000War Economy III or Spoils of War III
Maintenance Depot I-5% Armory upkeep2,000Officer Academy I
Maintenance Depot II-5% Armory upkeep2,000Officer Academy I
Officer Academy II-7% lieutenant upgrade cost3,000Maintenance Depot I or Maintenance Depot II
Bounty Contracts II-7% minimum bounty2,500War Economy III

Command

Doctrine skills in tree order: what each gives, what it costs and what opens it.
SkillGives every memberDonationsOpens from
Recruitment I+1 member place2,500Start
War Bonds I+1 Cash donation a day and +1 Gold donation a day2,500Recruitment I
Chain of Command+1 Officer place2,500War Bonds I
Recruitment II+1 member place2,500Recruitment I
Recruitment III+1 member place2,500Recruitment II
War Bonds II+1 Cash donation a day and +1 Gold donation a day2,500Chain of Command
War Bonds III+1 Cash donation a day and +1 Gold donation a day2,500War Bonds II
Recruitment IV+2 member places4,000War Bonds III

Leaving, kicks and ending a clan