⚡ CP 0 ⚒ ALLOY 0
⚡ 0 ⚒ 0 0 / 48 ⚑ — ⏱ —
⚑ GOALWIN THE WAR ONE SECTOR AT A TIME — FIRST JOB: TAKE YOUR FIRST ENEMY SECTOR
DIRECTIVEStanding by…GO →
STARBASE — KEELHAUL ANCHORAGE
—
Drag to pan · scroll / pinch to zoom · shift-drag or two-finger drag to orbit. Tap a docked ship for its dossier. The lit structures work too: the WAR CHART beacon on the tower, the SHIPYARD gantry, the FORGE foundry glow. Tap ⚡ CP or ⚒ ALLOY in the top bar for what each one is and how it is earned.
STEP 1 · BUILD YOUR FLEETSTEP 2 · PLACE YOUR FLEETSTEP 3 · BATTLE
Prepare your fleet.

FIELD MANUAL — THE 30-SECOND VERSION

Roles, placement, synergies, officers — the whole manual, one tap away.
BASE ROLES▲ VANGUARD — Holds the line. Soaks the fire. · ◆ ASSAULT — Reliable guns. Fights from any row. · » ARTILLERY — Long range. Fragile. Hits hard. · ✚ SUPPORT — Heals and buffs nearby ships. · ✈ CARRIER — Launches fighter wings. Never fights alone. · ◎ INTERCEPTOR — Hunts fighters. Screens missiles. Guards carriers. · ⚒ CONSTRUCTION — Builds field structures at build spots. The glyph and color follow the ship everywhere — cards, formation, and the nameplate under its hull in battle.
PLACEMENTFRONT takes fire first — put armor there: while your front line stands, enemy guns engage IT, so everything behind it lives. BACK is safe from guns (not from fighters, and not from artillery). Every ship can FIRE from every row — range is an OPTIMAL band, not a wall: inside the band a gun hits at full effect, past it the shot still lands but falls off with distance (the board warns you in red when a placement shoots long). Short-range ships still belong forward, where their band is. MID is the compromise: protected, full effect for most guns. In battle the two fleets advance as locked formations for just a few seconds, then HALT far apart and fight the whole battle at standoff range from those stations — range sets how hard a gun hits across that gap (short guns at deep falloff, artillery near its best), never whether a ship may break ranks to earn more. Only carrier wings ever leave the line — they alone cross the gap, strike, and fly home.
SYNERGIESDeploy 2+ ships sharing a faction (Coalition / Militia) or a role and the whole fleet earns a bonus — more ships, higher tier. Only deployed ships count. The live tracker sits in the right panel; tap a line to see the next tier.
OFFICERSOne officer per fleet — one passive aura + one charged ability. The passive covers the officer's whole fleet; the ability charges on the fleet's command ship and fires by itself — a big banner names it in battle, and the gold bar over the command hull shows the charge. Win battles to recruit more; duplicates promote to ★★.

⚔ CHOOSE YOUR FIGHT — rated against the fleet you have DEPLOYED

FORMATION — 0 / 4 deployed

Tap a ship on the bench below, then tap a slot to place it.

BENCH — YOUR SHIPS (tap one, then tap a formation slot)

Tap a ship, then tap a formation slot above.
Tap a ship to select it (it turns gold), then tap a formation slot above to deploy it. Three copies of the same ship merge into a ★★ version automatically; nine total make ★★★. SELL returns a bench ship for a full CP refund. Tap 📋 DOSSIER on any ship to read its full stats, best placement and upgrade tracks.

⚓ DRYDOCK — REFIT · REPAIR · SCRAP

Refit, repair, scrap — new hulls are built at the SHIPYARD.
Refit loadouts, repair scarred hulls, and scrap bench ships for bonus value. New hulls are constructed at the starbase SHIPYARD (✕ EXIT, then the SHIPYARD pill).

OFFICERS — ONE PER FLEET

One officer per fleet — tap a fleet slot, then tap an officer.
Each of your two fleets carries exactly one officer. Their passive bonus covers the whole fleet in battle, and their ability charges on the fleet's command ship and fires by itself. Tap a fleet slot to target it, then tap an officer to assign them there — or leave a slot empty. Win battles to recruit more officers; duplicates promote to ★★ (stronger).

⚠ SECTOR INTEL — THE ENEMY YOU ARE ABOUT TO FACE

SYNERGIES — LIVE (tap one for details)

Reading the tracker
Tap any synergy above to see exactly what it does and how many more ships the next tier needs. Bonuses are real stat changes in battle.

FLAGSHIP

Counter-play notes
Counter-play is real: fighter wings dive the backline, AA shreds fighters, energy melts armor but is cut by energy resistance, missiles are intercepted by point defense, ballistics are reduced by armor. Build and position against the intel — not just for power.

