“We soar as one, we fight as one, and we die as one! That, and that only, is the way of the 13th Dragoons!” - Captain Nicholas Simel, Clan Master of the Phoenix Corporation 13th Dragoons
The primary purpose of Clans in Battlestations! is the group battle aspect of Clan Wars. Clan Wars make up a significant portion of the multiplayer aspect of Battlestations!
Generally, a Clan will have a Salvage timing scheduled within the day, when Members will attempt to be present by coming online. Once the Clan have enough Warring Members ready, the Clan Masters can, if the Clan has a Salvage Token available, Salvage the Clan Fort.
A Salvaged and floating Clan Fort will allow the Clan Members to engage in Clan War with any rival Clan with a currently floating Fort. Warring Members may choose to either attack the enemy Clan Fort, or Defend their own Fort.
Players will earn for their clan coffers 5% of what they earn from successful fort attacks in a clan war.
This will count as contributions from that clan member. A new method to track a member's overall contribution to the clan.
On every Monday, Wednesday and Friday, 0000H Server Time, clans will be allocated into tiers based on the cumulative fort sinks for each clan.
The more fort sinks a clan accumulate , the higher the tier it will be allocated to.
Ranking of clans will be based on fort sinks.
From 07 to 09 Feb, all clans will be in Tier A.
The first calculation will be done on 10 Feb (Friday).
Tier XP/gold bonus rebalance: Buffed gold gains for all tiers, slight nerf for xp gains for Tier A and below.
Individual Fort Salvage cool-down timings will be randomly spread out over the next 1 hour after the Salvage Token is renewed.
This random additional cool-down time is shown on the Clan page as :
Next additional cool-down is XXXX min.
Token Allocation:
Every Saturday, every Clan will be automatically Salvaged (auto rezzed) at a random time, starting from 0400hrs Sios Time. The Clan Page will display that particular Clan's autorezz timing for that weekend starting from Friday.
If there are 2 or more Clan Forts floating for more than 20 minutes, all floating Clan Forts will start taking Damage to their HP.
This will occur even if there are less than 4 floating Forts.
The damage rate will be 10% of the Fort's maximum HP every 5 minutes after the initial 20 minutes. This applies to any Clan Fort floating at the time.
If a Clan Fort sustains sufficient Damage from the Penalty, it will be Sunk.
The Damage Penalty will continue until only 1 Fort is left floating. If all Forts currently floating sustain sufficient Damage to Sink all of them, the Clan Fort with the highest HP will survive.
NOTE: For Tier S, the start time is 15 mins and every 5 minutes thereafter. The damage percent is also higher at 25% of maximum HP.
e.g
| fort | salvage time |
| A | 1000 |
| B | 1000 |
| C | 1015 |
| D | 1030 |
|
Clans A - B pair: Latest Salvage time is 10:00H. Paired floating time of 20 minutes. 10% damage dealt to both Forts.
No other Forts affected.
Clans A - B pair: Latest Salvage time is 10:00H. Paired Floating time of 35 minutes. 10% damage dealt to both Forts.
Clans A - C pair: Latest Salvage time is 10:15H. Paired Floating time of 20 minutes. 10% damage dealt to both Forts.
Clans B - C pair: Latest Salvage time is 10:15H. Paired Floating time of 20 minutes. 10% damage dealt to both Forts.
|
The War Chest is a store of Gold which can be used by the Clan Masters and Admirals to Repair the Fort during Clan War.
Captains can contribute to War Chest by:
Donating to War Chest
Attacking enemy Clan Forts during Clan War.5% of gold earned from successful fort attacks in a clan war will be contributed to War Chest.
By contributing to the War Chest,Gold is amde easily avialable for Fort Repairs by the Clan Masters and/or Admirals during the heat of Clan War.
The gold from the War Chest can be used to purchase Fort Superweapon as well.
Any Clan Member above Level 50, with at least 20 wins in Battle, can contribute to the War Chest.
Only the Founding Clan Master,Clan Masters and Admirals can access the War Chest's gold to repair the Fort.
The rewards for Clan War follows this table as shown:
| Tier | Gold Multiplier | EXP Multiplier |
| S | 3.2 | 3.2 |
| A | 3.1 | 3.1 |
| B | 3.0 | 3.0 |
| C | 2.8 | 2.8 |
| D | 2.8 | 2.8 |
| Training Clan | 2.0 | 2.0 |
The multipliers in this table is applicable to Fort attacks only. EXP and Gold gains from attacking a Defender will be same as a
Battle.
Captains will receive War Medals for participating in Clan Wars.
A Clan Member will receive a maximum of 1 War Medal per day, assuming the Captain's Clan Salvages the Fort and engages in Clan War at least once per day. The Captain may receive the daily War Medal if he/she achieves 1 of 2 requisites:
If the Captain Attacks the enemy Fort, and manages to survive the Clan Defender to go on to Attack the Fort directly.
If the Captain sets him/herself on Fort Defense, and survives an Attack by an Attacking Captain from the enemy Fort.
A Captain requires certain amounts of War Medals for:
For purchase of certain weapons, war medals will be consumed.However, it will not affect your medal count in your war medal achievement.
For purchase of certain ships,the captain's war medals
count will be used as a requirement instead. If a captain has purchased weapons using war medals,it will not affect the buying of a new ship that uses war medal count as requirement.
Captains are encouraged to participate in Clan Wars, to earn the War Medals he/she may need for a better gaming experience.
During Clan War, Captains who Attack the enemy Fort lose their Protection status. The Ships of these Captains are usually severely Damaged after the Attack run on the enemy Fort. This makes them vulnerable to Attack, and thus easy Sinks, for other Captains during
Battle.
A special Port where
Battle is disabled.
The Ancient Battlegrounds is primarily intended for Captains who wish to avoid being the target of Sniping during Clan War, or alternatively for attacking the global
Boss Monster Damocles MKII. Captains should avoid Travelling to this Port otherwise, because of the lack of AP regeneration.
If an Attacking Captain skips the combat animation for the next Attack, it is possible that the War Logs shows a interval less than 7 sec between both Attacks, especially so if there is some lag during the Clan War.
Fort Damocles will Salvage against the last Tier S Clan Fort floating after the autorezz period. It will Salvage 5 minutes after the last Clan in Tier S has autorezzed.
Captains sinking the Damocles Fort will receive the same rewards as sinking the Damocles MKII.
Captains sinking the Damocles Fort are eligible for item trade-in following the rules stated here.

