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Crew and ranks

Your diggers have names and stay with you across rounds. With experience they get promoted, and higher ranks can do more.

Ace, Lieutenant
Ace
Nova, Sergeant
Nova
Hex, Private First Class
Hex
Ziggy, Digger
Ziggy
  • Every player has a named crew that stays saved in the browser.
  • When you buy a digger, the most experienced free one from your crew comes, with name and rank. Only if none is free, a new one joins.
  • A digger who dies in a round is only unavailable for that round.
  • Switching: Tab goes to the next digger, ⇧ Tab to the previous one, 1 to 9 select directly, as does clicking a crest or the mouse wheel.
Action Experience
5 control inputs or 5 completed commands +1
100 pixels dug +1
Tree chopped +2
Gold sold +3 per nugget
Building or castle part built (share) +10
Enemy or animal defeated (punch, throw or explosion of a thrown flint) +25
Round survived +50
Melee +2 per second

Rank n needs n1.5 × 1000 experience, like the original. A trumpet announces every promotion: “Ace was promoted to Lieutenant!”

Maximum energy grows with rank: 50 + 5 × rank, up to 100 from General. From rank 16 the ladder starts over with suffixes (“… First Class”, “… Without Equal”, “Sublime …”) and the crest gets a golden rim with small dots.

Every digger wears a crest in your player colour (opponents in theirs): a mining helmet with lamp and pickaxe, his initial in the bottom right. The shape (shield, circle or pennant) follows from the name, so you can tell your crew apart in the crew bar at a glance. The rank insignia on the crest:

  • Enlisted: 1 to 2 golden chevrons (Private, Private First Class)
  • NCOs: chevrons with a rocker (Corporal, Sergeant)
  • Officers: 1 to 3 bars (Ensign, Lieutenant, Captain), laurel with diamonds (Major, Colonel)
  • Generals: stars and marshal’s batons on a red field
  • Admirals: anchor on a blue field
  • Politics: silver and gold crown on a purple field
Digger
from 0 experience · energy 50
0
Private
from 1,000 experience · energy 55
Chunk Pro
1
Private First Class
from 2,828 experience · energy 60
2
Corporal
from 5,196 experience · energy 65
Pack Mule
3
Sergeant
from 8,000 experience · energy 70
Foreman
4
Ensign
from 11,180 experience · energy 75
Demolition Expert
5
Lieutenant
from 14,697 experience · energy 80
Squad Leader
6
Captain
from 18,520 experience · energy 85
Master Builder
7
Major
from 22,627 experience · energy 90
Medic
8
Colonel
from 27,000 experience · energy 95
9
General
from 31,623 experience · energy 100
Captain
10
Field Marshal
from 36,483 experience · energy 100
Warlord
11
Admiral
from 41,569 experience · energy 100
12
Fleet Admiral
from 46,872 experience · energy 100
13
Secretary of State
from 52,383 experience · energy 100
14
Chancellor
from 58,095 experience · energy 100
15
from rankAbilityEffect
1 PrivateChunk ProSpecial key or “Chunk mode” button: digging always starts in chunk mode.
3 CorporalPack MuleCarries 2 items instead of 1.
4 SergeantForemanBuilds 25 % faster, diggers nearby 10 % faster.
5 EnsignDemolition ExpertMay throw tera flints and dynamite (others can only carry them), throws 20 % farther.
6 LieutenantSquad LeaderCommands up to 3 diggers: follow, dig here, fetch material, attack.
7 CaptainMaster BuilderCan build castle parts and the trading post without castle plans.
8 MajorMedicSlowly heals diggers nearby.
10 GeneralCaptainCounts as captain for "Kill the Captain"; diggers within 80 px fight 15 % harder.
11 Field MarshalWarlordSquad leader for the whole crew; morale aura: within 120 px +10 % fighting and +5 % building speed.
  • Chunk Pro: The special key (classic V), the “Chunk mode” button in the command bar, the switch below the crest or the context menu keeps chunk mode on. Every new dig starts in it; press again to switch it off. The digger remembers the mode permanently, also for later rounds.
  • Pack Mule: The digger carries two items.
  • Demolition Expert: Anyone may carry and sell tera flints and dynamite, but only an Ensign may throw them. All throws fly 20 % farther.
  • Captain: With the rule “Kill the Captain” each side gets a captain (★) at the start of the round: whoever has the ability, otherwise the highest rank. If the enemy captain falls, you win; if yours falls, you lose the round.
  • Badges and auras: Small badges below the crest show what the digger can do; hover for the explanation. A captain also wears a golden emblem above his head. The auras of foreman (orange), medic (green), captain (red) and warlord (gold) show as a soft glow in the field; a dashed ring around the selected digger marks the range.
  • Warlord: The morale aura makes all your own diggers nearby fight and build better. Enemies do not benefit.
  • Experience for victories: Whoever hit last gets the victory, even if their flint explodes later. Your own people do not count.

Undermine Squad 0.1 · „Clonk“ is a registered trademark of Matthes Bender. Undermine Squad is an independent game.