SECTOR 1

T+0.0sINTEGRITY 100
YOUR FLEET100%
EVEN FIGHT
100%VHAR
Nameplate under every hull = role glyph + name + officer, with its hull bar in the ship's role color (cyan segment = shield on top)Gold bar above a hull = officer ability charge — full bar = ability fires (watch for the banner)Damage numbers: white = ballistic · violet = energy · amber = missileWeapons: fast shells with a hot wake = ballistic · bright pulsing beam = energy lance · homing missile with a smoke trail = missiles · a fat, slow torpedo with a pulsing drive = a STING run — it detonates DEEP, twice · slow wobbling red globs = Vhar bio-plasma, leaving a blue-violet ion bloom · a violet burn point that crackles = a lance hit · a growing gold glow at a bow = a spinal cannon chargingDashed line from a ship = the target it just fired on · gold CRIT numbers = critical hits (double damage) · ◎ RANGE RINGS (top bar) draws every ship's reach as a circle
Battle commencing…

YOUR FLEET

VHAR FLEET

BATTLE LOG

VICTORY

🗺

SECTOR

—

⚒ SHIPYARD — CONSTRUCTION

⚡ CP 0
Builds to order, instantly — a new hull waits in SHIPYARD HOLDING until you assign her a fleet. Tap 📋 DOSSIER on any card for her full detail.
The yard builds to order — no rotating stock, no luck. Any class the FORGE has unlocked can be constructed instantly at its posted price, and the new hull waits in the SHIPYARD HOLDING below — she is in NO fleet until you tap ASSIGN TO FLEET I or ASSIGN TO FLEET II on her holding card. Locked classes show as silhouettes: unlock them in the Forge first, then build them here. Three copies of a class merge into ★★ automatically; nine make ★★★.

◆ OFFICERS

One officer per fleet — tap a fleet slot, then tap an officer to assign them.
Your officer corps. Each fleet — FLEET I and FLEET II — carries exactly one officer: their passive bonus applies to that whole fleet in battle, and their special ability charges on the fleet's command ship and fires by itself. Tap a fleet slot below to target it, then tap an officer to assign them; an officer serves one fleet at a time, and a slot may be left empty. Win battles to recruit more; duplicates promote to ★★.

✦ CONTRACTS BOARD

Plain war work — any sector that fits counts. Pays Forge Alloy to you, CP to the treasury.
Take up to 2 war contracts. They are plain and generic — defend a sector, conquer a sector, begin a capture, stop an enemy capture, win a dock fight — with no named places: any sector that fits the condition counts, wherever and whenever you do it. Each completion pays Forge Alloy to you personally and a CP bonus into your faction's shared treasury, the moment the war sim sees the action done.

▦ FLEET — EVERY HULL YOU OWN

Every fleet job lives here — holding, formation boards, and moves between fleets.
This is the ONE place for every fleet job — every ship you own is below, in her home fleet's panel, on its FORMATION board or on its bench. Three steps cover everything:
1 · NEW BASE? She waits in SHIPYARD HOLDING at the top of this screen — tap ASSIGN TO FLEET I or ASSIGN TO FLEET II right there. 2 · PLACE A BASE: tap her — on the board or on the bench — then tap a FRONT / MID / BACK station. Tap her own station to send her back to the bench. Or tap ⚑ AUTO-PLACE and the fleet stations its best ships itself. 3 · MOVE A BASE BETWEEN FLEETS: tap her, then tap the big MOVE HERE button that lights up in the other fleet's panel. Every ship's home and state are written on her — nothing is anonymous, and there is no second fleet screen: the battle prep board stations the ACTIVE fleet only, and it is the same board you see here.

TWO FLEETS — FLEET I / FLEET II

Two fleets, one officer each — MAKE ACTIVE switches fleets, only here at base.
You command two separate fleets, built and moved independently. One can hold a dock while the other moves — a fleet left in place keeps fighting while you spectate elsewhere. MAKE ACTIVE switches fleets, and it works only here, at base — there is no fleet-switching control on the chart, in a sector, or in battle. Each fleet stations up to 4 ships at first — the cap grows with your Commander Level. Each fleet carries exactly one officer (assign them in OFFICERS), and your one flagship-class hull serves in a single fleet at a time.

⚒ THE FORGE

⚒ FORGE ALLOY 0
Spend Forge Alloy to unlock a class permanently — tap any card for its full dossier first.
The Forge is where new ship classes are made real. Battles and contracts pay Forge Alloy; spend it here to unlock a class permanently — unlocked classes can be constructed instantly at the starbase SHIPYARD, in this voyage and every voyage after. Unlocks and alloy save themselves to your profile. Tap any card for the ship's full dossier before you spend.

