ROB RUN Clans Guide: 100-Player Crime Families

How ROB RUN clans work: the 100-player cap, party limits, territory and tax income, base defence, switching clans mid-cycle and what solo players lose.

Last Updated: 2026-11-06

Quick answer. A ROB RUN clan holds up to 100 players and is the structure behind territory control, base defence and the top of the Power Pyramid. Parties are capped at three, so a clan is not a giant squad; it is a network of small teams sharing a name, a map and a tax base.

  • Clan cap: 100 players.
  • Party cap: three players.
  • Clans can hold territory and collect cuts through settlements.
  • You can switch clans during a wipe cycle without making a new character.
  • Clan membership is social; assets are still wiped.

ROB RUN clan members standing together in Looty Bay
ROB RUN clan members standing together in Looty Bay

Clan before territory

Join a clan with an active timezone before you rent a plot or chase a district.

Clan versus party

These are two different systems, and confusing them is the most common clan mistake.

System Size Purpose
Party Up to 3 A single run: heist, cargo, police shift
Clan Up to 100 Long-term territory, defence, taxes and politics

A clan does not let you bring 20 players into a bank. It lets 20 small parties operate under one flag, share a base network and defend the same district.

What a clan actually controls

Clans matter because the map is owned. A clan that controls a district can influence:

  • Settlement ownership. Owning settlements means collecting a cut from tenants.
  • Tax flow. The Power Pyramid takes a percentage at each tier; clan position determines where you sit.
  • Base defence. Defence modules alert allies, which turns a solo raid into a response.
  • Territory fights. Raids, gang wars and truces are clan-level decisions, not solo ones.
  • Recruitment and reputation. A known clan gets better players and better deals.

The power pyramid page→ explains the five tiers and the cuts between them.

Roles inside a clan

The game supports clan roles, but Kefir has not published a full role table. What matters in practice:

  • Leadership decides territory, truces and who gets a plot.
  • Officers run raids and defend the base network.
  • Members generate income, hold plots and fill parties.

Do not assume a role gives a stat bonus. Roles are permissions and coordination, not character power.

The 100-player cap

One hundred is large enough to hold a district and small enough that politics matter. In practice, a clan of 100 is not 100 active players; it is a core of maybe 10 to 20 who play together, plus a wider membership that holds plots and pays taxes.

That has two consequences:

  1. Activity matters more than headcount. A 20-player clan that plays together beats a 100-player clan that does not.
  2. Tax income depends on tenants. A clan that owns empty settlements earns nothing.

Switching clans

You can change clans during a wipe cycle without creating a new character. That makes clan membership less permanent than it looks.

The useful times to switch:

  • Your clan has stopped defending its territory.
  • You want to move from a solo plot to a clan base network.
  • A better tax arrangement exists in another settlement.

The useful times not to switch:

  • Mid-raid. Loyalty is cheap; a reputation for flipping is not.
  • Right before a wipe, unless the new clan has a plan for the reset.

Starting a clan

A new clan needs three things before it is worth the name:

  1. A base network. One base is a target; five bases with defence modules are a deterrent.
  2. A territory plan. Which settlement, which district, and who owns it.
  3. A tax plan. Who collects, how often, and what the clan spends it on.

Most new clans fail at the third point. They recruit, build, fight, and then discover that nobody is collecting the rent. The money guide→ covers the property income side.

What solo players lose

Solo play is viable. You can rob, haul cargo, rent a plot and run a base without a clan. What you cannot do easily:

  • Defend a base against a group.
  • Hold a settlement or district.
  • Collect tax income at scale.
  • Trade safely inside a contested district.

If you are solo, invest in a Security System and keep the base boring. If you want territory, join a clan before you buy a settlement.

Clan play and the wipe

The weekly Federal Raid clears plots, bases, weapons and cash. It does not erase the social structure around them. That is why clans that plan for the wipe outperform clans that do not:

  • They rebuild in the same district.
  • They already know which plots are worth renting.
  • They have a roster that returns after the reset.

The wipe page→ lists exactly what carries over.

FAQ

How many players can be in a ROB RUN clan?

The cap is 100 players. Parties are separate and cap at three.

Can I switch clans without a new character?

Yes. You can change clans during a wipe cycle without creating a new character.

Do clans survive the wipe?

The wipe clears plots, bases, weapons and cash. Clan membership is a social structure and is not listed among the wiped assets, so the group can rebuild together.

Is a clan required to play?

No. Solo play works for heists, cargo and a small base. Clans are required for territory control and large-scale defence.

Official source: Kefir Help Center, ROB RUN Steam store page and Steam announcements (checked 2026-11-06).

Sources

More ROB RUN Guides

All guides →