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RECRUIT’S

FIELD MANUAL
BE READY FOR TOMORROW’S BATTLE.
• INTRODUCTION 3
• HOW TO PLAY 3
• Movement controls 3
• Sensors and Spotting 4
• Targeting 4
• Main Armament 4
• Abilities 4
• Loadouts 5
• Squadrons 6
• Point defense 6
• Jumping 7
• Hull Strength & Respawning 7
• Energy 7
• Armor 8
• Mini Map 8
• Ally Status 8
• Tab screen 8
• CONQUEST 9
• Drafting 9
• Capturing 10
• Home Base 10
• Alpha & Beta 10
• Gamma 11
• Resources 11
• Upgrades 12
• MAIN MENU 12
• Game Selection 12
• Service Record 13
• Hangar 13
• Currency 14
• Store & inventory 14
• Crew 14
• Implants 15
• Options 17
• TECH SUPPORT AND COMMUNITY 18
• Tech support & Bug Reports 18
• Discord & Steam Forums 18
• GLOSSARY 19
• INDEX 20

First Edition 2
FRACTURED SPACE – USER MANUAL
Welcome to Fractured Space, this manual will serve as an introduction to the games basic mechanics, such as moving, shooting
and what abilities are. We aim to inform you of what does what, both in our primary game mode “Conquest” and in our menus; from
purchasing ships and crew, to joining a match. This information should serve as a launching point, but for more advanced guides
we encourage you to visit our steam COMMUNITY GUIDES or join our Discord to ask active players for tips and tricks.

HOW TO PLAY
MOVEMENT CONTROLS
The capital ships of Fractured Space can use their thrusters to move in any direction:

W Forward Thrust
S Reverse Thrust
USE COVER!
A Turn Left
Navigate behind asteroids and
D Turn Right mining stations to avoid enemy
SPACE
Vertical Thrust Up fire.
CTRL Vertical Thrust Down
Q Strafe Left
E Strafe Right

Mastering control of your ship will give you a huge advantage in combat.

MAXIMISING FIREPOWER!
Some ships have more firepower on different sides of their ship. Control and position your ship so all your turrets can
fire on the enemy.

A Basilisk evading within an asteroid field

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SENSORS AND SPOTTING
All ships have sensors (most with a range of 18km). When an enemy WATCH FOR CLOAKERS!
is within sensor range, they become spotted. A Cloaked ship can’t be spotted, force them out of

• Spotted enemies are shown on the mini-map and tactical map. cloak by using Detect. They’ll also decloak for a

• Spotted enemies are Targetable for all allies. short time if they take damage.

TARGETING
Enemy ships that are spotted can be Targeted. Your ship will automatically Target an enemy that
you are aiming at after a short time, or you can use the hotkey:
T Cycle Targets.

Once an enemy is targeted your HUD will show additional information including a set of ability icons
that show which of your weapons are in range. The turrets on your ship will adjust their aim based
on the range of your target. This ensures that all your guns hit the same location at that range.
Some weapons, like missiles, require a target before they can be launched.
Military issue targeting array

MAIN ARMAMENT
The primary source of a ships damage, main armaments will contain a primary weapon and a secondary weapon or ability:
LMB Primary weapon. All weapons have a max range.
RMB Secondary systems vary on a ship per ship basis, from extra weaponry, to repairs and blinks.

ABILITIES
The 1, 2 and 3 abilities normally contain the following utility and offensive tools, with some exceptions:

1 Boosts, Mines, AoE pulses and fields.

2 Missiles or Target Blinks.

3 Fighters, Drones or Buoys.

These tools have different uses, ranging from offense to support. This is a list of ability archetypes, the effects they apply in-
game will vary from ship to ship:

• Missiles – Target the enemy and fire missiles that home in and deal damage on impact. Damaging missiles reduces their
damage dealt and status effect duration.

• Mines – Deploy mines that deal damage to enemies that come within range.
• Drone Squadrons – Applies a status effect to enemy or allied targets until they’re destroyed, recalled, or run out of fuel.
• Fighter/Bomber Squadrons – Send them to attack or defend ships at your command.
• Buoys – A static buoy with a constant area of effect, applying a status effect on enemies or allies within range.
• Pulse – A short pulse instantly applies status effects to enemies or allies in range.

