FIRST WAR?
YOU DON'T NEED TO KNOW EVERYTHING. START HERE.
Find an enemy you can beat. Follow the calls. Help the faction. This is how your hits turn into a team result — and a payout.
Beat their members. Build our lead.
A ranked war is a fight between two factions. Every successful attack on a member of the opposing faction adds war score, often called “war points”. Losing an attack does not. Different hits can earn different amounts of score.
The other faction scores by beating us. We win when our score is far enough ahead to reach the required lead on the war bar. These are not the Points you buy on Torn's market.
A chain is a shared streak of successful hits.
The whole faction builds it together. You do not need to make all the hits yourself.
Start it together
10 hits / 5 minDuring the opening five-minute window, the faction needs ten successful attacks to establish the chain. Start when the caller says the team is ready.
Keep it going
Next hit < 5 minAfter that, each successful hit resets the timer to five minutes. Someone must finish the next hit before it expires. If it runs out, the chain breaks and cools down.
Milestones such as 10, 25, 50 and 100 give bonus respect. Landing a bonus on a war enemy can add a big chunk of war score. Leave those hits to the assigned hitter.
The caller is the person coordinating hits. Read faction chat, say when you can help, and warn the team if the timer is getting low. You are not expected to keep it alive alone.
War rewards become the payout pot.
Both winning and losing factions can earn caches. Winning improves rewards, but participation and other factors matter too. A loss does not automatically mean no payout.
- Torn awards caches to the faction. These are valuable boxes containing special weapons or armour.
- Management sells our caches for Torn dollars. They do not automatically turn into cash.
- Management confirms the payout pool and rate. The amount available depends on the proceeds and the faction's allocation.
- Eligible hits are counted and members are paid. This is handled after the war and the sales, not instantly after each attack.
More eligible hits. A bigger personal payout.
APEX uses a per-hit payout. At the rate announced for that war, your basic payment is:
Focus on successful attacks against our ranked-war opponent. War score and paid hit count are different: a high-scoring hit is not automatically several paid hits. Follow management's payout rules for the current war.
| Previous war | Paid per hit | 10 eligible hits |
|---|---|---|
| September 2026 — loss | $500,000 | $5,000,000 |
| October 2026 — win vs Nonchalants | $800,000 | $8,000,000 |
Examples show hit pay only, excluding separate bonuses. The Microwave Mafia rate has not been announced here. Past rates are not a guarantee; the rate can change with the available pool and total eligible hits.
Five useful hits are better than sitting out because you cannot make fifty. Pick beatable targets and follow the plan. Don't waste energy chasing someone you cannot beat.
Ask. Prepare. Show up.
- Get your personal target list: ask Sparklz, Phierd, Ell or Gazza. Suitable targets can be loaded into TornPDA before the war.
- Tell management when you can play. If you cannot beat any enemies, ask what useful role you can take.
- Read faction chat before attacking. Discord users: we are using the chain channel again.
- Try the War Room before the start. It shows targets and hospital timers. DIBS means claiming a target so teammates do not attack it at the same time. War Room is optional; normal Torn play is fine.
- Unsure? Ask. Nobody expects you to know everything in your first war.