Rust's Clan System Explained — The Clan Table, Roles and What It Changes
July's Common Ground update added a proper Rust clan system built around the Clan Table: up to 100 members, roles and permissions, clan chat and teammates on your map. Here's how it works and what it means for solos.
Rust finally has a real clan system. The Common Ground update on 2 July 2026 replaced the old eight-player team limit with something built for actual groups: a craftable Clan Table that supports up to 100 members, with roles, permissions, a dedicated chat channel and your clanmates visible on the map.
If you've ever run a group bigger than one team, you know why this matters. Until now, a 20-person clan was a mess of overlapping teams, no shared chat, and constant "who is that" moments in your own base. This fixes the plumbing.
What the Clan Table is
The Clan Table is your clan's equivalent of a Tool Cupboard — it's the physical object your clan exists around, with its own status marker and range. Place one, found your clan, and everything else hangs off it.
It's cheap on purpose. Straight from the game files, the Clan Table costs 200 wood and 100 metal fragments, takes 30 seconds to craft, and needs a Level 1 Workbench to research. That's deliberately within reach on wipe day — Facepunch clearly wants clans formed in the first hour, not on day three.
You don't even have to craft one to get started. Facepunch placed free Clan Tables at Outpost (in the fenced area near the Research Table) and at Bandit Camp (by the staircase). Found your clan there on wipe day before you've built anything.
Roles and permissions
The headline change over the old team system is that members aren't all equal any more. You can assign roles and give each one different permissions, which is the difference between a group that scales and one that implodes the first time a random gets invited.
In practice that means a clan leader can hand out authority without handing over everything — the person who recruits doesn't need the same access as the person who can disband the clan. If you've run a group where one bad invite cost you a base, this is the feature you've been waiting for.
The exact role names and the full permission list are worth checking in game rather than taking anyone's word for it, since Facepunch has been tuning them since launch.
Chat, announcements and the map
- chevron_rightClan chat — a dedicated channel, so clan comms stop drowning in server chat.
- chevron_rightMessage of the day — post an announcement your clan sees, which is how you coordinate a raid window or a wipe-day plan without needing everyone in Discord at once.
- chevron_rightClanmates on the map — open your map and you can see nearby clan members' locations.
That last one is quietly the biggest quality-of-life change. Finding your own group after a fight used to mean shouting grid squares at each other. Now you just look.
What it means if you play solo
Let's be honest about this: a system that lets 100 players coordinate properly is not good news for solos. Big groups were already the dominant force on most servers, and this removes the admin friction that used to cap how well they could organise.
The counter is that clans are now *visible* in a way they weren't. A Clan Table is a physical object with a status marker — clan membership is a thing that exists in the world rather than a hidden roster. And the pre-placed tables at Outpost and Bandit Camp mean smaller groups can form up just as fast as the zergs can.
If you're playing alone, none of this changes the fundamentals: build small, build hidden, and don't give a 40-man clan a reason to look at you. Our solo play guide covers that in depth, and the base designs section has solo-appropriate builds that don't advertise loot.
One important limitation
The clan system isn't available in hardcore mode. Hardcore deliberately strips out the conveniences — no map, no compass — so a system whose main perks are shared chat and map markers was never going to fit. If you play hardcore, nothing changes for you.
Is it worth setting up?
If you run more than about six players, yes, immediately — 200 wood and 100 metal fragments is nothing against the amount of confusion it removes. If you're a trio, it's still worth it for the shared chat and map markers alone, and it costs less than a sheet metal door.
The real test will be whether Facepunch keeps building on it. A clan table with roles is infrastructure; what gets built on top — shared storage permissions, clan-level upkeep, clan-vs-clan mechanics — is where it could genuinely change how wipes play out. For now it's a clean fix to a problem groups have worked around for a decade.
Related guides
New to Rust? Here's exactly what to do on your first wipe — gathering, your first base, tools, scrap and staying alive. Real numbers, no fluff.
Yes, you can play Rust solo. Here's how to build hidden, avoid zergs, raid on a budget, and pick servers that don't crush you.
A no-BS Rust base design guide: building tiers, upkeep, tool cupboards, bunkers, airlocks and honeycomb, plus the raid costs that actually matter.