A Cartel offers several advantages for its members. Perks are the main one: they speed up growth and unlock Cartel systems.
Perks are bought with available Cartel Reputation on the Cartel Perks page. Any member whose role has the Upgrade Perks permission can purchase or downgrade them (Capo has this by default; it can also be granted to other roles).
Perks apply to all current members (subject to membership rules). They are grouped into six tabs: Fight Stats, Medical, Headquarters, Gym Training, Job Training, and War Doctrine.
This upgrade increases the passive Strength of all members.
| Passive Strength | Effect | Rep |
|---|---|---|
| Current (Level 0) | No passive Strength increase | — |
| Level 1 | Increase Strength passively by 1% | 2,100 |
| Level 2 | Increase Strength passively by 2% | 5,040 |
| Level 3 | Increase Strength passively by 3% | 9,072 |
| Level 4 | Increase Strength passively by 4% | 14,515 |
| Level 5 | Increase Strength passively by 5% | 21,773 |
| Level 6 | Increase Strength passively by 6% | 31,353 |
| Level 7 | Increase Strength passively by 7% | 43,894 |
| Level 8 | Increase Strength passively by 8% | 60,197 |
| Level 9 | Increase Strength passively by 9% | 81,267 |
| Level 10 | Increase Strength passively by 10% | 108,355 |
This upgrade increases the passive Agility of all members.
| Passive Agility | Effect | Rep |
|---|---|---|
| Current (Level 0) | No passive Agility increase | — |
| Level 1 | Increase Agility passively by 1% | 2,100 |
| Level 2 | Increase Agility passively by 2% | 5,040 |
| Level 3 | Increase Agility passively by 3% | 9,072 |
| Level 4 | Increase Agility passively by 4% | 14,515 |
| Level 5 | Increase Agility passively by 5% | 21,773 |
| Level 6 | Increase Agility passively by 6% | 31,353 |
| Level 7 | Increase Agility passively by 7% | 43,894 |
| Level 8 | Increase Agility passively by 8% | 60,197 |
| Level 9 | Increase Agility passively by 9% | 81,267 |
| Level 10 | Increase Agility passively by 10% | 108,355 |
This upgrade increases the passive Defence of all members.
| Passive Defence | Effect | Rep |
|---|---|---|
| Current (Level 0) | No passive Defence increase | — |
| Level 1 | Increase Defence passively by 1% | 2,100 |
| Level 2 | Increase Defence passively by 2% | 5,040 |
| Level 3 | Increase Defence passively by 3% | 9,072 |
| Level 4 | Increase Defence passively by 4% | 14,515 |
| Level 5 | Increase Defence passively by 5% | 21,773 |
| Level 6 | Increase Defence passively by 6% | 31,353 |
| Level 7 | Increase Defence passively by 7% | 43,894 |
| Level 8 | Increase Defence passively by 8% | 60,197 |
| Level 9 | Increase Defence passively by 9% | 81,267 |
| Level 10 | Increase Defence passively by 10% | 108,355 |
This upgrade increases the passive Accuracy of all members.
| Passive Accuracy | Effect | Rep |
|---|---|---|
| Current (Level 0) | No passive Accuracy increase | — |
| Level 1 | Increase Accuracy passively by 1% | 2,100 |
| Level 2 | Increase Accuracy passively by 2% | 5,040 |
| Level 3 | Increase Accuracy passively by 3% | 9,072 |
| Level 4 | Increase Accuracy passively by 4% | 14,515 |
| Level 5 | Increase Accuracy passively by 5% | 21,773 |
| Level 6 | Increase Accuracy passively by 6% | 31,353 |
| Level 7 | Increase Accuracy passively by 7% | 43,894 |
| Level 8 | Increase Accuracy passively by 8% | 60,197 |
| Level 9 | Increase Accuracy passively by 9% | 81,267 |
| Level 10 | Increase Accuracy passively by 10% | 108,355 |
Medical perks and maximum life apply to all Cartel members. Medical Cooldown (%) shortens each item’s cooldown contribution. Medical Cooldown Cap raises how much total cooldown you can bank ahead (default bank is 12 hours).