⚓ THE DRYDOCK

⚡ CP 0

REFIT — one loadout variant per class · changeable between battles

REPAIR BAY — each scar cuts a ship's max hull 2% (max −10%) until repaired here

SCRAPYARD — more than bench sell value, or scrap straight into a free upgrade level for that class

CONTRACTS BOARD

Flagship bridge

THE VOYAGE ENDS

MOVE
FIRE
AMMUNITION—/—
BODY — CLEAR
✚ MEDKIT ×1 · H TO HEAL
AUTOMODE
ONLASER
SLING
BASE STOCK 0 TIME DAY OUTPOST — AI LOGI — YOU — HELD 50% ⚠ TEST MODE — ALL UNLOCKED · FREE
FRONT — READING THE LINE…
1 · GEAR UP2 · HELP WITH SUPPLY3 · TAKE THE OBJECTIVE
1 · LOOT2 · SHOOT3 · MINE4 · BUILDAIRLIFT
FACING E · 0°
VEHICLE DEPOTBAYS —
DIRECTIVE — Push the joystick to move.
RUCKSACKYOU —

RIVERLAND — WAR BRIEF

HALF AND HALF · NEUTRAL BORDER TOWNS · 4 UPGRADED VICTORY TOWNS WINS
6 BIG SECTORS · COALITION HOLDS THE WEST HALF (SECTORS 1-3) · MILITIA HOLDS THE EAST HALF (SECTORS 4-6) · FRONT / BORDER LINE IN THE MIDDLE
WAR START — EACH SIDE HOLDS ITS OWN HALF'S TOWNS, EXCEPT THE NEUTRAL BORDER TOWNS: RIVER TOWN (SECTOR 3) AND WEST MARK (SECTOR 4) START OWNED BY NEITHER SIDE — GENERATORS RUINED, OPEN TO TAKE FIRST, FOR SUPPLIES AND FOR PUSHING · HOME SECTORS CANNOT BE TAKEN · EVERY OTHER TOWN IS TAKEN BY ITS GENERATOR
NO ONE OWNS A SECTOR, EVER — TOWNS ONLY · 1 FLAGGED VICTORY TOWN PER SECTOR · HOLD + UPGRADE 4 TO WIN
CONTROL IS PER TOWN, NOT PER REGION — A SECTOR CAN BE SPLIT: 2 TOWNS OURS, 1 THEIRS, 1 NEUTRAL · NO SECTOR IS PAINTED BLUE OR GREEN · CONTROL SHOWS BY: EACH TOWN NODE IN ITS OWNER'S COLOUR · EACH GENERATOR STRIPE IN ITS OWNER'S COLOUR · EACH FACTORY ICON IN ITS OWNER'S COLOUR · A THIN RED FRONT LINE WHERE OWNERSHIP CHANGES · SECTOR MAP NAME PLATES READ TOWN NAME + OWNER COLOUR + GARRISON LEVEL (T1 / T2 / T3) — READ CONTROL BY TOWNS, NOT BY PAINT
CONTESTED — WHEN A SECTOR'S TOWNS ARE SPLIT BETWEEN BOTH FACTIONS, THE SECTOR LOOKS CONTESTED: IT IS FLAGGED ⚔ CONTESTED ON EVERY MAP AND READ AT A GLANCE IN ONE LINE — TOWNS PER FACTION (WE OWN 2, THEY OWN 1), WHOSE THE CAPTURE TOWN'S GENERATOR IS, AND WHOSE THE FACTORY IS — OURS, THEIRS, REBUILDING, OR NEUTRAL (A RUIN BELONGS TO NO ONE)
THE WAR PATTERN — START WITH ALMOST NOTHING → SPAWN AT YOUR HOME SECTOR → RACE FOR THE NEUTRAL TOWNS → DESTROY-AND-REBUILD A GENERATOR TO TAKE A TOWN → REBUILD POWER PLANTS FOR SUPPLY → HOLD + SUPPLY TO GROW THE GARRISON → UNLOCK THE NEXT TIER → PUSH TO THE NEXT SECTOR → REPEAT, UNTIL THE ENEMY HOME SECTOR FALLS
ONE CAPTURE TOWN PER SECTOR — THE FLAGGED TOWN, OUTLINED WITH ITS LAND INSIDE ITS SECTOR · DESTROY + REBUILD ITS GENERATOR AND THE WHOLE OUTLINE TURNS YOUR FACTION'S COLOUR · THE RED DASHED WAR-START FRONT STAYS DRAWN ALL WAR, SHOWING WHO OWNED WHAT AT THE START
200 AI PER SIDE · EVERY SECTOR LIVE
ENEMY POSITIONS — NEVER SHOWN
FACTION TIERS — TIER 1 AT WAR START, BASIC ONLY: M4A1 CARBINE · SIDEARM · LIGHT ARMOR · MRZR RECON BUGGY · M1083 CARGO TRUCK · BASIC BARRIERS · TIER 2 UNLOCKS FOR THE WHOLE FACTION WHEN IT HOLDS 2 SECTORS + HAS REBUILT 1 POWER PLANT + HAS SALVAGED 2 WRECKS (200 SUPPLY CUT FROM EACH): MEDIUM ARMOR · M7 RIFLE · M110A1 SDMR · M2 BRADLEY IFV · REPAIR RIG · M2 SENTRY GUNS · TIER 3 UNLOCKS FOR THE WHOLE FACTION WHEN IT HOLDS 4 SECTORS + HAS REBUILT 2 POWER PLANTS + HAS CAPTURED A GENERATOR (TAKEN A TOWN BY DESTROYING + REBUILDING ITS TOWN GENERATOR): HEAVY ARMOR · HEAVY MACHINE GUN · ENGINEER RIG · TANK — EVERY UNLOCK IS FACTION-WIDE, NEVER PER-PLAYER: ONCE YOUR FACTION EARNS A TIER, EVERY SOLDIER IN IT BUYS THAT TIER'S GEAR AT ITS TIER PRICES, FROM FACTION STOCK · AND NO SUPPLY BUYS A TIER EARLY — YOU CANNOT BUY A TANK ON DAY 1, HOWEVER MUCH YOU HOLD: TAKE GROUND AND REBUILD FACTORIES FIRST · FACTORY SECTORS ARE WORTH MORE — A SECTOR WITH AN ONLINE FACTORY UPGRADES ITS VICTORY TOWN +50% FASTER PER FACTORY FOR ITS HOLDER

