Spawn Bunker
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Details
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Type | Tech Structure |
Users | All factions |
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500 (conventional) / 100 (unconventional) |
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0 |
Maximum allowed | 1 (default) / 2 (Conventional Support units, All INS Units) |
Spawn Bunkers, often referred to as HABs (HESCO Accommodation Bunkers) or Hideouts, are a type of Deployables and spawn points that an entire team can spawn on.
Gameplay[]
In any given match, players can expect to die and spawn many times. Therefore, Spawn Bunkers are an integral part of Squad's game-play. Players must take the time to construct Spawn Bunkers, and their location needs to be carefully selected and generally agreed upon by other squad leaders. Without effective placement, Spawn Bunkers can be easily fired upon and quickly turn into a deathtrap, overrun by enemy infantry, or destroyed. Without Spawn Bunkers, squads have to rely on Rally points to spawn, which can be easily disabled, or be forced to spawn at main base
The opening of a match is often the most crucial time for placing a Spawn Bunker. The location of the Spawn Bunkers determines where players will be able to spawn from and generally guides the flow of the round. Spawn Bunkers can be placed near capture zones for example, or further back as a fallback point. Squad leaders should use the staging time before a match begins to discuss where Spawn Bunkers should be placed, and use the Forward Operating Base icon in order to plan. This icon shows what the build radius will be if a Forward Operating Base is placed on the given location and the 300-meter radius that another Forward Operating Base can be built at.
Due to the introduction of persistent ammo, when a player spawns at a spawn bunker, they spawn with the ammo they died with (all players spawn with a minimum of magazines and bandages). If players wish to resupply, they will need to seek out an ammo crate, vehicle, or an ammo bag. Ammo crates are often constructed near a spawn bunker so that players can quickly resupply before engaging the enemy.
The Geometry and Mechanics of HAB Blocking in Squad[]
Abstract:
In the tactical shooter Squad, the HAB (Home Ammo Base) is a deployable spawn point that can be disabled ("blocked") by the presence of enemy players within a defined proximity. This article provides a formal explanation of HAB blocking mechanics, investigates the spatial properties of the blocking zone, and explores common misconceptions about how proximity and area interact in the game logic.
1. Blocking Mechanics Overview
In Squad, a HAB can be blocked by the presence of a specific number of enemy players within a fixed radius. The relationship between the number of players and the required distance is linear and defined as:
- 2 players → 20 meters - 3 players → 30 meters - ... - 9 players → 90 meters (maximum)
Thus, a HAB is considered fully blocked when 9 enemy players are simultaneously located within a 90-meter radius of the HAB.
2. Defining the Point of Measurement
A common point of confusion arises around where the 90-meter radius begins. Is the radius measured from the center of the HAB? From its entrance? From its bounding box?
In practice — and for the purpose of calculations — the HAB is modeled as a point object, and the radius is measured from its geometric center. This simplification is consistent with standard practices in both physics and game design, where complex structures are reduced to points when their dimensions are negligible relative to the scale of interaction.
3. Area of Influence
Since the blocking range is defined as a radius, the area around the HAB in which enemies must be located forms a circle. The area A of the blocking zone for 9 players (90 meters radius) is calculated by the formula:
A = π × r² = π × 90² ≈ 25446.9 m²
This means the total region in which the 9 players must be located is approximately 25,447 square meters.
4. Spatial Distribution and Edge Constraints
An important spatial implication follows from this model: all 9 blocking players must exist within or on the boundary of this circular area. While it is theoretically possible for all 9 players to be exactly 90 meters from the HAB (distributed evenly around the edge), none can be located beyond that distance, or the HAB will no longer be considered fully blocked.
Constraints:
- Maximum allowed distance for any blocking player: 90 meters - The blocking zone is continuous, not segmented - At least part of each player’s collision volume must fall within the blocking radius
5. Clarifying the HAB’s Dual Nature
A conceptual dilemma sometimes arises: how can the HAB be both a structure and a point? This is resolved by recognizing that an object can behave as a physical structure when interacted with in-game, and simultaneously act as a mathematical point for distance-based calculations.
This dual modeling approach parallels concepts in physics where an entity may behave differently depending on the context or scale — for example, light behaving as both a wave and a particle. In gameplay, the HAB is rendered and interacted with as a solid object, but in calculations like blocking radius, it is reduced to a single coordinate for simplicity.
6. The Player as a Point — And Facing East
A related question often raised is: if the HAB is treated as a point, how can a player — who clearly has orientation and volume — be treated the same way for proximity logic?