“Come, all you scurvy curs, I shall take you all on! Put your ships in my way, if you dare! Every last one of you shall fall, as will your hapless Fort! Come, you weaklings, taste the fiery wrath of Long Jon Lai!” - Captain “Long” Jon Lai
A Captain may Attack an Enemy Fort through the War Room Page, which can be accessed through the “War” tab on the top navigation bar. However, as can be seen from the above example, a Captain may not Attack an enemy Fort if his/her own Clan's Fort is Sunk and has not been Salvaged. Therefore, for all intents and purposes, Clan War does not begin until the Clan's Fort has been Salvaged.
The buttons “L1”, “L2” and “L3” denotes the three Lanes by which you may approach and Attack the enemy Fort. A Captain may launch an Attack on the enemy Fort by clicking on either of these three buttons. A Captain's choice of Lane only affects whether he/she will encounter the Fort Superweapon; if the enemy Fort's Superweapon has been set in the same Lane that an Attacking Captain has chosen, that Captain will encounter the Superweapon when he/she gets through to the Fort.
At any one time, there may be up to 4 Clan Forts which are Salvaged and Floating. A Clan Member may choose to attack any of the other three enemy Forts.

Once a Captain has chosen a Lane from which to Attack an enemy Fort, if the enemy Clan has an active Fort Defender within the Attacking Captain's Level range, the Attacking Captain will encounter that Fort Defender first. An Attacking Captain may encounter Fort Defenders that are 10 Levels below the former's current Level, up to those that are 5 Levels above the former's current Level.
When a Defender Encounter occurs, the Attacking Captain will be taken to the Combat Interface, which will show a playback of the Combat resulting from the Encounter.

The difference between the Defender Encounter of the Combat Interface with the standard version, will be the presentation of a choice to “Attack”, which will allow the Attacking Captain to continue with the Attack the enemy Fort after the Defender Encounter, or alternatively to “Escape”, which would abort the Attack on the enemy Fort. This, of course, is assuming that the Attacking Captain's Ship survives the Defender Encounter; if his/her Ship gets Sunk by the Defender, choosing either option will not allow the Attacking Captain to move on to the enemy Fort either way.
The Escape option is available should a Captain's Ship survive the Defender Encounter with too little Hull Points (HP) to survive the subsequent Fort Encounter, allowing the Captain to save his/her Ship from getting Sunk. However, if an Attacking Captain survives a Defender Encounter, choosing the “Attack” option to continue on to the Fort will not cost any additional Action Points (AP).