HOW A WAR GOES — THE PATTERN

EVERY WAR RUNS THE SAME LOOP. START WITH ALMOST NOTHING, TAKE GROUND TOWN BY TOWN, AND REPEAT IT SECTOR AFTER SECTOR UNTIL THE ENEMY HOME SECTOR FALLS. THE STEP YOUR FACTION IS ON IS MARKED YOU ARE HERE.

AT A GLANCE — EVERY SECTOR RIGHT NOW · TOWNS PER FACTION · WHOSE THE CAPTURE GENERATOR IS · WHOSE THE FACTORY IS

RUCKSACK — 360° ARMORY · NO CLASSES

THE CONNECTED MAP — RIVERLAND, SIX BIG ORGANIC SECTORS ON ONE LANDMASS: ALL SIX SECTORS SIT CLOSE TOGETHER, JOINED LAND TO LAND — NO ISLANDS, NO OPEN WATER BETWEEN SECTORS. A COUPLE OF SECTORS ARE SPLIT BY RIVERS INSTEAD: MIDDLE REACH FROM REACH FIELDS, AND REACH FIELDS FROM EASTWOOD BASIN — AND BRIDGES CARRY THE ROADS ACROSS THOSE RIVERS INTO THE NEXT SECTOR. THE WAR STARTS HALF AND HALF, LIKE FOXHOLE AND LIKE THE OLD MAP: OUT OF THE WHOLE MAP EACH SIDE GETS ONE SIDE OF IT — COALITION THE WEST HALF (RIVER LANDING, EMBER VALE, MIDDLE REACH), MILITIA THE EAST HALF (REACH FIELDS, EASTFORD, EASTWOOD BASIN) — WITH THE FRONT / BORDER LINE IN THE MIDDLE, BETWEEN THE TWO HALVES. BETWEEN THE BORDERS ON BOTH SIDES, SOME TOWNS IN THE FRONT ZONE START NEUTRAL: RIVER TOWN IN MIDDLE REACH AND WEST MARK IN REACH FIELDS BELONG TO NEITHER SIDE AT WAR START — NO GARRISON OF EITHER SIDE IN THEM, THEIR GENERATORS RUINED — OPEN TO TAKE FIRST, FOR SUPPLIES AND FOR PUSHING, BEFORE THE PUSH INTO THE ENEMY HALF BEGINS. SECTORS FOLLOW THE LAND — A VALLEY, A COASTLINE, A FOREST BASIN, A RUINED PLAIN — WITH BORDERS ON RIVERS, RIDGES AND FOREST EDGES, NEVER STRAIGHT LINES. FOREST COVERS MUCH OF EVERY SECTOR AS DEFINED FOREST AREAS — WOODLAND ZONES PAINTED ON THE MAP AND ON THE GROUND, NOT THOUSANDS OF SINGLE TREES. EACH BIG SECTOR HOLDS 3-4 TOWNS SPREAD OUT ACROSS THE SECTOR — NEVER CLUSTERED OR OVERLAPPING, EACH TOWN STANDING IN A CLEARING WITH OPEN, BUILDABLE GROUND AROUND IT — PLUS 2-3 WRECKS AND 1-2 POWER PLANTS, ALL ON ROADS; A FACTORY OR A WRECK STANDS CLOSE BESIDE SOME TOWNS, NEVER ALL OF THEM, AND MOST TOWNS STAND ALONE. THE FOREST KEEPS ROOM INSIDE IT: CLEARINGS AROUND EVERY TOWN AND SITE, AND EVERY ROAD CUT THROUGH OPEN GROUND — AND EVERY FACTORY STARTS THE WAR RUINED AND OFFLINE, WHOEVER'S HALF IT STANDS IN: BUY A POWER PLANT BLUEPRINT AT THE RUIN, SET IT THERE, AND FINISH THE BUILD WITH THE WRENCH, AND THE PLANT PRODUCES SUPPLY AND AMMUNITION FOR AS LONG AS YOUR FACTION HOLDS THAT SECTOR; LOSE THE SECTOR, OR LOSE THE PLANT IN A FIGHT, AND IT IS A RUIN AGAIN, TO REBUILD AGAIN: EVERY TOWN, BASE, DEPOT, FOB, WRECK AND FACTORY IS REACHED BY A ROAD, AND THE SECTORS JOIN ACROSS THEIR SHARED LAND BORDERS BY ROADS AND MOUNTAIN PASSES, AND ACROSS THE TWO BORDER RIVERS BY BRIDGES — NO FUNNELS, NO SEALED CORRIDORS. THE ROADS HAVE A HIERARCHY, AND THE TOWNS HOLD IT: WIDE MAIN ROADS RUN GATE TO GATE THROUGH EACH SECTOR'S HUB TOWN, EVERY BRIDGE AND PASS ROAD RUNS THROUGH A GATEWAY TOWN THAT GUARDS IT — RIVER TOWN STANDS ON THE SOUTH BRIDGE ROAD, WEST MARK ON THE WEST PASS, BRAMBLE CROSS WHERE THE BRIDGE ROAD MEETS THE WEST ROAD — AND QUIETER SPUR AND DIRT ROADS FEED THE SUPPLY DEPOT, THE FACTORIES, THE