This is resolved by separating physical modeling from spatial logic:
- In visual and interaction terms, a player is a 3D object with direction, volume, and animations. - In proximity calculations (e.g., blocking the HAB), a player is represented by a **point** in space — typically the center of their bounding box or collider base.
The question "How can a point face east?" is ill-posed in mathematical modeling. A point has no direction unless defined within a vector field. However, for the purposes of blocking logic, **direction does not matter — only position in space does**.
This simplification is analogous to how quantum particles are treated as point-like objects in many models, even though they have complex behaviors and fields. The distinction is as follows:
- A **point** is a mathematical abstraction used for location. - A **quantum** is a physical entity with probabilistic behavior.
Similarly, in Squad:
- The player character is a physical model with visual attributes. - For HAB blocking logic, each player is a spatial coordinate within a defined radius.
7. Conclusion
The mechanics behind HAB blocking in Squad are consistent, logical, and rooted in sound spatial principles:
- The blocking zone is a circular area, calculated from the HAB’s central point. - Up to 9 players within 90 meters are required to completely block it. - The physical size of the HAB is not considered in proximity calculations unless explicitly relevant. - Players are treated as positional points when evaluating blocking logic, regardless of orientation or facing direction. - The system simplifies geometry for the sake of consistent, performant gameplay.
Understanding this model enables players and developers alike to interpret blocking behavior more accurately — and avoid confusion when the game's logic appears counterintuitive.
(Potential title for a dissertation, by the way.)
Construction of a Spawn Bunker[]
Spawn Bunkers can be placed by Squad Leaders within the build radius of a Forward Operating Base. Forward Operating Bases start with 0 construction points and therefore must be supplied with construction points from a logistics vehicle in order for a Spawn Bunker to be built. In Squad there are 2 types of Spawn Bunkers; HESCO Accommodation Bunkers (HABs) for the conventional forces, and Hideouts for the unconventional forces. HABs cost 500 build, while Hideouts cost only 100.
Most factions and faction unit types can only build 1 Spawn Bunker per Forward Operating Base. The exceptions being all Insurgent unit types (which can build 2 hideouts per FOB since alpha 13), and the Logistics unit type for all other factions (since version 7.2). As with every deployable asset, after a Spawn Bunker is placed it must be constructed with the Entrenching tool for the spawn to be active. Spawn Bunkers do not have to be fully dug up in order for players to spawn on, but it is recommended as this gives it full strength.
Spawn bunkers take 30 seconds to activate once built.
Spawn Timer[]
Individual players each have a 30-second respawn timer to spawn on a spawn bunker. This means that once a player has been incapacitated or dead for 30-seconds, they will be able to spawn on it. No confirmation button is necessary, so if the timer is 0 for that player, they will instantly spawn on that location.
Inactive and Destruction[]
Spawns are disabled (termed "proxied" for proximity of enemy, or "overrun", traditional Project Reality terminology) when enemy infantry is in close proximity to the Spawn Bunker.
The Spawn Point can be disabled ("proxied", "overrun") from as far as 90 meters with 9 infantry. For every enemy infantry in close proximity of the hab, the range at which the Spawn Point can be disabled in increased by 10 meters. For example, 5 enemy infantry 50 meters from the HAB will proxy/overrun the Spawn Point.
If the enemies leave the radius or are killed/incapacitated, the spawn point reactivates after 30 seconds (timer marked with a yellow circle).
Spawn bunkers can be damaged and destroyed by either digging them down with the Entrenching tool (shovel) or if fired upon with explosive weapons. Once a spawn bunker reaches half hitpoints (the ceiling and camouflage netting disappears) it is no longer an active spawn and must be repaired with an Entrenching tool to become active again. In this situation, it will take 30 seconds to reactivate similar to when the bunker was first built. The same happens if the radio hub is damaged at least one stage down (it will also disable the spawn) and got repaired.
Spawn is inactive. You need to build a HAB or the HAB is disabled.
Spawn is active. Team members can spawn now.
Spawn is currently being blocked, either through enemy proximity or a damaged radio.
In-game[]
HABs may change camouflages based upon the area in which they are placed. For example, a HAB placed in the snow on Goose Bay will be snow camouflaged.
Spawn HAB (HESCO Accommodation Bunkers) | |||
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US Army | Canadian Army | British ArmED FORCES | Russian Ground Forces |
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Spawn Hideout | |||
Milita | Insurgents | ||
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See Also[]
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