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004 / FACTION

Factions

EAST vs. WEST — or go Outlaw as BANDIT. Who you are decides who can shoot you.
MODDME-WAR v0.8
AUTHORPsyern
SELECTKey B
SWITCH7 Day CD
LANGUAGEEN
4Factions
2Large War Zones
6Small Zones
7DSwitch Cooldown

The Faction System

DME-WAR is a mod developed exclusively by Psyern for DeadmansEcho. It brings a real faction war to the server — without excluding PvE players. Four factions are available:

001 / WAR

West

War faction. Fights for zones, points and dominance. Own trader, own HQ, own ranks.

PVP   ✔ In all PvP zones
002 / WAR

East

War faction. The direct enemy of West. Same mechanics, mirrored structure, own identity.

PVP   ✔ In all PvP zones
003 / PVE

Neutral

No war. Pure PvE mode. Default faction when first joining the server. Always protected — never takes PvP damage, never deals PvP damage.

PVP   ✘ Never, in any zone
004 / OUTLAW

Bandit

Outside the EAST/WEST conflict. Highest risk, no team support. Everyone targets you — you target everyone.

PVP   ✔ Against all in PvP zones

Zone Types on the Map

The server has three zone types — each with its own PvP rules:

Zone TypePvPCapture MechanicExample
PvE Areacompletely blockedStandard terrain, largest part of the map
General PvP Zoneactive for all (except NEUTRAL)noneLoot spots, bunkers, oil rigs etc.
DME-WAR Warzoneactive per faction matrixTriangulation → Radio Station2 large + 6 small faction zones
NEUTRAL stays protected always — in all three zone types. Never takes damage, never deals damage.

Who Can Attack Whom? (PvP Matrix)

Applies in every PvP zone (both general and DME-WAR warzone). In the PvE area all PvP is blocked.

Attacker ↓ / Target →NEUTRALEASTWESTBANDIT
NEUTRAL
EAST
WEST
BANDIT
Friendly-fire protection remains active: EAST can never kill EAST, WEST can never kill WEST. The only same-faction exception is BANDIT vs. BANDIT — in PvP zones only. Attempting to kill teammates accumulates a team-kill counter (see below).

Choosing & Switching Factions

Via the book (Key B) or the start screen faction page you can view and switch your faction. Switching is possible every 7 days — choose carefully.

Pure PvE players simply stay Neutral and don’t participate in faction warfare. No obligation.

Becoming a Bandit (Two Ways)

MethodMechanic
VoluntaryVia the Faction Book or the start screen. Standard switch cooldown applies.
Auto-DemotionAfter 10 team kills (killing players of your own EAST/WEST faction) you are automatically demoted to BANDIT. Switch cooldown activates — no immediate switch back.

Team-Kill Counter Reset

  • Switch to EAST or WEST (via book or start screen) → counter resets to 0
  • Switch to BANDIT (manual) → counter is retained
Important for Bandits: You cannot request AI backup. EAST-AI and WEST-AI treat you as hostile. If you capture a warzone, it becomes NEUTRAL (sabotage) — you receive no zone ownership.

DME-WAR Warzones

Within the general map there are faction-specific warzones with capture mechanics:

  • 2 large war zones stretch across large areas of the map — separated by a neutral PvE strip.
  • 6 smaller war zones can be captured via triangulation.

Capturing Zones — The Capture Loop

Per warzone you must complete these five steps sequentially:

STEP 1
Power Switch
5 Sec. Hold
STEP 2
Antenna 1
15 Sec.
STEP 3
Antenna 2
15 Sec.
STEP 4
Antenna 3
15 Sec.
STEP 5
Radio Station
25 Sec.

After a successful capture: zone ownership changes, server-wide announcement, capture sound, AI reinforcements spawn, Discord webhook fires. A same-faction cooldown prevents immediate re-capture by the same faction.

