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Prisoners and the Labor Pits

Rope, a weakened enemy and Grom's Labor Pits turn a won fight into Scrip, Scrap or a worker who pays every morning.

Last updated: October 12, 2026
ON THIS PAGE
  1. Getting Reinforced Rope
  2. Capturing in combat
  3. The rare free capture
  4. Grom's four offers
  5. Which option to pick
  6. Convoy captives are different
  7. Related pages

Not every enemy has to die. If you carry rope and wear a target down far enough, you can tie them up instead of finishing them, and the person you bring home becomes a prisoner. Prisoners are a currency of their own: Grom, the Pit Master, buys them, takes them as gifts or puts them to work in the camp. Everything below was checked against the game's own rules, so the numbers are exact.

Getting Reinforced Rope

Capturing costs one Reinforced Rope per prisoner, and nothing else will do. There are three ways to get it:

Two or three ropes per expedition is a sensible habit; more only helps if you are chasing a squad of weak enemies.

Capturing in combat

The Capture button sits in the bottom row of the battle HUD beside Take Cover, Bandage, Stimpack and Flee. It works on the enemy you currently have targeted, and it has no hit roll: if every condition is met, the capture succeeds. The button tells you which condition is missing.

Button labelWhat it meansWhat to do
CAPTURE (2 AP)All conditions metClick it. Costs 2 Action Points and 1 rope.
(>25%)The target still has more than 25% of its maximum healthKeep hitting it. The limit is rounded down, so a 45 HP enemy must be at 11 HP or less.
(TOO FAR)You are not at CLOSE range (new battle view only)Use Charge to close in first, 1 AP per zone.
(NO ROPE)You carry no Reinforced RopeCraft or find rope before the next fight.
(2 AP) greyedFewer than 2 AP left this turnCapture first next turn, before you spend AP on shots.
(CANNOT BE BOUND)The enemy is flagged as unbindableKill it. In the game files, the event boss Bebok carries this flag.

A successful capture removes the enemy from the fight at once, adds 1 Prisoner, uses 1 rope and grants 25 to 40 XP on the spot. If it was the last enemy standing, the fight ends in a win. In the Classic View the range check is skipped, so you can capture from any distance, but the 25% rule, the rope and the 2 AP still apply.

TIP Plan the last third of the fight around the threshold. A torso shot costs 1 AP and the capture costs 2, so shoot then bind fits exactly into a 3 AP turn. If you still need to Charge (1 AP), skip the shot, close in and capture next turn. A hard hit can overshoot into a plain kill, so use the lighter attacks when the target is close to the limit.

The rare free capture

There is also a bonus you cannot plan for. After an ordinary fight is won, the game rolls a 0.5% chance (5 in 1,000) that one of the fallen was still breathing. If you carry at least one rope, you tie them up for free: you receive a prisoner, lose one rope, and a gold panel titled A Survivor Among the Fallen appears on the victory screen. Boss fights use a separate reward branch and do not roll for it. Treat it as a pleasant surprise, not a strategy: at those odds it happens about once in two hundred victories.

Some roadside encounters offer a different kind of bonus. Options with names like "Open fire and capture" or "Grom's capture" bind survivors automatically when you win, one rope each, up to the number you actually carry. If you arrive with no rope, the result text says so and you leave with nobody.

Grom's four offers

Open the Labor Pits from the Manage Labor screen in camp. The panel shows your prisoners in custody, your Camp Labor Force and Grom's affinity number. Each button below works on prisoners only, and the whole set is greyed out when you have none.

OfferPrisoners usedYou receive
Hand over (Camp Laborer)1+1 Camp Laborer, which pays 15 Scrip every morning
Sell1+50 Scrip and +10 Scrap
Gift to Grom1+15 Grom affinity, nothing else
Bulk delivery (needs 5)5+300 Scrip and +60 Scrap

A few details are worth knowing. The Scrip a laborer earns is added during the morning report, after you sleep, and it is not limited by your storage capacity. I found no daily food, water or Scrip upkeep attached to laborers anywhere in the game, and nothing that turns a laborer back into a free survivor, so the hand-over is permanent. Affinity is shown on Grom's card and goes up with every gift, but the Pits attach no reward to it, so a gift is purely a roleplay choice for now.

Which option to pick

The comparison is simple arithmetic. A laborer pays 15 Scrip a day, so after four mornings it has earned 60 Scrip, which matches what a prisoner brings in a bulk delivery (300 for five) and beats a single sale's 50. Every morning after that is pure profit. What the laborer never gives you is the Scrap, and he gives nothing at all until you sleep.

Your situationBest choiceWhy
Early game, short on Scrap for upgradesSell singles10 Scrap and 50 Scrip arrive instantly and can fund a building tonight.
You hold 5 or more prisonersBulk deliveryFive singles pay 250 Scrip and 50 Scrap, the bulk deal pays 50 Scrip and 10 Scrap more.
Stable camp, no urgent purchaseHand overEach laborer returns 450 Scrip over a 30-day stretch.
Raiders are a threat to your baseDo not hoardIf raiders overrun the camp, held prisoners are on the list of things lost. Laborers are not named there.
You like Grom's reactionsGiftNo other gain, so keep it to a prisoner you can afford to give away.

Worked example. It is day 6 and you hold three prisoners. Selling all three gives 150 Scrip and 30 Scrap tonight. Handing all three over gives nothing tonight but 45 Scrip every morning from then on, which overtakes the sale by the fifth morning. A mixed plan works well: sell one for the Scrap you need now and hand over two. If you reach five prisoners before you have a use for laborers, the bulk delivery is the best one-time payout.

TIP A base raid that ends in disaster removes a large share of survivors, workers and prisoners. The default loss is 70%, talents can lower it, and it never drops below 20%. Process prisoners before you let the camp stay vulnerable, and keep the walls patched. The base building guide covers defense in detail.

Convoy captives are different

The enslaved humans in a Reptilian Convoy are not prisoners in this sense, and rope plays no part in rescuing them. A convoy appears on the Sector Map at a random spot after your battles, with about a 50% chance each time (the Kaelen convoy tip raises that to 95%). The fight is three Reptilian units plus one Enslaved Human (Forced to Fight), a 30 HP fighter whose stats are not scaled to your level.

Inside the Slaughterhouse basement the story offers a choice that involves Grom, but that is a story decision, not a Labor Pits transaction, so it is not covered here.

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