2.0

Civil Recovery Corps Responders

Players are Civil Recovery Corps Responders: volunteers who signed up during the NPV health crisis. A player can manage up to three Responders at the campsite, each with a background and a starting Skill. A Responder can die forever. Higher difficulties make every death final, and permadeath also triggers at extraction or a total mission fail unless a Rescue Beacon occupies a loadout slot and is consumed. Account XP and Credits outlive the body. Character XP does not.

Official Steam screenshot of a hat-wearing Responder checking a pistol while a squad advances down a flooded institutional hallway.
FIG. 2.1 — Hospital still used for CRC context
2.1

Three campsite slots

The welcome post is the first-party source for the three-slot campsite. You do not play an unnamed marine. You play a named volunteer with a background and a starting Skill. The official notes do not publish a profession roster or a full skill tree, so this page does not invent one. What they do publish is the slot count and the fact that each slot is a separate life.

Treat the three slots as a bench, not as extra continues. If Nightmare or Hard deletes a Responder on a failed extract, the other two remain. If you only ever level one body, a single wipe plus a missed Beacon returns you to a fresh slot with a fresh starting Skill. The campsite is the only published place those three lives sit between deployments.

If you only create one Responder, you have no bench when permadeath fires. Create the second and third slots after Tutorial and Range so a deleted life does not return you to an empty campsite. The official notes stop at three; this page does not invent a fourth.

Official Steam screenshot of a dark hospital morgue where a bloodied figure crouches over a body under a flashlight, with a fire axe in the foreground.
FIG. 2.1 — Hospital still used for CRC context
2.2

Permadeath triggers

Permadeath has two official layers. Higher difficulties make every death final. Independently, permadeath also fires at extraction or a total mission fail. That second layer is why a successful extract can still delete the character you just saved. The Rescue Beacon is the published counter: it occupies a loadout slot, it is consumable, and it blocks the next permadeath loss.

Solo Mode turns permadeath off. Beginner does not. Beginner gives a respawn timer every minute and −30% zombie HP, but the extract-or-fail rule still applies to the Responder. If you want to keep a body, either play Solo, carry a Beacon, or accept that the extract window is a second death check. Steam store copy and the welcome post agree on that structure.

Write the trigger down before you queue: death on higher difficulties, plus extract, plus total fail. The Beacon eats one of those events. Solo removes the rule. Beginner does not. That is the whole official decision tree.

2.3

Account XP versus character XP

Armageddon split rewards. Account XP and Credits persist. Character XP is paid on a final extract and is not paid on an early extract. Hard pays 150% account XP, 200% character XP, and 150% Credit XP. Nightmare pays 200% / 300% / 200% and adds more Runners and Primes. Normal pays 125% character XP and, after the 13 August hotfix, extra respawns before extraction.

That table is why a first Responder should not start on Nightmare. You can farm account XP and Credits on a body you are willing to lose, then spend those Credits on a Beacon and a cheaper 1.0 loadout for a body you intend to keep. Character XP only matters if the extract is final and the character survives the permadeath check.

Character XP is the reason to play for a final extract. Account XP and Credits are the reason a deleted Responder was not a wasted drop. Spend the persistent currencies on a Beacon and a 1.0-priced loadout before you risk the body you are actually leveling.

2.4

Starting Skills

Each Responder starts with a Skill tied to a background. The official welcome text states that fact and then stops. There is no first-party named roster of backgrounds in the sealed capture, so this manual does not list fan names or invented bonuses. What you can do with the published rule is plan around a starting Skill as a one-time identity, then spend Credits on loadout items that Armageddon actually priced: M9A3 at 1500, DB12 at 600, Hockey Stick at 400 after the hotfix.

If a community wiki lists twenty professions, treat that list as observed until Torn Banner publishes the same names. The CRC page on this site stays on the three slots, the permadeath triggers, the Beacon, and the XP split — the fields the welcome post and the 1.0 notes actually gave.

Because the starting Skill is unpublished beyond that one sentence, do not rebuild this page as a profession database. Use Credits on the priced 1.0 items Torn Banner named, and treat the Skill as flavor until a first-party roster appears.

2.5

Rescue Beacon as a CRC tool

The Rescue Beacon is both an arsenal row and a CRC rule. It is the highest-tier loadout utility in the sealed 24-row set. Buy it with Credits or Merits, put it in a slot, and it consumes itself to block the next permadeath loss. It does not stop a wipe from failing the mission. It does not revive a teammate. It saves the next time this Responder would be deleted at death, extract, or total fail.

Weekly assignments reset on Tuesdays and can yield 6 Merits in a set. That is the official path to a Beacon if you do not want to spend Supplies cashout Credits. A new player who finishes Tutorial, Range, and Solo should treat the first Beacon as the item that makes a first public extract survivable as a character, not as a cosmetic.

Put the Beacon in the slot before a Hard or Nightmare extract, not after the wipe screen. Merits from a Tuesday set of 6 are the official non-Credit path. Cosmetics wait until the life you care about is insured.

Official siteSteam store

Related pages: First Deployment Credits & Merits NPV Infection