Reduces how much Medical cooldown items add, as a percentage of each item’s cooldown.
| Medical Cooldown (%) | Effect | Rep |
|---|---|---|
| Current (Level 0) | No percentage reduction to Medical cooldown from items | — |
| Level 1 | 10% less Medical cooldown added by items | 6,750 |
| Level 2 | 20% less Medical cooldown added by items | 18,250 |
| Level 3 | 30% less Medical cooldown added by items | 37,500 |
| Level 4 | 40% less Medical cooldown added by items | 66,500 |
| Level 5 | 45% less Medical cooldown added by items | 112,250 |
| Level 6 | 50% less Medical cooldown added by items | 181,500 |
Increases how far into the future Medical cooldown can be stacked (beyond the default 12 hours).
| Medical Cooldown Cap | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to maximum banked Medical cooldown | — |
| Level 1 | +2 hours maximum banked Medical cooldown | 6,750 |
| Level 2 | +4 hours maximum banked Medical cooldown | 18,250 |
| Level 3 | +6 hours maximum banked Medical cooldown | 37,500 |
| Level 4 | +8 hours maximum banked Medical cooldown | 66,500 |
| Level 5 | +10 hours maximum banked Medical cooldown | 112,250 |
| Level 6 | +12 hours maximum banked Medical cooldown | 181,500 |
Increases life restored and hospital time reduced by medical items for all members.
| Medical Effectiveness | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to medical item effectiveness | — |
| Level 1 | 7.5% increase to medical item effectiveness | 2,400 |
| Level 2 | 15% increase to medical item effectiveness | 5,900 |
| Level 3 | 22.5% increase to medical item effectiveness | 11,200 |
| Level 4 | 30% increase to medical item effectiveness | 18,500 |
| Level 5 | 37.5% increase to medical item effectiveness | 29,000 |
| Level 6 | 45% increase to medical item effectiveness | 43,500 |
| Level 7 | 52.5% increase to medical item effectiveness | 63,400 |
| Level 8 | 60% increase to medical item effectiveness | 90,500 |
| Level 9 | 67.5% increase to medical item effectiveness | 125,000 |
| Level 10 | 75% increase to medical item effectiveness | 175,000 |
Increases maximum Life for all members.
| Maximum Life | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to maximum Life | — |
| Level 1 | 5% increase to maximum Life | 2,400 |
| Level 2 | 10% increase to maximum Life | 5,900 |
| Level 3 | 15% increase to maximum Life | 11,200 |
| Level 4 | 20% increase to maximum Life | 18,500 |
| Level 5 | 25% increase to maximum Life | 29,000 |
| Level 6 | 30% increase to maximum Life | 43,500 |
| Level 7 | 35% increase to maximum Life | 63,400 |
| Level 8 | 40% increase to maximum Life | 90,500 |
| Level 9 | 45% increase to maximum Life | 125,000 |
| Level 10 | 50% increase to maximum Life | 175,000 |
This upgrade allows the Cartel to maintain more members. A new Cartel starts at 5 members.
| Member Capacity | Effect | Rep |
|---|---|---|
| Current (Level 0) | Cartel can maintain 5 members | — |
| Level 1 | Cartel can maintain 10 members | 2,100 |
| Level 2 | Cartel can maintain 15 members | 5,040 |
| Level 3 | Cartel can maintain 20 members | 9,072 |
| Level 4 | Cartel can maintain 25 members | 14,515 |
| Level 5 | Cartel can maintain 30 members | 21,773 |
| Level 6 | Cartel can maintain 40 members | 31,353 |
| Level 7 | Cartel can maintain 50 members | 43,894 |
| Level 8 | Cartel can maintain 60 members | 60,197 |
| Level 9 | Cartel can maintain 70 members | 81,267 |
| Level 10 | Cartel can maintain 80 members | 108,355 |
This upgrade increases the efficiency and profits of production buildings.
