The Empire fell and nobody came back for you. Stranded on Tatooine after the destruction of the second Death Star, you are a stormtrooper with no army, no resupply and no rescue plan. All that is left is the desert.
Every raid starts with one decision: how much are you willing to lose? Then you drop into the dunes to scavenge, run faction contracts and fight both the AI and rival players. The hard part comes last: reaching a guarded extraction point alive, before the sandstorm seals the map.
Extract and your haul becomes currency, reputation and unlocks. Die and you lose only what you were carrying, never your progress. The long game is building enough leverage with the factions to finally get off this planet.
Losing the run never means losing the journey. Death costs you that raid's haul, never what you have built.
The four rules that settle every scope decision on this project.
A gritty frontier where blasters overheat, armor falls apart, and water and scrap are worth more than promises.
You bring a loadout in. Fall in the dunes and you lose what you brought and everything you found that run.
There is no player market. Progress runs through reputation and bartering with three factions that hate each other.
Unlocks, currency and reputation are permanent. The safety net that keeps the mode fair for a Fortnite audience.
Sixty minutes split into four phases of rising tension.
16 to 24 players spawn scattered across the map with the loadout they chose to pay for. Faction AI is already in position and every extract starts locked.
The wide phase: crack crates, hack data terminals, push contract objectives and manage your carry capacity. Extracts start unlocking in a staggered order.
The sand front closes the map in two or three waves. The safe area shrinks and funnels everyone onto the same routes.
The easy extracts are spent. Anyone still on the map is fighting for the way out, no exceptions. At 60 minutes the storm closes and whoever stayed loses the haul.
Earning reputation with one costs you standing with the others. Picking a side is an economic decision.
Neutral, everywhere and greedy. They are the only buyers of scrap, junk and droid parts. They sell Tier 0 and 1 gear and deal strictly in Local Coins, never Imperial Scrip.
Runs a hidden bunker and sells the heavy military hardware, Tier 2 and 3. Trades in Imperial Scrip and intel. Refuses desert junk outright.
Former Jabba network. Sells black-market mods, pistols, shields and stims. Buys rare materials and stolen Imperial gear, paying in Local Coins.
Every extract charges a different price. The right exit depends on what you are carrying and who you run with.
| Extract | Availability | Condition | Risk |
|---|---|---|---|
| Comm-Gate Outpost Alpha | Static | Encrypted data cylinder or Imperial clearance | High triggers alarms |
| Jawa Sandcrawler | 45% of matches | 2x Scrap or 100 Coins | Low |
| Beggar's Canyon | Always open | None | Extreme always camped |
| Mos Eisley Gate | 60% of matches | 150 Local Coins toll | Medium |
| Crashed Shuttle Pod | 30%, single use | Imperial encryption key | High fires a flare |
| Smuggling Ship | Event, final 10 min | 1x Unrefined plasma ore | Extreme |
The toll scales with your haul: players who lost everything walk out free through the Canyon, while anyone coming back rich pays dearly or gambles on the most dangerous exit on the map.
The loadout is paid up front, whether you survive or not. A skilled Tier 0 player can still threaten a Tier 3: gear makes you sturdier, never invincible.
| Tier | Weapon | Armor (shield) | Cost | Gate |
|---|---|---|---|---|
| 0 · Scavenger | Rusty Tusken Cycler | Civilian poncho (25) | ~215 coins | Always free |
| 1 · Trooper | Damaged E-11 | Trooper chest (50) | ~1,065 coins | Default |
| 2 · Enforcer | DL-44 pistol | Smuggler rig (75) | ~1,845 coins | Syndicate reputation |
| 3 · Elite | DLT-19 heavy | Scout armor + shield (100) | ~12,060 coins | Imperial reputation |
Broke? The Jawa scav run grants a free deploy every 20 minutes: random kit, zero financial risk, and 100% of what you find is profit. Nobody gets stuck unable to play.
Five themed zones around a high-threat center, each with its own hostile wildlife.
| Threat | Per match | Behavior | Drops |
|---|---|---|---|
| Jawa Scavenger | 6 to 8 | Skittish, flees unless fired upon | Scrap and junk |
| Tusken Raider | 10 to 12 | Aggressive, ambushes from high ground | Cycler ammo, water |
| New Republic Scout | 5 to 6 | Tactical, patrols the roads in pairs | Local coins, bacta |
| Elite NR Trooper | 3 to 4 | Holds tight angles at Outpost Alpha | E-11 mags, intel data |
Everything you bank feeds one long-term goal.
There is a disabled transport ship sitting in your hideout. Rebuilding it takes four phases, each a brutal resource sink: hull and shield, avionics, hyperdrive and finally fuel injection. Every completed phase unlocks a permanent account perk.
Finishing phase four triggers the Launchpad event: a one-off match where you hold the launch site for five minutes against escalating AI waves, while every player on the server gets the alert that an Imperial starship is taking off. Survive and you escape Tatooine and earn a prestige level. Fail and the core is lost, dropping the ship back a phase.