Two kinds of fight: the From Hell events you call in yourself, at the level you choose, and shared events that run on their own for anyone to join. Each one shows a panel on your screen with the fight's progress and a damage leaderboard.


Heli, Bradley and Raid From Hell
Written from scratch for this server.
Fights you start yourself. Throw an air supply signal in your base (buy one in /s, or find one in high-tier loot and events), or queue one with /heli get <level>, /brad get <level> or /raid get <level> and then spawn.
- You must be in a base you are authorised on, at least 300 m from the Town. The heli's fire does reduced damage to your base (building blocks x0.75 at Normal down to x0.25 at the hardest level, deployables less), and anything without a Tool Cupboard is destroyed.
- Each teammate who joins adds 20% health and grows the loot.
- Events share a queue. A heli or Bradley gives up on its own after 2 minutes without damage (plus 2 seconds per % of damage it has taken), raiders after 5 minutes, and so does an event whose caller disconnects;
/heli surrendergives up by hand. Also:info,levels,cancel,last.
Heli From Hell
Weak spots take triple damage.
| Level | Helis | Health | Damage | RP | XP |
|---|---|---|---|---|---|
| Normal | 1 | 10,000 | x1 | 500 | 500 |
| Hardcore | 1 | 25,000 | x1.5 | 1,000 | 1,000 |
| Ultra | 2 | 20,000 | x2 | 1,500 | 2,000 |
| Heli From Hell | 3 | 25,000 | x3 | 2,000 | 4,000 |
Bradley From Hell
| Level | Health | Damage | RP | XP |
|---|---|---|---|---|
| Normal | 1,500 | x1 | 500 | 500 |
| Hardcore | 5,000 | x1.8 | 1,000 | 1,000 |
| Ultra | 10,000 | x2.2 | 1,500 | 2,000 |
| Bradley From Hell | 25,000 | x3 | 2,000 | 4,000 |
Raid From Hell
Defend your own base: /raid start <level> at your Tool Cupboard. Only you and your team, within 40 m, can hurt the raiders. Lose the cupboard and you lose. A win drops a crate of rebuilding resources.
- Normal: two waves, 1,000 RP and 200 XP.
- Hardcore: four heavy waves, 3,000 RP and 600 XP.
- Endless: survive as long as you can.
/raid topshows the best times.
Air supplies








Air supplies are skinned supply signals from the store and from loot: military, elite, hackable and oil-rig crates and supply drops hold one now and then (the rarer the crate, the more often), mostly normal levels with Ultra and Hell very rare; a monument event can drop one, and day 7 of the login streak pays a Heli signal. Throw one to start that event right away. If it cannot start, you get the signal back.
- Heli or Bradley: 750, 1,500, 2,250 or 3,000 RP by level.
- Raid: 1,500 (normal), 4,500 (hardcore), 1,500 (endless).
- Horde Lure, 500 RP: a horde of 6 growing to 10 where it lands, gone after 30 minutes. Not in safe zones or near the Town.
Monument takeovers
Our own build.
Every 60 to 90 minutes, with a 10-minute warning, a monument is taken over for up to 30 minutes.

- Outbreak: burn the zombie nests from up close, then kill the Brute boss and its escort.
- Scientist Takeover: take out the snipers, then the commander, then hack his crate and hold it while reinforcements arrive by Chinook or Bradley.
Modifiers such as extra Brutes, Runners, a swarm or night raise the loot. Camping out of the zombies' reach gets you gassed. Loot goes to /loot: bulk resources, ammo and components by tier, weapons and explosives as rare single drops, and a keycard that follows the tier (green at Easy and Medium, blue at Hard and Expert, red at Nightmare).
| Tier | Soldier XP | RP | Blood |
|---|---|---|---|
| Easy | 1,500 | 500 | 50 |
| Medium | 3,000 | 1,000 | 100 |
| Hard | 5,000 | 1,500 | 200 |
| Expert | 8,000 | 2,500 | 350 |
| Nightmare | 12,000 | 4,000 | 600 |
Convoy From Hell

An armed convoy rolls out every 45 to 90 minutes. /convoy info shows where it is. Hit it and it stops; it moves on 2 minutes after the fighting ends, and slips away after 30 minutes left alone.
The vehicles cannot be destroyed: kill the crew, turrets and SAM sites. The crates only open while it is stopped, and you win by emptying them all. Shots from more than 12 m above it do not count. Top damage gets an extra 10%.
| Level | Chance | RP | XP | Escort |
|---|---|---|---|---|
| Normal | 50% | 500 | 500 | none |
| Hardcore | 30% | 1,000 | 1,000 | Bradley |
| Ultra | 15% | 1,500 | 2,000 | Bradley and patrol heli |
| Convoy From Hell | 5% | 2,000 | 4,000 | Bradley and patrol heli |
Raid bases
The Raidable Bases plugin, with loot tables of our own.

An Easy, a Medium and a Hard base are always on the map, and a new one appears 10 minutes after one ends. /raids lists them. Every base holds Blood and research paper, and a clear pays XP to every raider.
/buyraid <tier> buys your own base that only your team can loot. One bought raid per player, and you get a refund if it cannot be placed within 3 minutes.
| Tier | Price | Cooldown | XP per raider |
|---|---|---|---|
| Easy | 250 RP | 30 min | 1,500 |
| Medium | 500 RP | 45 min | 3,000 |
| Hard | 1,000 RP | 60 min | 6,000 |
| Expert (buy only) | 1,500 RP | 90 min | 10,000 |
| Nightmare (buy only) | 2,500 RP | 120 min | 16,000 |
Guarded crates

A new guarded crate site appears every 15 minutes, up to 3 at once, shown as red circles on the map (/crates). The first hit on a guard claims the site for your team, and the claim lapses after 3 minutes away. Clear the guards, hack the crates (15 seconds each), and loot within 8 minutes. Rewards: 300 XP and 250 RP (normal), 600 and 500 (hardcore), 1,200 and 900 (ultra).
Zombie Hunt
/zhunt join, then /zhunt tp to reach the horde. Every 10 minutes it moves to a new grid square. Each round picks a weakness gun that hits hard while other guns barely scratch; melee and bows always work and explosives do nothing. Loot draws grow with your kills (3 items at 1 kill, up to 12 at 200), collected with /loot. /zscore shows the wipe's kills.
Timed challenges
/qc shows the current race: 15 to 30 minutes, every 20 minutes or so, while at least 2 players are online. First, second and third get 5,000, 2,500 and 1,200 Blood and everyone else who scores gets 500, all in full from a score of 15; a lower score pays its share (a score of 5 earns a third).
Power and water
Heavy fuses at the Power Plant light up the island's power lines, and turning the wheel at the Water Treatment Plant fills every water catcher (and doubles crop growth in the Town). Both pay Engineer XP and announce who did it.