| Production Profit | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to production profits | — |
| Level 1 | 1% increase to production profits | 2,400 |
| Level 2 | 1.5% increase to production profits | 5,900 |
| Level 3 | 2.5% increase to production profits | 11,200 |
| Level 4 | 3.5% increase to production profits | 18,500 |
| Level 5 | 5% increase to production profits | 29,000 |
| Level 6 | 6.5% increase to production profits | 43,500 |
| Level 7 | 8% increase to production profits | 63,400 |
| Level 8 | 12.5% increase to production profits | 90,500 |
| Level 9 | 15% increase to production profits | 125,000 |
| Level 10 | 20% increase to production profits | 175,000 |
This upgrade reduces energy costs of Revive.
| Revive Energy Cost | Effect | Rep |
|---|---|---|
| Current (Level 0) | No reduction in Revive energy cost | — |
| Level 1 | Reduce energy cost to Revive by 5 | 6,750 |
| Level 2 | Reduce energy cost to Revive by 10 | 18,250 |
| Level 3 | Reduce energy cost to Revive by 15 | 37,500 |
| Level 4 | Reduce energy cost to Revive by 20 | 66,500 |
| Level 5 | Reduce energy cost to Revive by 25 | 112,250 |
| Level 6 | Reduce energy cost to Revive by 30 | 181,500 |
This upgrade allows the Cartel to maintain Territories. Level 1 jumps straight to 2 territories.
| Territory Capacity | Effect | Rep |
|---|---|---|
| Current (Level 0) | Can't maintain a Territory | — |
| Level 1 | Can maintain 2 Territories | 13,500 |
| Level 2 | Can maintain 3 Territories | 36,500 |
| Level 3 | Can maintain 4 Territories | 75,000 |
| Level 4 | Can maintain 5 Territories | 133,000 |
| Level 5 | Can maintain 6 Territories | 224,500 |
| Level 6 | Can maintain 7 Territories | 363,000 |
Unlocks recycling of Weapons & Armour into Enhancements. One-time unlock.
| Research & Development | Effect | Rep |
|---|---|---|
| Current (Level 0) | Research & Development building not yet built. No ability to gain Enhancements | — |
| Level 1 | Builds a Research & Development building, allowing the recycling of Weapons & Armour into Enhancements | 25,000 |
Unlocks the Cartel submarine for smuggling items out of the country. One-time unlock. Marked Work in Progress in-game.
| Smuggling | Effect | Rep |
|---|---|---|
| Current (Level 0) | Submarine not yet built. No ability to smuggle items out of the country. | — |
| Level 1 | Unlocks the ability to build a submarine that allows the cartel to smuggle items out of the country. | 25,000 |
This upgrade increases gym gains for Strength.
| Strength Gym Gain | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to strength gym gains | — |
| Level 1 | 1% increase to Strength gains | 2,400 |
| Level 2 | 2% increase to Strength gains | 5,900 |
| Level 3 | 3% increase to Strength gains | 11,200 |
| Level 4 | 4% increase to Strength gains | 18,500 |
| Level 5 | 5% increase to Strength gains | 29,000 |
| Level 6 | 6% increase to Strength gains | 43,500 |
| Level 7 | 7% increase to Strength gains | 63,400 |
| Level 8 | 8% increase to Strength gains | 90,500 |
| Level 9 | 9% increase to Strength gains | 125,000 |
| Level 10 | 10% increase to Strength gains | 175,000 |
This upgrade increases gym gains for Agility.
