Learn how the ally squad system recruits NPC fighters, how Kozlowski horde scaling works, and how to position the Arbites cyber-mastiff.
warhammer survivors guide to the Ally Squad System
Pick up a weapon your current character would not normally carry and its owner joins your run as an AI ally, as of the demo (October 2026). Lead designer John O'Donnell confirmed the rule in a designer interview: find a weapon in the wild that is not conventionally carried by the character you are playing, and an ally shows up to wield it. The fastest proven squad start is Malum Caedo plus Trooper Bartosz Kozlowski: rescue Kozlowski at the question-mark objective, take the Lasgun on a level-up, then keep leveling the Lasgun so extra Astra Militarum troopers join instead of just adding damage numbers.
- Only your chosen character has a health bar, so allies cannot be micromanaged or kept alive.
- Kozlowski breaks the normal upgrade pattern: Lasgun levels add more bodies, not just more projectiles.
- The Arbites cyber-mastiff orbits near you with an independent facing, so you play around its arc rather than aiming it.
How recruitment works in the demo
The squad rule comes straight from the designer, so it carries more weight than a one-run observation. O'Donnell told Rock Paper Shotgun that collecting an off-role weapon summons its canonical owner, giving the example that finding the mechanical bite in the wild brings in the cyber-mastiff to wield it. Within a few pickups you can have a small squad of Imperium fighters moving and firing together. That is a designer-interview fact, not community speculation.
Official source: You build a little squad of allied characters — Rock Paper Shotgun designer interview
The IGN demo hands-on shows the same rule from the player side. Starting as Malum Caedo, the reviewer rescued Trooper Bartosz Kozlowski on the map, unlocked him as a playable character, and then added him to the crew by choosing the Lasgun, the weapon Kozlowski would normally wield in canon. If you played Vampire Survivors Ode to Castlevania DLC, you already understand the shape of it: IGN compares this ally setup to that expansion Familiars system. That is demo hands-on evidence, and it matters because it adds a rescue prerequisite to at least one recruit.
One caution before you plan a full roster: the rescue step is confirmed for Kozlowski, but no source confirms it applies to every ally. Treat the general loop as recruit-by-weapon first, rescue-then-recruit where the demo proves it, and do not assume unrescued characters can join. For background on the starter who enables this opening, see Malum Caedo and his Chainsword start.
| Recruit pair | What the source proves | Source level |
|---|---|---|
| Lasgun recruits Trooper Bartosz Kozlowski | Rescue him at the map objective first, then pick the Lasgun; he follows and fires las bolts at the nearest enemy | Demo hands-on |
| Mechanical bite brings in the cyber-mastiff | Off-role weapon pickup summons its canonical wielder | Designer interview |
| Arbites shotgun belongs to the Arbites Vigilant | Close-range arc shotgun announced alongside the mastiff in the Skulls trailer | Media reporting |
| Malum Caedo can join your squad while wandering and firing freely | Confirmed as a squadmate; the exact pickup that summons him is not stated | Designer interview |
Health, control, and positioning rules
Only your starting pick has a health bar. The Rock Paper Shotgun demo session confirms that allies act independently once they join, so there is no formation command, no guard order, and no ally health to babysit. You steer one body and the squad fires on its own logic.
That independence cuts both ways. The cyber-mastiff stays in a fairly tight box near your character rather than roaming the screen, which keeps its orbiting weapon useful as rear cover. But its facing changes constantly and you get no say in where it aims next, so you react to your follower instead of directing it. Malum Caedo shoots freely when he joins as an ally, which adds firepower but also unpredictability. If slow early movement is getting you clipped, the beginner movement and kiting tips cover the first five minutes.
Park your main body where the squad firing arcs overlap the densest lane, and let the orbit weapon cover your back. Chasing kills with your own body drags the whole squad out of shape.
The Kozlowski horde engine
Kozlowski is the squad member who changes build math. In a normal bullet-heaven level-up you add power or projectiles to a weapon. Leveling his Lasgun instead adds more troopers to the screen, which raises weapon output by stacking bodies. The Rock Paper Shotgun run reached Kozlowski plus four extra troopers plus an allied Malum, all pouring fire into a Tyranid swarm at once. That is demo hands-on evidence from two independent outlets, since the IGN reviewer separately confirms that more Astra Militarum troops joined as the weapon leveled.