WRECKS AND THE BASES, WHICH NOW STAND BEHIND THEIR GATEWAY TOWNS ON THOSE SAME ROADS. A TOWN IS NEVER JUST A NAME: HOLD IT AND YOU HOLD THE ROAD THROUGH IT; STARVE IT AND THE ROAD BEHIND IT STARVES WITH IT. GROUND IS OPEN: FLANK A TOWN THROUGH THE FOREST IF YOU LIKE — BUT A RIVER IS CROSSED ONLY AT A BRIDGE AND A RIDGE ONLY AT A PASS. YOUR HQ BASE STANDS ON THE GROUND IN YOUR MAIN CITY — YOU SPAWN INSIDE IT, IN YOUR FATIGUES, AND WALK ITS DECK: GUN RACKS, THE PRINTED WAR TABLE, THE AIRLIFT PAD, AND THE STERN RAMP DOWN TO THE APRON. NO ONE OWNS A SECTOR, EVER — OWNERSHIP IS TOWN BY TOWN ONLY. EACH SIDE'S HOME SECTOR IS THEIRS, PERIOD, AND CANNOT BE TAKEN; EVERY OTHER TOWN ON THE MAP CAN BE TAKEN AT ANY TIME — YOUR OWN HALF'S TOWNS START YOURS, THE ENEMY HALF'S TOWNS START THEIRS, AND THE NEUTRAL BORDER TOWNS START NOBODY'S. A TOWN IS TAKEN AT ITS OWN GENERATOR: BLOW IT UP, THEN HOLD THE TOWN WHILE IT REBUILDS FOR YOUR SIDE — ONLY THAT TOWN FLIPS, AND ITS ZONE ON THE MAP TURNS YOUR COLOUR; SKIP A TOWN AND ITS ZONE KEEPS ITS OLD COLOUR, EVEN BEHIND YOUR LINE. A NEUTRAL BORDER TOWN'S GENERATOR STANDS RUINED — REBUILD IT AND THE TOWN IS YOURS. THE COMMAND POST'S GENERATOR IS POWER ONLY NOW; IT CAPTURES NOTHING. EACH SECTOR HAS ONE CAPTURE TOWN — ITS FLAGGED TOWN — OUTLINED ON EVERY MAP AS AN ORGANIC SHAPE BIGGER THAN THE TOWN ITSELF: THE TOWN PLUS THE LAND AROUND IT, THE WHOLE OUTLINE FITTING INSIDE THE SECTOR, NEVER SPILLING PAST ITS BORDER. A GENERATOR STANDS IN THAT TOWN; DESTROY IT AND REBUILD IT FOR YOUR SIDE — HOLDING ANYWHERE INSIDE THE OUTLINE COUNTS — AND THE ENTIRE OUTLINED AREA TURNS YOUR FACTION'S COLOUR, EVEN BEHIND THE ENEMY LINE. THE WAR-START FRONT — THE RED DASHED LINE BETWEEN THE HALVES — STAYS ON THE MAP ALL WAR, SHOWING WHO OWNED WHAT AT THE START, EVEN AS CAPTURE OUTLINES FLIP COLOUR TOWN BY TOWN. THE GOAL IS THE FLAGGED TOWNS: ONE FLAGGED VICTORY TOWN PER SECTOR — HOLD IT WITH ITS GENERATOR STANDING AND IT UPGRADES TO T2, AND THE FIRST SIDE HOLDING 4 UPGRADED VICTORY TOWNS ACROSS THE MAP WINS THE WAR. SUPPLY COMES FROM WRECKED CONVOYS — AND FROM POWER PLANTS YOU REBUILD FROM THEIR RUINS, WHICH FEED SUPPLY AND AMMUNITION INTO YOUR WAR FOR AS LONG AS YOU HOLD THEIR SECTOR. CUT CRATES FROM A WRECK WITH THE SALVAGE CUTTER — 1 CRATE = 20 SUPPLY, 50 CRATES = 1,000 SUPPLY PER WRECK, THEN THAT WRECK IS EXHAUSTED FOREVER — AND HAULERS AND RUNNERS HAUL THE CRATES FROM BASE TO OUTPOST TO FRONT. THERE IS NO HQ RESERVE: SUPPLY IS ONLY EVER WHAT A FORWARD BASE / FOB HOLDS. THE AI PLAYS THE OPEN MAP LIKE FOXHOLE: IT PUSHES TOWN TO TOWN, BUILDS FORWARD BASES AS IT PUSHES, HAULS SUPPLY TO THOSE BASES, DEFENDS THE TOWNS IT HOLDS AND ATTACKS THE ONES IT DOES NOT.
MOVE — JOYSTICK · WASD / ARROWS
FIRE — HOLD FIRE · LEFT CLICK
AIM — HOLD FIRE (PHONE) · HOLD RIGHT CLICK (PC)
INTERACT — TAP · E (PC) · SLING — X
RELOAD — R · THROWABLES — 1 / 2 / 3
LASER (LASER GUNS ONLY) — L (PC) · LASER BUTTON (PHONE) · ON BY DEFAULT
BUILD — B · MAP — M · CANCEL — ESC
SQUAD — FOLLOW ME / PUSH HERE BUTTONS · V / G (PC) · NEARBY AI OBEY, THEN RETURN TO THEIR ROLES