| Agility Gym Gain | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to Agility gym gains | — |
| Level 1 | 1% increase to Agility gains | 2,400 |
| Level 2 | 2% increase to Agility gains | 5,900 |
| Level 3 | 3% increase to Agility gains | 11,200 |
| Level 4 | 4% increase to Agility gains | 18,500 |
| Level 5 | 5% increase to Agility gains | 29,000 |
| Level 6 | 6% increase to Agility gains | 43,500 |
| Level 7 | 7% increase to Agility gains | 63,400 |
| Level 8 | 8% increase to Agility gains | 90,500 |
| Level 9 | 9% increase to Agility gains | 125,000 |
| Level 10 | 10% increase to Agility gains | 175,000 |
This upgrade increases gym gains for Defence.
| Defence Gym Gain | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to Defence gym gains | — |
| Level 1 | 1% increase to Defence gains | 2,400 |
| Level 2 | 2% increase to Defence gains | 5,900 |
| Level 3 | 3% increase to Defence gains | 11,200 |
| Level 4 | 4% increase to Defence gains | 18,500 |
| Level 5 | 5% increase to Defence gains | 29,000 |
| Level 6 | 6% increase to Defence gains | 43,500 |
| Level 7 | 7% increase to Defence gains | 63,400 |
| Level 8 | 8% increase to Defence gains | 90,500 |
| Level 9 | 9% increase to Defence gains | 125,000 |
| Level 10 | 10% increase to Defence gains | 175,000 |
This upgrade increases gym gains for Accuracy.
| Accuracy Gym Gain | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to Accuracy gym gains | — |
| Level 1 | 1% increase to Accuracy gains | 2,400 |
| Level 2 | 2% increase to Accuracy gains | 5,900 |
| Level 3 | 3% increase to Accuracy gains | 11,200 |
| Level 4 | 4% increase to Accuracy gains | 18,500 |
| Level 5 | 5% increase to Accuracy gains | 29,000 |
| Level 6 | 6% increase to Accuracy gains | 43,500 |
| Level 7 | 7% increase to Accuracy gains | 63,400 |
| Level 8 | 8% increase to Accuracy gains | 90,500 |
| Level 9 | 9% increase to Accuracy gains | 125,000 |
| Level 10 | 10% increase to Accuracy gains | 175,000 |
This upgrade increases the success rate of all Jobs.
| Job Success Rate | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to Job success rate | — |
| Level 1 | 1% increase to Job success rate | 2,400 |
| Level 2 | 2% increase to Job success rate | 5,900 |
| Level 3 | 3% increase to Job success rate | 11,200 |
| Level 4 | 4% increase to Job success rate | 18,500 |
| Level 5 | 5% increase to Job success rate | 29,000 |
| Level 6 | 6% increase to Job success rate | 43,500 |
| Level 7 | 7% increase to Job success rate | 63,400 |
| Level 8 | 8% increase to Job success rate | 90,500 |
| Level 9 | 9% increase to Job success rate | 125,000 |
| Level 10 | 10% increase to Job success rate | 175,000 |
This upgrade increases Job profits. Missing from the current wiki.
| Job Profit | Effect | Rep |
|---|---|---|
| Current (Level 0) | No increase to Job profits | — |
| Level 1 | 1% increase to Job profits | 2,400 |
| Level 2 | 2% increase to Job profits | 5,900 |
| Level 3 | 3% increase to Job profits | 11,200 |
| Level 4 | 4% increase to Job profits | 18,500 |
| Level 5 | 5% increase to Job profits | 29,000 |
| Level 6 | 6% increase to Job profits | 43,500 |
| Level 7 | 7% increase to Job profits | 63,400 |
| Level 8 | 8% increase to Job profits | 90,500 |
| Level 9 | 9% increase to Job profits | 125,000 |
| Level 10 | 10% increase to Job profits | 175,000 |
Members represent the Cartel during Jobs. The Cartel gains a percentage of Reputation earned from Job completions.
