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§ 03Core Gameplay

Groups

How the group system works, the three-player limit, what a group shares, and the rules on teaming.

Updated 21 Sep 2026groupssquadteamfriendly fire

On this page
  1. What a group gives you
  2. The rules that go with it

Chernarus is a solo, duo or trio server. The group system enforces the cap, and the rules cover everything the system can't see.

3
players per group, enforced by the group system
On
friendly-fire protection inside a group
2 min
between invites
30 days
of inactivity before a group is removed

What a group gives you#

  • Deploying together. Everyone in your group within 60 m of whoever deploys lands beside them. Deploy & extract.
  • No friendly fire. You can't damage a member of your own group.
  • Each other on the map, and a shared set of markers.
  • The territory list. A base's generator authorises up to three players — the size of a group, by design. Territory and upkeep.

The rules that go with it#

  • Maximum 3 per group, online and offline — the cap is on the people you play with, not on who happens to be logged in.
  • No rotations. Permanent swaps only, and a player who leaves your group may not rejoin later.
  • No alliances or teaming with other groups, and no paying for services — transport, C4 for another team, raid protection. Face-to-face trading with anyone outside your group happens at a trader; meeting a stranger in the field to hand over gear counts as teaming. The player market is always fine.

A group that goes quiet for 30 days is removed.

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