THE 360° ARMORY IS YOUR RUCKSACK — AND, AT A FORWARD BASE, ITS STOCK. NO PRESET CLASSES, FOR EITHER SIDE.

YOU START INSIDE YOUR HQ BASE — ON THE GROUND IN YOUR FACTION'S MAIN CITY — IN YOUR FATIGUES, WITH NOTHING BUT YOUR SALVAGE CUTTER, YOUR WRENCH AND A M18 PISTOL. NO ARMOR, NO RIFLE, NO RUCKSACK GEAR. GEAR UP AT THE BASE'S GUN RACKS, READ THE WAR TABLE, THEN WALK OUT THE RAMP; THE FORWARD BASE ARMORY WORKS THE SAME WAY.

NO CLASSES — GEAR UP FROM STOCK, OR DEPLOY IN YOUR FATIGUES

THE ORGANIC MAP · 6 BIG SECTORS · SUPPLY · BUILD · CAPTURE
HQ — YOUR HQ BASE STANDS ON THE GROUND IN YOUR MAIN CITY · YOU SPAWN INSIDE IT AND WALK ITS DECK · THE BASE HOLDS NO SUPPLY PILE — SUPPLY LIVES IN FORWARD BASES
NO CLASSES — FATIGUES + SALVAGE CUTTER + WRENCH + M18 PISTOL IS EVERY SOLDIER'S START, AT SPAWN AND AT EVERY RESPAWN · NO ARMOR, NO RIFLE, NO RUCKSACK GEAR AT SPAWN · GEAR UP AT THE BASE RACKS OR ANY FORWARD BASE ARMORY
SPAWN — FACTION PICK SETS EVERYTHING: COALITION SPAWNS IN THE COALITION HQ BASE (SECTOR 1 — RIVER LANDING), MILITIA IN THE MILITIA HQ BASE (SECTOR 5 — EASTFORD) · YOU NEVER PICK A SIDE — AND WHEN YOU DIE (OR HIT RESPAWN IN PAUSE) YOU PICK YOUR RESPAWN FROM YOUR OWN FACTION'S FORWARD BASES ON GROUND YOUR FACTION HOLDS, LANDING ON THE PICKED BASE'S PAD, VISIBLE, IN YOUR SPAWN KIT — NEVER AT RANDOM, NEVER IN THE WILDERNESS
THE MAP — 6 BIG ORGANIC SECTORS · TOWNS SPREAD OUT ACROSS EACH SECTOR, NEVER CLUSTERED OR OVERLAPPING, EACH IN ITS OWN FOREST CLEARING WITH ROOM TO BUILD AROUND IT · WRECKS AND POWER PLANTS ON THE ROADS — A FACTORY OR A WRECK CLOSE BESIDE SOME TOWNS, NOT ALL · ONE CONNECTED LANDMASS — ROADS AND PASSES ACROSS THE LAND BORDERS, BRIDGES ACROSS THE RIVERS BETWEEN SECTORS · FOREST SHOWN AS FOREST AREAS / ZONES · NO FUNNELS, NO SEALED CORRIDORS, NO SINGLE MIDDLE CAPTURE BASE · WAR START IS HALF AND HALF: COALITION HOLDS THE WEST HALF, MILITIA THE EAST HALF, FRONT / BORDER LINE IN THE MIDDLE · NO ONE OWNS A SECTOR, EVER — OWNERSHIP IS TOWN BY TOWN ONLY · EACH SIDE'S HOME SECTOR IS THEIRS, PERIOD, AND CANNOT BE TAKEN · THE BORDER TOWNS RIVER TOWN (SECTOR 3) AND WEST MARK (SECTOR 4) START NEUTRAL — OWNED BY NEITHER SIDE, OPEN TO TAKE FIRST, FOR SUPPLIES AND FOR PUSHING · ANY OTHER TOWN CAN BE TAKEN BY ITS GENERATOR, ANY TIME
TAKE A TOWN — EVERY TOWN HAS ITS OWN GENERATOR: BLOW IT UP, THEN HOLD THE TOWN 45s WHILE IT REBUILDS FOR YOUR SIDE (OR PAY 150 AT THE WRECK) · ONLY THAT TOWN FLIPS — ITS BUILDINGS, ITS ZONE COLOUR ON THE MAP · SKIP A TOWN AND ITS ZONE KEEPS ITS OLD COLOUR, EVEN BEHIND YOUR LINE · A NEUTRAL TOWN'S GENERATOR STARTS RUINED — JUST REBUILD IT