| Cartel Job Rep | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Reputation is gained from narcos completing Jobs | — |
| Level 1 | Cartel gains 1% of Job completion Rep | 2,400 |
| Level 2 | Cartel gains 1.5% of Job completion Rep | 5,900 |
| Level 3 | Cartel gains 2% of Job completion Rep | 11,200 |
| Level 4 | Cartel gains 2.5% of Job completion Rep | 18,500 |
| Level 5 | Cartel gains 3% of Job completion Rep | 29,000 |
| Level 6 | Cartel gains 3.5% of Job completion Rep | 43,500 |
| Level 7 | Cartel gains 4% of Job completion Rep | 63,400 |
| Level 8 | Cartel gains 4.3% of Job completion Rep | 90,500 |
| Level 9 | Cartel gains 4.7% of Job completion Rep | 125,000 |
| Level 10 | Cartel gains 5% of Job completion Rep | 175,000 |
This upgrade increases the Reputation members gain from Standard Jobs. 8 levels, not 10. The live values are not +25% steps.
| Standard Job Rep | Effect | Rep |
|---|---|---|
| Current (Level 0) | No bonus Reputation on Standard Jobs | — |
| Level 1 | +16% Reputation on Standard Jobs | 3,500 |
| Level 2 | +31% Reputation on Standard Jobs | 8,000 |
| Level 3 | +47% Reputation on Standard Jobs | 15,000 |
| Level 4 | +63% Reputation on Standard Jobs | 25,000 |
| Level 5 | +78% Reputation on Standard Jobs | 40,000 |
| Level 6 | +94% Reputation on Standard Jobs | 60,000 |
| Level 7 | +109% Reputation on Standard Jobs | 85,000 |
| Level 8 | +125% Reputation on Standard Jobs | 115,000 |
This upgrade reduces the penalty members incur on chained Jobs. The reduction is per position. Missing from the current wiki.
| Chaining Efficiency | Effect | Rep |
|---|---|---|
| Current (Level 0) | No reduction to Job chaining penalty | — |
| Level 1 | 0.3% reduction to Job chaining penalty | 9,000 |
| Level 2 | 0.6% reduction to Job chaining penalty | 21,000 |
| Level 3 | 0.9% reduction to Job chaining penalty | 36,000 |
| Level 4 | 1.2% reduction to Job chaining penalty | 54,000 |
| Level 5 | 1.5% reduction to Job chaining penalty | 75,000 |
| Level 6 | 1.8% reduction to Job chaining penalty | 99,000 |
| Level 7 | 2.1% reduction to Job chaining penalty | 126,000 |
| Level 8 | 2.4% reduction to Job chaining penalty | 156,000 |
| Level 9 | 2.7% reduction to Job chaining penalty | 189,000 |
| Level 10 | 3% reduction to Job chaining penalty | 228,000 |
Territory Wars V2 adds a sixth perk tab: War Doctrine. These are cartel investments (not member fight-stat passives). They cover multi-front defence, formal alliances and capped war aid, and placeable war specials on the theater map.
Special placement basics: Capos (or members with territory management) can place specials during the first 12 hours of a war. By default you place 1 special. Rank V on any special-unlocking tree (Blockade, Quartermaster, Signals, Logistics Corps, Engineers, or Sappers) unlocks a shared second placement slot for the cartel — you only need V on one of those trees. Whoever holds a special gets its effect (the enemy can steal it). Each special on the map also adds 3 hold seats. Mid-war perk unlocks apply to future wars only.
For the full war system (Control, specials reference, rewards, Capo playbook), see Territory Wars V2.
When your cartel is already defending 2 or more wars, Capos can mark a defensive front as fortified. Garrisoned defenders on that front get a Defence / Agility / health bump that scales with the tree — +15% at Level 1, then +5% per rank (+20% II, +25% III, +30% IV, +35% V). Contested node flips need one extra successful assault (3 instead of 2). Reassigning which front is fortified has a cooldown. The mark clears when the war ends or you drop below two defensive wars. This is not a placeable special — it hardens a whole war you are already fighting.
| Fortification | Effect | Rep |
|---|---|---|
| Current (Level 0) | No fortified war fronts | — |
| Level 1 | Fortify 1 defensive front (+15% Def/Agi/HP on-node; contested flips need 3 assaults) | 15,000 |
| Level 2 | Still 1 fortify slot; on-node buff rises to +20% Def/Agi/HP | 24,000 |
| Level 3 | Fortify up to 2 fronts; on-node buff +25% Def/Agi/HP | 38,400 |
| Level 4 | Fortify up to 2 fronts; on-node buff +30% Def/Agi/HP | 61,400 |
| Level 5 | Fortify up to 2 fronts; on-node buff +35% Def/Agi/HP | 98,200 |
Unlocks formal cartel alliances (invite / accept). You need at least one alliance slot before you can invite allied fighters or Medics into a war. Alliances alone do not put entire allied cartels into your war — aid is invite-only and seat-capped via Expedition, Reinforcements, and Medics.
| Alliances | Effect | Rep |
|---|---|---|
| Current (Level 0) | No formal alliances | — |
| Level 1 | Form a formal alliance with 1 cartel | 10,000 |
| Level 2 | Up to 2 allied cartels | 16,000 |
| Level 3 | Up to 3 allied cartels | 25,600 |
| Level 4 | Up to 4 allied cartels | 41,000 |
| Level 5 | Up to 5 allied cartels | 65,600 |
Invite allied fighters onto your attacking war roster. Seats are a shared pool for that war (not per ally). Invited fighters can deploy, assault, and triage, but they do not take land or annex spoils. Requires Alliances. At most 5 contributing allied cartels on a war (fighters + medics combined for that cap).
| Expedition | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Expedition war aid | — |
| Level 1 | Invite up to 3 allied fighters on attacking wars | 20,000 |
| Level 2 | Invite up to 6 allied fighters on attacking wars | 35,000 |
| Level 3 | Invite up to 10 allied fighters on attacking wars | 55,000 |
Same idea as Expedition, but for defending wars. Intentionally a bit cheaper than Expedition at the same level so defending with help is not as expensive as attacking with it. Requires Alliances. Same shared seat rules and merc limits (no land claim).
| Reinforcements | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Reinforcements war aid | — |
| Level 1 | Invite up to 3 allied fighters on defending wars | 14,000 |
| Level 2 | Invite up to 6 allied fighters on defending wars | 25,000 |
| Level 3 | Invite up to 10 allied fighters on defending wars | 40,000 |
Invite allied support into the war bubble for War Triage only. Medics can revive same-side fighters, but they cannot deploy, cannot hold nodes, and do not earn Control. They remain attackable — hospitalising enemy support slows their revive line. Seat ladder is a separate pool from Expedition / Reinforcements fighters. Requires Alliances.
| Medics | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Medics war aid | — |
| Level 1 | Invite up to 2 allied Medics (triage only) | 12,000 |
| Level 2 | Invite up to 4 allied Medics (triage only) | 22,000 |
| Level 3 | Invite up to 6 allied Medics (triage only) | 36,000 |
Unlocks logistics specials that squeeze the enemy's cartel armory while you hold them. Supply Depot (I+) cuts enemy war-roster cartel armory medical while contested. Rank II makes that lock linger 5 minutes when the node becomes empty (not when the enemy captures and holds it). Fuel Dump (III+) locks armory drugs/alcohol. Rank IV raises Depot+Fuel linger to 10 minutes. Rank V unlocks the shared 2nd special placement slot.