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• Fields – A toggleable AoE generates a radial sphere around a ship, costing energy over time.
• Boost – Drastically increase speed.
• Blink – Instantly relocates a ship within a limited range.

KNOW YOUR SHIP.


Play a ship in a solo vs AI match or hit the “Try This Ship” button in the hangar to see the capability of individual ships.

LOADOUTS
Loadouts are alternate abilities and weapons that you can equip on ships:

• Purchased with Credits or Platinum.


• Weapon options offer different fire patterns or projectile speeds but their damage output will remain similar.
• Ability loadouts offer a variety of different options. You may want to switch an ability disable for a weapon disable, or you
could sacrifice the cooldown on a blink to have less range.

• You can change any key by entering the control section of the options menu.
• Captains gain support points by saving allies with repairs, or have an active de-buff on an enemy as they’re destroyed
• Destroy Missiles with Point Defense or AoE attacks. The more damage they take the less damage they will cause.

SQUADRONS
Many ships have access to squadrons of fighters, drones or bombers that you control to attack enemy targets and defend your
own:

• Fighter Squadron
• Fighters are permanently deployed.
• Fighters can be ordered to attack or defend other ships.
• Fighters prioritise enemy fighters, after that they will engage drones and bombers in the order they were placed on the
target.

• When defending their own ship the squadron is replenished with new fighters and fuel.
• When defending any allied ship the squadron is replenished with fuel.
• Bomber Squadron
• Bombers are permanently deployed.
• Bombers can be ordered to attack or defend other ships.
• Bombers can only attack capital ships.
• When defending their own ship the squadron is replenished with new bombers, ammo and fuel.
• When defending an allied ship the squadron is replenished with fuel and ammo.

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• Drone Squadron
t o b oo ze !
c e s s

o7 r icted ac
• Target a ship and activate drones to deploy them.
t e d u n res t
• Drones instantly blink to ships and apply a status effect.
i lot s g r a n
v i v i n g p
• Most drones cannot defend, with a few exceptions. Su r
• Tap R to recall squadrons to your ship.
• If the squadron can defend, it will return and guard your ship.
• If the squadron is unable to defend, they will enter cooldown.

POINT DEFENSE
There are two missile countermeasure options available to every ship.

• Manual Point Defense(MPDS) is a harder to use but more effective missile countermeasure.
• Deals high damage to incoming missiles
• Deals damage to squadrons in range.
• Must be activated and deactivated manually. TACTICAL RECALLS!
• Uses energy on activation, depleting until deactivation. If a ship has more than one
Squadron you can create
• Automatic Point Defense(APDS) serves as an alternate option, to weaken missiles
individual key bindings to recall
but not outright stop them, sacrificing power for ease of use.
separate squads to your ship.
• Automatically deploys countermeasures 1.2s after missiles have been fired
Locate “Recall squad ‘X’” in the
at the ship.
controls section of the options
• Deals low damage to incoming missiles in range.
menu.
• Deals low damage to squadrons within in range.
• No energy cost.

JUMPING
Jump drives are required to move between sectors separated by massive distances, your jump drive requires charging before
the jump completes:

Jump Drive - Allows jumping between adjacent sectors.

Jump Home - Jump back to your Home Base from any sector

Once a jump is activated it cannot be cancelled and your ship takes 200% extra damage.

Take cover behind asteroids or stations before jumping!

QUICK SECTOR CHANGE


Jump abilities have separate cooldowns. Switch sector location quickly by using Jump Home, then Jump.

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HULL STRENGTH & RESPAWNING
Hull strength represents the hit points of your ship, it’s indicated by the segmented green bar to the left of your crosshair:

• Each segmented bar represents 1000 hull strength.


• Hull strength is increased per level.
• Hull strength can be increased through implants.
• Once a ship’s hull strength is depleted it will explode, dealing damage and pushing enemy ships. The ship will also enter a
respawn timer, the length of time it takes to respawn increases with your level and the game timer.