Blue · West controlled Red · East controlled
Auto-Neutral after 2h: If a warzone is not contested for 7,200 seconds (= 2 hours), it automatically returns to NEUTRAL. Those who hold must defend.

Zone Tick — How Do Points Come In?

Server tick every 360 seconds (= 6 minutes) for each held warzone:

  • +5 points per held zone for the owning faction
  • Dominance Penalty: If one faction holds all 5 zones, the opposing faction loses 20 points per tick
  • Points are shared among all faction members (cap: 250,000)

Buffs & Unlocks After Warzone Control

The more warzones a faction holds, the stronger the benefits — for all members simultaneously:

STAGE 0
0
No unlocks
STAGE 1
1
Reward ticks start
(every 360 sec.)
STAGE 2
2
Early Warning active
STAGE 3
3
Fast Travel active
CD: 900 sec.
STAGE 4
4
Teleport CD: 500 sec.
Sustain Buff: approx. −20% hunger & thirst
STAGE 5
5
Teleport CD: 150 sec.
Stamina: −15%
Dominance tick: enemy −10 pts every 360 sec.

Duration Scaling — Dominance Brake

Capture times scale with the number of held warzones. Factor: 1.35 ^ (zones − 1) — the more you hold, the longer the next capture takes. Slows dominance and creates comeback opportunities.

Zones HeldFactorRadio Station (default 25s)Antenna (default 15s)
11.00×25 s15 s
21.35×34 s20 s
31.82×46 s27 s
42.46×62 s37 s
53.32×83 s50 s

AI Backup via PersonalRadio

Players with rank General (EAST or WEST) can request AI reinforcements in their own warzones via PersonalRadio — 5 zone-specific actions in the scroll menu:

  • Requirements: EAST or WEST · Rank General (6) · Warzone held by own faction
  • Cooldown / lock against spam
  • Cost: Faction points or Bitcoin (configurable)
BANDIT and NEUTRAL cannot request AI backup.

Heli Backup via Smoke Grenade

Second backup option — faster, but with its own rules. Trigger is the red M18 smoke grenade. Works manually (you throw) or automatically (after each zone capture).

5+6Rank Officer / General
30 minCooldown
4 AIsper request
30 minAI Despawn
SOS
Throw a red M18 smoke grenade — a helicopter is spawned and drops off 4 AI units of your faction with 3D sound. The caller is the player within 40 m of the smoke.

Rank Gate

  • Only Officer (Rank 5) or General (Rank 6) may throw
  • Lower ranks receive a German error message when throwing — the grenade triggers nothing
  • BANDIT and NEUTRAL are completely excluded

Auto-Reinforcement on Capture

Additionally, after each successful warzone capture, a heli with 4 AIs is automatically called — with a 5 second delay. No rank gate, no cooldown.

Heli backup creates real endgame moments and surprising turns in combat — plan your next heli drop strategically, because 30 min cooldown is a long time.

Faction Ranks

Ranks are determined by faction points and are earned collectively by the whole faction. Higher ranks unlock traders, backup rights and tangible advantages.

RANK 0
Neutral
0 pts
RANK 1
Recruit
751 pts
RANK 2
Private
2,000 pts
RANK 3
Corporal
4,000 pts
RANK 4
Veteran
6,000 pts
RANK 5
Officer
8,000 pts
RANK 6
General
10,000 pts
Players with ≤ 750 points remain Neutral. The actual faction career begins at 751 points (Recruit). BANDIT has no rank progression — the display is fixed as BANDIT • Outlaw.

Faction Headquarters

EAST and WEST each have a fixed headquarters on Chernarus. The HQ serves as a rally point, strategic node and organizational center of the faction — and strengthens identity, coordination and cohesion.

Trader & Progression

Each war faction has exclusive, faction-separated traders. Certain traders are only unlocked from a specific faction rank — progression feels tangible and earned.

The higher the rank, the more possibilities. Points are earned collectively as a faction.
DEEN