GARRISON — A TOWN YOU HOLD GROWS A GARRISON: THE AI TROOPS STATIONED IN IT + THE DEFENSES BUILT IN IT + THE SUPPLY STOCK IT HOLDS, ALL COUNTED TOGETHER · IT GROWS WHILE YOU HOLD THE TOWN WITH ITS GENERATOR STANDING (STAGE 1 → 2 → 3, MORE STOCK, MORE DEFENDERS MUSTERED IN) · LOSE THE TOWN AND ITS GARRISON IS GONE
POWER PLANTS — RUINED AT WAR START, EVERY ONE: TAP THE RUIN, BUY THE POWER PLANT BLUEPRINT (150 SUPPLY) AND IT IS SET AT THE SITE · THE FOUNDATION BUILDS FROM THE BLUEPRINT · THE WRENCH FINISHES IT · ONLINE IT PRODUCES SUPPLY + AMMUNITION WHILE YOUR FACTION HOLDS THAT SECTOR — ITS TOWNS LEANING YOUR WAY · LOSE THE SECTOR AND THE FACTORY IS LOST WITH IT · DESTROYED IN A FIGHT, IT IS A RUIN AGAIN — REBUILD IT AGAIN, THE SAME WAY · ONLY THE SECTOR'S HOLDER CAN REBUILD ITS PLANTS
WIN THE WAR — EACH SECTOR HAS ONE FLAGGED VICTORY TOWN (GOLD PENNANT) · HOLD IT WITH ITS GENERATOR STANDING AND IT UPGRADES TO T2 · FIRST SIDE TO HOLD 4 UPGRADED VICTORY TOWNS ACROSS THE MAP WINS
SUPPLY HAS TWO SOURCES — WRECKED CONVOYS, ONE PER SIDE PER SECTOR (GOLD ON THE MAP), AND POWER PLANTS REBUILT FROM THEIR RUINS. CUT CRATES WITH THE SALVAGE CUTTER; EACH BASE'S REFINERY TURNS THEM INTO +14 SUPPLY/MIN INTO ITS STOCK. EACH WRECK IS FINITE: 50 CRATES = 1,000 SUPPLY, THEN EXHAUSTED FOREVER. A REBUILT FACTORY NEVER RUNS DRY: +30 SUPPLY/MIN INTO ITS SECTOR'S NEAREST OWN OUTPOST AND +24 AMMUNITION/MIN INTO FACTION STOCK — WHILE YOU HOLD ITS SECTOR · HAULERS AND RUNNERS HAUL THE CRATES ONWARD, BASE TO OUTPOST TO FRONT · THERE IS NO HQ RESERVE
PRE-MADE FORWARD BASES + VEHICLE DEPOTS STAND ACROSS THE MAP FROM THE START, DIRECTLY BESIDE A ROAD WITH A CLEAR, TREE-FREE AREA AROUND THEM · FULLY STOCKED FROM THE START · THE NEUTRAL BORDER TOWNS OPEN WITH NO GARRISON OF EITHER SIDE IN THEM — NO TOWN DEFENCE, GENERATOR RUINED — UNTIL A SIDE TAKES THEM · RESPAWN TICKETS PER BASE: 20 FOR BOTH SIDES FROM THE START · STARTING SUPPLIES, WEAPONS, VEHICLES AND GEAR ARE IDENTICAL FOR BOTH SIDES
THE AI PLAYS THE OPEN MAP — PUSHES TOWN TO TOWN, BUILDS FORWARD BASES AS IT PUSHES, HAULS SUPPLY TO THEM, DEFENDS TOWNS IT HOLDS, ATTACKS TOWNS IT DOES NOT
BUILD — GHOST · BLUEPRINT · WRENCH
OUTPOST — GRID NODE · LINKED = POWERED
SUPPLY — CRATE = 20 · BASE STOCK 400 · NO HQ RESERVE
FF ON — 3 STRIKES = 60s RESPAWN · WAR RUNS 24/7
WHY THE FRONT IS HOT · WHY SUPPLY MATTERS · WHY LOSING HURTS
HOT = A BORDER CROSSING WHERE THE FACTIONS TOUCH. CONTESTED GROUND, A CAPTURE RUNNING AND A FORWARD BASE AT RISK RANK HIGHEST; A HOT CROSSING ONLY CHANGES WHEN THE FIGHT ACTUALLY CHANGES, NEVER ON A TIMER. THE TICKER ALWAYS SAYS WHY.
EVERY CROSSING HAS PRE-MADE COVER ON BOTH SIDES — SANDBAGS, WRECKS, CONTAINERS — FIGHT FROM IT, NOT FROM OPEN FIELD.