ENERGY Move away from missiles wit h Mdd s act ive,


Energy is indicated by the blue bar to the right of your crosshairs:
t hey’re more likely to be destroyed before t hey hit
• Energy passively regenerates over time.
t he ship.
• Utility tools (e.g. Detect or Repair) cost energy.
• Manual Point Defense costs energy.
• On some occasions weaponry needs energy e.g. The Ravens overcharge beam requires energy to fire.
ARMOR

MANAGING ENERGY
Abilities are dependent on energy, maintain reasonable levels to keep full functionality of the ship.

Armor is displayed by the “Armor Widget” in the bottom left of the screen and it protects your hull:

• Most ships have armor pools of varying strength on independent armor facings. e.g. The Brawler has 4000 armor on its sides
but 750 on its front.

• Your 6 armor facings are: left, right, front, back, top and bottom.
• Whilst armor is up, damage taken is decreased by 25%
• Once broken, damage taken increases by 100%

ROTATE ARMOR
Turn your ship when armor is broken or weakened to reduce damage taken by enemies.

rm o r w h e n e v er you ca n!
A t ta c k b ro k e n a

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MINI MAP
The mini map is in the bottom right of the screen, informing on the state of the game by showing:

• All enemies that are spotted by yourself or your allies.


• Control status of mining stations and forward stations; red for enemy control, blue for allied control.
• Gamma is highlighted once it comes online.

ALLY STATUS
The Ally Status bar on the left of the screen will update you on your ally’s ship status by showing their:

• Level
• Player name
• Current sector location
• Hull strength
• Ship name
• Energy

TAB SCREEN
The tab screen gives access to further information during the game, press TAB to:

• View the scoreboard to see your own and your team’s performance.
• Maximize the mini-map on the center of your screen.
• Jump by selecting the white icons on the tab map.
• Mouse over player names on the scoreboard, if they’re viewable on the map they will highlight.
• Mouse over the loadouts of all players in-game.

KNOW YOUR TARGETS.


Before jumping into a battle, mouse over enemies and allies on the tab map so you know which ship is positioned where.
Jump in and heal or attack the correct target.

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CONQUEST
Conquest is the primary game mode in Fractured Space with an emphasis on team strategy. Conquest is playable Solo vs AI,
cooperatively against AI or in PvP against players.

DRAFTING
Once you’ve entered a match you’ll be presented with the Drafting screen, select counters to the opposing team:

• Overview – Click the overview button to view which asteroid fields have been assigned to Alpha & Beta sectors.
• Free Rotation – Players have a list of free ships to pick from. This list is changed every two weeks.
• Phase 1 – The first two players on each team pick their ship. When finished, these choices are shown to the opposing team.
• Phase 2 – The second two players pick and have their ships displayed to the opposing team.
• Phase 3 – The last player picks.
• Phase 4 – Ship customization, you can:
COUNTER-PICKING
• Select a crew from a predefined list created in the crew section in the If you pick in phase 2 or 3 find
menus. a weakness in the enemy ship
• Select alternate loadouts, to your preference or to counter the opposing composition and exploit it by picking
team. a counter ship.
• Select skins and cosmetics.
• In Casual PvP mode a one ship rule limits a team from bringing more than one
unique ship into battle. However, in Quickplay co-op this rule is extended to 2 of the same ships per team.

IMPROVE YOUR COMPOSITION!


If there’s a weakness in your team composition try to fill the gap, for example, take a healer or a heavy if no-one else has.
However, don’t be afraid to try out unorthodox compositions on occasion.

CAPTURING
Stations give benefits to the controlling team, each has a capturable zone, enter this zone to gradually gain control of the station:

• The capture rate of ships on the same team within the capturable zone is combined.

• The side with the higher capture rate will gradually capture the station. Coun ter t he dis rup ter,
• Every ship has a base capture rate of 1. take a Colos sus !
• Heavy and Light class ships gain more capture power per level than medium ships.

• Total capture rate for both teams is reduced with more total ships inside a capturable zone.

• You can increase the capture rate of your ship through crew and implants.
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HOME BASE
The home base sector is where your fleets HQ rests:

• The end game objective, keep yours defended and capture the opposing teams to
gain victory.

• Turrets line the outskirts of the home base, attacking incoming enemies as they
enter the sector.

• Serves as a repair and upgrade point. Home Base

• Situated in the Home Base sector.