If an Attacking Captain chooses the “Attack” option after surviving a Defender Encounter, or if there were no Clan Defenders around the Attacking Captain's Level range to initiate a Defender Encounter with, the Attacking Captain will proceed into Combat with the enemy Fort. The aim of Clan War is to Sink the enemy Fort, so a Captain planning to Attack the enemy Fort during Clan War should plan a Ship setup that will allow him/her to survive a Defender Encounter, and proceed to deal the most Damage possible to an enemy Fort.

If an Attacking Captain was unlucky with his/her choice of Lane to Attack an enemy Fort from, he/she may encounter the Fort Superweapon. Superweapons have a much greater Damage potential than the standard Fort Defense Cannons, which will dramatically increase the probability of the Attacking Captain's Ship getting Sunk while Attacking the enemy Fort.

“Back in the day, I was the bedrock of my Clan's success. My ship was unsinkable, invincible. I stood in the way of all my enemies, and proclaimed 'Thou shalt not pass!' And none ever did, for the better part of a week. And that, young 'un, is what you should strive for; to be the immovable object against an unstoppable force, the unbreakable shield against the field of blades.” - Captain Mahmud al-Lunik “The Invincible”
A Clan's success in Clan Wars depend not only on a strong corps of Attacking Captains providing the muscle to take down rival Clans, but also on a resilient backbone of Clan Defenders capable of repelling Attacking Captains from dealing Damage to their own Clan Fort. The option for a Captain to set him/herself as a Clan Defender, and thus to draw enemy Attacking Captains into Defender Encounters during Clan War, can be found at the bottom of the Clan Page.
As can be seen above, a Captain may pick one of two options when setting him/herself as a Clan Defender:

Standard Clan Defender
Should a Captain choose this option, he/she will be a Clan Defender covering Level (x - 5) to Level (x + 10), where “x” is the Captain's current Level. For example, a Level 100 Clan Defender may draw Attacking Captains from Level 95 to Level 110 into Defender Encounters with him/herself.

Maximum Level Defender
Alternatively, a Captain choosing this option will be a Clan Defender covering Level (x - 5), where “x” is the Captain's current Level, to the maximum Level achievable by Captains in Battlestations!, which is currently Level 220 at this point in time. In short, this option allows a Captain to set him/herself as a Clan Defender against Attacking Captains with much higher Levels than him/herself.
Because high-Level Captains can have much superior Damage potential compared to lower-Level Captains, this option is only advisable for Captains above a certain Level, and even then only with careful Build planning tailored towards effective Defending against high-Level Attacking Captains.
How Clan Defending Works
Once a Captain has set him/herself as a Clan Defender, he/she will retain that status until he/she clicks the “Do Not Defend” button, and/or a Clan Master (CM) or Admiral of the Clan removes that Captain as a Defender. This option can be exercised even when the Clan Fort is still Sunk; therefore, a Captain can set him/herself as a Clan Defender during a previous Fort Salvage and/or when the Fort was still Sunk, and the Clan Defender status will remain active permanently, at least until the Captain cancels, or is removed from the status by a CM or Admiral.
When a Captain has set him/herself as a Clan Defender, the Captain will not be able to Attack rival Captains in Battle, or Attack an enemy Fort, when his/her own Clan Fort has been Salvaged. The Clan Defender will be able to Attack rival Captains and/or enemy Forts again when he/she has either canceled Clan Defender status, or his/her Clan Fort has been Sunk.
When a Captain is set as a Clan Defender and the Clan Fort has been Salvaged, Defender Encounters will be initiated automatically whenever an enemy Attacking Captain within the Clan Defender's covered Level range Attacks the Fort. The Clan Defender will receive a notification through the Captain's Log whenever a Defender Encounter with him/herself has been initiated. Defender Encounters will be initiated with the Clan Defender, even if the Clan Defender in question is under Protection.
If the Clan Defender's Ship is Sunk, he/she will not be able to Defend against enemy Attacking Captains; he/she will have to Salvage his/her Ship again before they can initiate any more Defender Encounters. Because of this, simply setting oneself as a Clan Defender does not make for effective Clan Defending, as Clan Defenders tend to get Sunk quickly after several Defender Encounters against enemy Attacking Captains; Clan Defenders should also be online whenever the Fort has been Salvaged, as they will need to Repair their Ships frequently to maintain their Defense of the Clan Fort.
Should the covered Level ranges of two Clan Defenders overlap, and an Attacking Captain with a Level within the overlapping Level ranges of both Defenders Attack the Fort, priority for the Defender Encounter will go to the higher-Level Clan Defender first, if his/her Ship is not Sunk. Only if the higher-Level Clan Defender has been Sunk, and has not Salvaged his/her Ship by the time the same enemy Attacking Captain Attacks the Fort again, will the Defender Encounter go to the lower-Level Clan Defender.

