The game enforces two things when you hold the left mouse button on a FOB kit: the ground must be valid (outside buildings, outside main bases) and the new build zone must not overlap another team-owned zone. In practice that means roughly 120 m between consoles, since each zone is about 60 m on a side.
| Rule | Value | Status |
|---|---|---|
| Build zone | ≈ 60 m square (40 cells of 1.5 m) | measured in beta ‡ |
| Minimum spacing | ≈ 120 m centre to centre | community-observed ‡ |
| Zone height budget | ≈ 15 m (Clutchbase) | planner value |
| FOBs per team | up to 9 observed | community-observed |
| Moving a FOB | not possible; dismantle and redeploy a new kit ($7,500) | confirmed |
The zone size matters more than the spacing for blueprint design: the largest FOBplans bases (the 27×27 layered citadel) use 40.5 m of the 60 m, which leaves room for outer works. One planner models the zone as 80 cells instead of 40; that discrepancy is on our verification list along with the cell size itself (1.5 m measured, 1.2 m in some tools).
Two FOBs 120 m apart with overlapping fields of fire are a common “twin base” layout: one holds the drill rigs, the other the spawn shelter and anti-air, and a breach of one does not cost the other. Each needs its own $7,500 kit.
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Sources: allthings-cluster · clutchbase-db · wardogsbuilder · steam-skivin · fobplans-research