• Enemies in the Home Base Sector will always be spotted.

ALPHA & BETA


The main sectors of battle contain:

• Unique asteroid fields are selected at random at the beginning of the match.

• Forward Stations

• 2 Forward stations are selected at random at the beginning of the match

• Acts as a repair and upgrade point


Forward Base
• Provides jump point access to the enemy home base.

• Ally forward stations will spot all enemies within 15km.

• Mining Stations

• 3 mining stations are present in both sectors.

• Passively generate resource.

• Mining freighters spawn and patrol nearby asteroids to gather and return
resources to the station.
Mine Station

GAMMA
Situated in the Gamma sector, battle the enemy in all-out war and capture the Gamma Station:
• Gamma activates at 6 minutes, from then on it will activate every 5 minutes after
being captured.
• Once captured Gamma provides an increase to the following stats for a period:
• Movement Speed
• Cooldown Reduction
• Damage Reduction
• Fire Rate Gamma Station

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• Capture Rate
• Each successive Gamma up to 3 increases stats further.
• Gamma 3 is extremely powerful, granting unrestricted access to the enemy home base. Capture it to have a chance at
winning the game.

GO TO GAMMA BEFORE IT’S ACTIVE, TOGETHER.


Go to gamma as a team before it becomes active for an advantage. Position early, keep each other safe from ambush, be
!
ready for the enemy team to enter the sector. Losing your ship before gamma activates leaves your fleet disadvantaged
U s e f u l !!
in the fight to come, don’t die before gamma.

RESOURCES
Gain levels for your team by gathering resources. Once a new level is reached, all ships on the team can upgrade to increase their
ship strength:

• Capture mining stations for their passive resource generation. Stations also spawn mining freighters that gather and return
resource to their mine.

• Destroy mining freighters, this will deny the opposing team from gaining resource whilst rewarding you with their contents.
• A kill bounty is paid if the enemy is destroyed:
• The first kill of the game gains more resource than a normal kill.
• A small resource bonus is added to the kill bounty of a player that commits a killing blow, this resets on death.
• If a player dies often their kill bounty is reduced.

UPGRADES
Each level provides an upgrade to your ships systems, gained by entering a forward station or the home base. Normal levels
offer a small stats bonus, however at 3rd, 6th, and 9th level you are presented with an upgrade choice, giving you a significant
increase to more specific stats:

• Attack (B) – Increases your fire rate, weapon cooldown and damage.
• Defense (N) – Increases your hull strength, boosts repair rate and reduces home base turret damage.
• Utility (M) – Increases your energy, energy recharge rate and sensor range whilst reducing ability cooldowns.
Check the abilities of your ship, if it has heavy weaponry then attack will have a more broad effect on your ship. However, if a
ship can repair, the utility upgrade will reduce cooldowns and make you more effective.

COMPLEMENT THIS!
COMPLEMENT YOUR SHIPS ABILITIES, EXPERIMENT WITH DIFFERENT UPGRADE COMBINATIONS TO FIND WHAT WORKS

BEST FOR BOTH YOUR PLAYSTYLE AND SHIP.

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MAIN MENU
The Main Menu holds all your customizable options, your ships, route into game and more.

GAME SELECTION
Hit the red “Play” button at the top of the screen to choose a match, these are the different ways to play the game:

• Solo
• Tutorial - The in-game tutorial is an interactive guide to the basics of gameplay.
• Vs AI – Enter a Solo vs AI match in Conquest or Frontline. This will place you in a match alongside allied and enemy bots.
• Quickplay
• Search Quickplay to play with other players against bots.
• Player vs Player
• Casual – Search and matchmake with other players. Play to win, or lose and learn.
• Custom – Unlocked at level 10, invite friends, add custom bots of different levels and play both Conquest and Frontline.

SERVICE RECORD
Your service record is in the top left of the screen, alongside your name, rank and level. Contained within is the following:

• Career Progression – A display of your early level progression and what unlocks are to come.
• Medals – Hitting targets such as games played and ships destroyed will unlock medals, some of which will gain you credits
or platinum. Look within to track progress towards your rewards.

• Career Stats – In-game stats are tracked and broken down for viewing here. Compare your average performance across
different ships to see where you’re most effective, and where you aren’t.