| Blockade | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Blockade doctrine | — |
| Level 1 | Unlocks Supply Depot special | 36,000 |
| Level 2 | Depot armory lock lingers 5 minutes when emptied | 57,600 |
| Level 3 | Unlocks Fuel Dump special | 92,200 |
| Level 4 | Depot + Fuel Dump linger 10 minutes when emptied | 147,500 |
| Level 5 | Unlocks shared 2nd war-special placement slot | 236,000 |
Sustain doctrine. Field Clinic (I+): triage revive energy stays -30% at all ranks; revive success starts at +7.5% and gains +3% per Quartermaster rank (up to +19.5% at V). Safehouse (III+): war hospitalizations shorter — 20% at III, 25% at IV, 30% at V. Rank V unlocks the shared 2nd special placement slot.
| Quartermaster | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Quartermaster doctrine | — |
| Level 1 | Unlocks Field Clinic (-30% energy, +7.5% success) | 24,000 |
| Level 2 | Clinic success +10.5% (energy still -30%) | 38,400 |
| Level 3 | Unlocks Safehouse (20% shorter hospital); Clinic +13.5% | 61,400 |
| Level 4 | Safehouse 25% shorter; Clinic +16.5% | 98,300 |
| Level 5 | 2nd placement slot; Safehouse 30% shorter; Clinic +19.5% | 157,300 |
Tempo and information. Radio Tower biases hold-tick Control only (not assaults/flips): +25%/-25% at I, +27%/-27% at II-III, +30%/-30% at IV-V. Watchtower (III+) reveals enemy deployments. Rank V unlocks the shared 2nd special placement slot (Radio stays at +30%/-30%).
| Signals | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Signals doctrine | — |
| Level 1 | Unlocks Radio Tower (+25% / -25% hold ticks) | 24,000 |
| Level 2 | Radio +27% / -27% | 38,400 |
| Level 3 | Unlocks Watchtower; Radio stays +27% / -27% | 61,400 |
| Level 4 | Radio +30% / -30% | 98,300 |
| Level 5 | 2nd placement slot; Radio stays +30% / -30% | 157,300 |
Unlocks Rally Yard. While held, redeploy energy drops with rank (3 / 2 / 2 / 1 / 1) and deploy/garrison energy improves from III (4) to V (3). Rank V also unlocks the shared 2nd special placement slot.
| Logistics Corps | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Logistics Corps doctrine | — |
| Level 1 | Unlocks Rally Yard (redeploy 3 energy) | 20,000 |
| Level 2 | Redeploy energy 2 | 32,000 |
| Level 3 | Redeploy 2; deploy/garrison 4 energy | 51,200 |
| Level 4 | Redeploy 1; deploy/garrison 4 energy | 81,900 |
| Level 5 | 2nd placement slot; redeploy 1; deploy/garrison 3 | 131,100 |
Combat-edge specials. Sandbag Line: +10% / +15% / +15% / +20% / +25% defence on adjacent base nodes by rank. Ambush Alley (III+): enemy needs +1 assault to flip that node. Rank V unlocks the shared 2nd special placement slot.
| Engineers | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Engineers doctrine | — |
| Level 1 | Unlocks Sandbag Line (+10% defence) | 28,000 |
| Level 2 | Sandbag +15% defence | 44,800 |
| Level 3 | Unlocks Ambush Alley; Sandbag stays +15% | 71,700 |
| Level 4 | Sandbag +20% defence | 114,700 |
| Level 5 | 2nd placement slot; Sandbag +25% defence | 183,500 |
Unlocks Bridge Head: war-assault reputation while held scales +10% / +12% / +15% / +18% / +20% by rank. On annex it still changes supply-line break the same way at every rank. Rank V unlocks the shared 2nd special placement slot.
| Sappers | Effect | Rep |
|---|---|---|
| Current (Level 0) | No Sappers doctrine | — |
| Level 1 | Unlocks Bridge Head (+10% assault rep) | 32,000 |
| Level 2 | Bridge Head +12% assault rep | 51,200 |
| Level 3 | Bridge Head +15% assault rep | 81,900 |
| Level 4 | Bridge Head +18% assault rep | 131,100 |
| Level 5 | 2nd placement slot; Bridge Head +20% assault rep | 209,700 |