Joining a Faction and Ranks
Seven factions are ready to take an outsider into their ranks — but only once you prove you can be trusted. This article explains how to join a faction, how “open” admission differs from “closed,” and how your ranks grow within an organization.
The main rule: one faction at a time
You can belong to only one faction at a time. While you’re counted among, say, the Traders, the leader of another faction simply won’t offer you membership — the system won’t let you join a second one until you leave the first.
Faction membership, like reputation and ranks, is tied to a specific character, not to your account. The only thing shared between characters is the inventory (personal storage). Switch characters and you start your relationships with factions from a clean slate.
How to join
Joining happens through a dialog with a faction’s leader or recruiter at their headquarters. Each faction has its own person and its own place:
- Traders — the leader-trader at their caravan camp.
- New Gambell — Aygas in the town itself.
- Savoonga — the Elder in the settlement.
- ED-17 — the technician Diana Gurieva in the Vault.
- The Battalion — at the Weather Station.
- Radio Rats — the recruiter at the Radar System.
- Headhunters — the recruiter by the Antenna.
A separate “join” response will appear in the conversation. If it’s hidden, you haven’t met the requirements yet — the faction isn’t ignoring you, it’s telling you outright what’s missing.
Open and closed admission
Factions fall into two groups by how easy they are to get into.
- Open admission (no reputation threshold): Traders, New Gambell, Savoonga. Just come to the leader and agree.
- ED-17 — requires “clearance confirmed” (reputation 21 or higher): the Vault’s security only starts to recognize you above the 20 mark; below it, access stays restricted and you can’t join.
- The Battalion, Radio Rats, Headhunters — require “respected” status (reputation 51 or higher): these are raider factions that treat a stranger as an enemy by default until they earn contact.
How to reach the raider threshold
Closed raider factions aren’t a dead end. You can earn the needed reputation in two ways, and the recruiter points to both directly:
- Repeatable jobs from bulletin boards. The Radio Rats and Headhunters have open contracts that even a non-member can take. Each one gives +10 reputation with an 8-hour cooldown.
- Combat against their enemies. Killing a member of a faction that the raiders count as their enemy raises your reputation with those raiders. For example, a slain Trader adds a little reputation with both the Radio Rats and the Headhunters.
What happens when you join and leave
When you join, your reputation rises to at least the entry threshold = 10. For open factions this grants a small starting credit of trust; for closed ones, where you’ve already crossed a higher threshold, this floor changes nothing — the reputation you’ve earned is kept.
You can leave any faction. Leaving removes 5 reputation points, so you won’t get to leave and come back “for free.”
Ranks within a faction
Each faction has its own ladder of ranks tied to reputation. Your rank is shown in the PDA and can be displayed over your character’s head — you’re free to “wear” an earned title like a nameplate for those you meet. Crossing the threshold of a new rank comes with a promotion notification.
- Traders: Associate → Caravaneer → Partner.
- New Gambell: Resident → Citizen → Council Member.
- Savoonga: Guest → Kinsman → Keeper.
- ED-17: Staff → Senior Specialist → Councilor.
- The Battalion: Soldier → Commander.
- Radio Rats: Radioman → Signalmaster.
- Headhunters: Hunter → Master Hunter.
Ranks begin at the threshold where you can be a member: open factions and ED-17 from the moment you join, raiders from “respected” status. Higher ranks unlock as your reputation grows.
What grows you the fastest
The main engine of advancement within a faction is quests. They hand out reputation directly, can admit you into a faction, or raise your rank. Repeatable contracts from faction boards provide a steady stream of reputation, while combat deeds (and misdeeds) change the factions’ attitude toward you automatically.