• Events – From time to time events are held, if you contribute to an event you will be awarded with prizes, if the community
hits their target.

• Leaderboard – The Global leaderboard shows you a list of the top 30 players based on accumulated stats. There is also a
“Friends” toggle to check on where you size up among the people you know.

• Daily rewards – Each day you’re rewarded for logging into the game with credits or platinum.

Medal Progression

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HANGAR
Ships are stored and viewed in the Hangar, find the following features on this page:

• All ships are listed on the left of the hangar and available for purchase with credits or platinum.
• Test any ship for free in the firing range by clicking “Try This Ship” underneath the Play button.
• Purchase and select loadouts by choosing a ship and clicking “Loadout”.
• Click the “Ship Guide” button to watch a video overview of the ship.
• Daily missions are displayed in the top right of the hangar screen showing your current objectives and progress, whilst also
displaying the rewards you’ll be given.

• Campaigns – An overview of your current campaign and your progression through it.

CURRENCY
Three currencies exist in Fractured Space:

• Credits – Gained through playing matches, can be used to purchase anything apart from
cosmetic items or boosts.

• Elite XP
• Spend this XP to level up a crew member of your choice.
• Legendary crew gain 20% of a normal crew members experience as elite XP. A Stack of Credits Credits

• Finding a duplicate of a legendary crew in a pod will burn it for elite XP.
• Platinum – A premium currency used to purchase skins, boosters, crew and implant pods.

STORE & INVENTORY


Platinum
The following items are purchased within the Store: A Stack of Platinum

• Ship Packs - Contain exclusive content such as premium ships and platinum.
• Regular skins – Basic reskins of default ships.
• Ultimate skins – In depth changes to ship models and VFX, including a 20% credit booster.
• Crew pods – Contains a crew member of any level between 0-3.
• Crew implant pods – Contains 5 random implants.
• Boosters – Boosts credits gained. Purchase individual boosts and choose when to use them, or buy a timed booster that
applies to every match played for a duration of time.

Crew pods, Crew implant pods and Boosters are stored within your inventory after purchase. To gain access, click the “Inventory”
button in the top right of the frontend.

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CREW
Great captains select the best crew for the right ship, unlock crew members through pods purchased in the store with credits or
platinum.

Assign and create new crews by clicking “Create new” on the left of the crew page. Find your desired crew members in the crew
collection section and drag them into the empty slots within the Crew Barracks.

Below is a list of the crew classes you can select and their passive bonuses.

See the implants section for an explanation of these bonuses:

• Captain – Attack Damage, Capture Rate and Damage Reduction.


• CAG – Squad Cooldown, Squad Survival.
• Comms – Energy Regen, Sensor Range.
• Engineer – Armor Strength, Forward Thrust.
• Jump Core – Jump Cooldown, Jump Prep.
• Navigation Officer – Maneuvering, Turn Rate.
• Repair – Armor Repair Rate, Broken Armor Damage.
• Tactical – Fire Rate, Turret Traverse.
Crew Member Roles
Crew Member Roles
• Utility Officer – Energy Efficiency, Utility Cooldown.
Playing matches with your crew gains them experience and levels them up:

• At level 0 every crew member has 3 implant slots that only accept implants of the correct class: Attack(red), Utility(yellow)
or Defense(blue).

• For each level a crew member increases they will gain a Chroma slot, allowing any
class of implant to be placed inside.

• At level 3 the card will turn into a legendary, changing color, animating and gaining LISTEN TO YOUR CREW!
their third and final Chroma slot. Crew will notify you on the

• Playing a match with a legendary crew member will reward you with Elite XP, 20% status of both yours and your

of what a normal crew member gains in standard XP. enemy’s ship.

A CREW MEMBER’S IMPLANTS ARE UNIQUE!


You can’t place more than one of the same implant on one crew member.

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IMPLANTS
Purchase Crew Implant Pods for 5 random implants or buy them directly from a weekly rotation of 3 different choices. The
following is a list of implants and what they affect:

• Attack
• Attack Damage – Increases the damage output of all weapons.
• Fire Rate – Decreases the interval of fire between shots.
• Missile Range – Increases the range of missile systems.
• