What the Clan System Is
The Clan system is an EXPANDED version of the basic team feature, built for organising much larger groups -- think well beyond the small squads the team system was made for. It keeps everything teams give you (shared map markers, team chat, coloured nametags) and layers on real management tools on top.
The heart of it is the Clan Table: a stationary station, a bit like a workbench but for clan management instead of crafting. Stand near one and you can found a clan, run its roster, set roles, and brand it. If your group has outgrown casual teaming, the clan system is how you keep dozens of players coordinated.
Finding the Clan Table
You don't craft a Clan Table -- you use the existing ones at SAFE-ZONE monuments, so there's no PvP risk to managing your clan:
- Outpost: the table sits in the barbed-wire fenced area, between the gambling train and the Research Table.
- Bandit Camp: it's beside the staircase leading up to the gambling wheel.
You'll recognise it by its cluttered surface -- tokens, map markers, a small tool cupboard, drawers, and a detailed map of the island. Just walk up and interact to open the clan interface. (Admins can also spawn a deployable version via the F1 console, but for normal play you use the safe-zone tables.)
Creating & Managing a Clan
When you first open the table without a clan, it tells you "You're not in a clan yet" and offers a green "Create a new clan" button. Found one and you unlock the full management panel, which slots in alongside the crafting/inventory menus.
The panel is your command post: - Members list: your full roster (starting with just you, the founder). - Announcements: a page to broadcast messages to the whole clan so everyone stays on the same page. - Invitations: an invite system to bring new members in and grow the clan.
From here you handle the day-to-day -- who's in, what they're told, and who gets added.
Roles & Hierarchy
The clan hierarchy isn't a fixed leader/member split -- it's CUSTOMISABLE. Leaders can create their own ranks and shape the structure to fit how the clan actually operates, then assign members to those roles.
That flexibility is the point of a clan over a plain team: you can mirror a real organisation -- a leadership core, raid leaders, farmers, builders, recruits -- and give each rank the standing that suits it. The table becomes the place to assign those roles, plan raids and defences, and coordinate shared resources across a big group, rather than everyone being a flat, equal teammate. (Facepunch iterates on the exact rank options, so check the in-game panel for the current set.)
Clan Identity
Clans get a visual identity that a basic team doesn't. You can brand the clan with a custom BANNER -- paint your own logo on an XL canvas and pick from 8 banner colours -- and your clan shows up through tags and coloured nametags so allies and enemies alike can read who's who at a glance.
Why bother over just teaming up? For a large group the clan system streamlines everything: a single roster, clan-wide announcements, custom roles, and shared identity make coordinating dozens of players far less chaotic than a loose team. For the actual PLAY of running a big group -- compound design, loot rules, callouts, raid coordination -- pair this with the Group & Clan Survival guide; this system is the in-game scaffolding those tactics hang on.