A FIGHTING OUTPOST BURNS SUPPLY FAST. DRY = ITS TURRETS STOP, ITS GRID DROPS, AI SPAWN AND FIRE SLOW, AND THE SECTOR EARNS LESS WHILE IT IS UNDER ATTACK. RED RING IN THE FIELD = HAUL CRATES NOW.
LOSE A SECTOR AND ITS FORWARD BASE, DEPOT WORKS AND GRID DIE WITH IT — REBUILD FROM HQ WITH EARNED SUPPLY. TAKE ONE AND YOU GAIN ITS DEPOT GROUND, A SUPPLY BONUS, AND ITS NAME IN THE WAR HISTORY (MAP).
DIE AND YOU RESPAWN ABOARD THE HQ BASE OR AT A STOCKED OUTPOST, AND AIRLIFT BACK DOWN — THE FRONT MOVES WHILE YOU ARE OUT.
SQUAD: FOLLOW ME FORMS NEARBY AI ON YOU — ASSAULTS AHEAD, MEDICS BEHIND, VEHICLES WITH YOU. PUSH HERE SENDS THEM AT YOUR AIM. THEY ALSO ANSWER YOUR FIRE, YOUR WOUNDS AND YOUR BUILD SITES.
RIVERLAND — TACTICAL MAP
LIVEDIRECTIVE — …
Ownership — soft wash, bright edge
Coalition — red
Militia — green
Neutral — no wash
Front line
Objective · You
Places — towns and supply first
Town — name in owner colour
Supply node — gold name
Works — short name
Wreck — quiet, named on zoom
Status — plain text, colour-coded
No Supply  outpost dry
Ruined · Offline  works down
Capture  victory town
Rebuild  printing
Contested  split sector
Layers — tap to show / hide
WAR HISTORY — NO SECTOR TAKEN YET THIS WAR. TAKE ONE AND ITS NAME IS WRITTEN HERE, WITH ITS DEPOT GROUND AND SUPPLY BONUS YOURS.
VIEW ONLY · ENEMY NEVER SHOWN
FULL MAP — ALL 6 SECTORS, THE WHOLE WAR
THIS SECTOR — THE SECTOR YOU STAND IN, FULL DETAIL
ZOOM — WHEEL · PINCH · DRAG TO PAN · PICK A PLACE TO FLY TO IT
SHOWN, LIVE — ROADS · TOWNS · BORDERS · WHAT YOU OWN · BASES · FACTORIES · FOREST ZONES · CAPTURE OUTLINES · FRONT LINE + WAR-START FRONT · THE DIRECTIVE AND ALERTS IN THE LIVE STRIP — TOWN FLIPS, FRONT CHANGES AND CAPTURES UPDATE ON THE PAD IN REAL TIME
CONTESTED — A SECTOR WHOSE TOWNS ARE SPLIT BETWEEN BOTH FACTIONS LOOKS CONTESTED: PULSING RED RIM AND A Contested TAG, WITH ONE AT-A-GLANCE LINE — TOWNS PER FACTION · WHOSE THE CAPTURE GENERATOR IS · WHOSE THE FACTORY IS (A RUINED FACTORY IS NEUTRAL — NO ONE'S)
THE WAR PATTERN — ALMOST NOTHING → HOME SECTOR → NEUTRAL TOWNS → DESTROY-AND-REBUILD GENERATORS → REBUILD FACTORIES → HOLD + SUPPLY THE GARRISON → NEXT TIER → NEXT SECTOR → REPEAT (FULL PATTERN IN THE WAR BRIEF)
NOT SHOWN — SOLDIERS OR VEHICLES AS LIVE DOTS, EITHER SIDE · THE ONLY FIGURE ON THE PAD IS YOUR OWN YOU MARKER

YOU ARE DOWN

RESPAWN IN 10s

YOU ARE OUT — THE FRONT MOVES WITHOUT YOU. PICK YOUR SPAWN BELOW — YOUR OWN FACTION'S FORWARD BASES ON GROUND YOUR FACTION HOLDS, OR YOUR HQ BASE — IN YOUR FATIGUES, SALVAGE CUTTER + WRENCH + M18 PISTOL ONLY.

BUILT WORK STANDS · RESPAWN 10s · YOU PICK THE BASE — YOU SPAWN ON ITS PAD, INSIDE THE BASE · FF ON — 3 STRIKES = 60s

NO ARMORY HERE — GEAR UP AT YOUR FORWARD BASE ARMORY AFTER YOU REDEPLOY

VICTORY

—
AIRLIFT — TO THE HQ BASETAP TO SKIP ▸▸