Found in a link at the War Page, the War Console is an interface which integrates all aspects of the Clan War experience in one easy-to-view package. The War Console allows Captains to conduct any aspect of Clan War from one page, instead of having to load different pages repeatedly. Apart from streamlining the process of Clan War, the War Console also provides valuable tactical information during the course of the Clan War, allowing Captains and especially Clan Masters (CMs) and Admirals to adjust to the situation as it unfolds.
The War Console will become available as soon as a Captain's Clan Fort has been Salvaged. It will remain available until the Fort has been Sunk, at which time it will revert to “inactive” status again.

The option to Attack an enemy Fort is found in the lower right corner of the War Console. When the countdown timer is at 0.0s, the option to Attack an enemy Fort will become available.
A Captain may choose which enemy Fort to Attack (if there are more than 1 enemy Fort currently Floating), and then choose which Lane to Attack that enemy Fort from.
If an enemy Clan Salvages its Fort while a Captain's Clan Fort is currently Floating, the War Console will trigger an alarm. This is especially useful for knowing when an enemy Clan Fort has been Salvaged for Clan War when there were no enemy Forts that were Floating at the time, otherwise known as Fort Watching (FW).

After Attacking the enemy Fort, the Lane options will be dimmed to signify the cool-down period before the Captain may Attack an enemy Fort again. The countdown timer will begin counting down at this time, measuring the remaining cool-down period for the Captain.

The option to set oneself as a Clan Defender is found in the lower left corner of the War Console. If a Captain has been promoted above Rank 1 in his/her Clan, and is thus eligible to Defend the Clan Fort, he/she may set him/herself as a Clan Defender here. If a Captain is set as a Clan Defender, the Attack options will be dimmed out, as Clan Defenders are not allowed to Attack during Clan War.
If a Captain's Ship has been Damaged, he/she may also Repair his/her Ship in this section. The option to Repair the Captain's Ship will light up and become available whenever the Ship has been Damaged.

The Command Text box can be found on the top left corner of the War Console. Clan Masters and Admirals may send short messages to the rest of the Clan Members by typing them into this box, allowing them to coordinate the offensive against rival Clans. This is especially useful when there are more than one enemy Clans currently Floating at the same time, as it allows the Clan leaders to designate which enemy Fort the Clan Members should focus their Attacks on.

The Main Screen displays the bulk of the tactical information throughout the course of the Clan War, and thus is most useful for the Clan Masters and Admirals who are leading the Clan in their fight against the enemy Clans. A list of Active Defenders is found in the centre of the Screen, which details the list of Captains who have set themselves as Clan Defenders, as well as whether their Ships are Floating or Sunk at any one time.
The numbered lines spanning the entirety of the Screen represents the three Lanes by which Attacking Captains are approaching the Fort. Red icons represent the Clan's own Attacking Captains, while grey icons represent enemy Attacking Captains from the enemy Clan. The information provided by the Main Screen includes the Lanes individual Captains are Attacking the Forts by, whether they meet or have gotten Sunk by Clan Defenders, whether they have gotten sunk by the Fort Superweapon, and how much Damage these Attacking Captains have managed to deal to the Fort if their Ships survive the Attack.

CMs and Admirals may also control the Fort Superweapon from the War Console. The left side of the Main Screen represents the Clan's Fort, and the three “target” icons represent each of the three Lanes where the Superweapon's position can be adjusted at any time. To change the position of the Superweapon, a CM or Admiral can click on either of the three “target” icons (apart from the one which the Superweapon is already occupying) to change the position of the Superweapon to that Lane. Once this is done, the “target” icons will gain a cool-down timer, which denotes the amount of time needed before the Superweapon can be moved again.