This makes the Lasgun the priority level target once Kozlowski is in. Feed every level into the horde weapon first, then patch holes with your own starter. The weapon evolution rules explain how chest upgrades interact with this plan, and IGN notes the same snowball in its own demo run where extra troops kept joining as the weapon leveled (IGN demo hands-on).

Arbites Vigilant and cyber-mastiff tactics
The Skulls-trailer pair is the clearest example of complementary arcs. The Arbites shotgun is very close range, fires in an arc, clears crowds well, but only covers one direction. The cyber-mastiff carries an orbiting weapon that cleans up enemies behind you. Played together, the pair covers front and rear without you splitting attention.
The skill test is that the dog aims itself. Its direction keeps changing inside its leash box, so fixed dodge patterns fail: watch the orbit for a beat, then rotate your own body so the shotgun arc faces the lane the dog just vacated. The twin-campaign structure means this habit transfers across both universes, since ally rules work the same on either side. Do not stand still waiting for a perfect orbit alignment. Keep a slow circle strafing so fresh enemies feed into whichever arc is hot.
New players often ask whether the mastiff can scout or pull distant pickups. As of the demo there is no source for that: it stays close, it fights close, and only your character collects. Do not build a plan around sending the dog ahead.
Fastest proven squad assembly route
This route uses only demo-proven steps and fits inside the normal 5 to 20 minute run length reported in the IGN hands-on.
- Start Malum Caedo and clear toward the first question-mark objective instead of farming the spawn area. Kozlowski waits behind a ring of enemies, and skipping him delays your whole engine.
- Rescue Kozlowski and confirm the unlock splash. The IGN run shows the recruit option working after the rescue plus unlock.
- Take the Lasgun at the next level-up. Kozlowski joins and fires at the nearest enemy on his own targeting.
- Level the Lasgun over everything else until extra troopers stop joining. Each new body is a full extra gun, which beats marginal upgrades on your starter.
- Take one off-role weapon next, ideally the mechanical bite if it appears, to trigger a second ally under the designer rule. Two independent firers plus the horde is the snowball point both outlets describe.
- Chase remaining question-mark objectives only after the squad can clear while moving. The Legend of Catachan rescue sits about two minutes northeast behind Warrior guards with Synapse Emitter buffs, and IGN calls that grind tedious before your damage comes online. Attempt it with a squad, not solo, once the horde can clear on the move.
The guard ring buffs nearby enemies, and underleveled runs stall there. Build the Kozlowski squad first, then walk northeast with five guns instead of one.
What is still not confirmed
Honest gaps matter more than a clean-looking roster table, because this game launches at November 10 and anything unannounced is still fluid. No source gives a maximum squad size: the biggest demo-observed squad is your character plus Kozlowski plus four troopers plus Malum, and that is an observed data point, not a cap. No source confirms cross-campaign allies either, since the 40,000 and Age of Sigmar sides keep separate unlocks and progression. Ally interaction with weapon evolution is also unconfirmed beyond the three tested recipes. The officially announced counts of 40-plus characters and 75-plus weapons describe launch scope, not a recruit list.
Official source: Warhammer Survivors on Steam
FAQ
Do I need to rescue a character before they can join my squad?
For Trooper Bartosz Kozlowski, yes in the demo: the IGN run rescued him from an enemy ring, unlocked him as playable, and then recruited him via the Lasgun. No source extends that rescue requirement to every ally.
Can my allies die?
There is no evidence they can. Only your chosen character carries a health bar in the demo, and both outlets describe allies as independent extra guns rather than units to protect.
Why does leveling the Lasgun sometimes feel weaker than upgrading my own gun?
Because early Lasgun ranks buy future bodies, not immediate burst. Each trooper added is a persistent damage source with its own targeting, so the payoff compounds once three or more troopers stand together.
Should I play around the cyber-mastiff orbit or ignore it?
Play around it. Its facing rotates without your input, so check its arc before each reposition and point your own weapon at the opposite lane.
Related Guides
- Malum Caedo and his Chainsword start — the starter whose run sets up the fastest Kozlowski recruit.
- Beginner movement and kiting tips — surviving the slow early minutes before the squad comes online.
- Weapon evolution rules and tested recipes — how upgrades and chests interact with a horde-first build.
- Named characters confirmed so far — which fighters are officially announced for launch.
- Twin-campaign structure — why ally rules transfer across both universes.
More Warhammer Survivors Guides
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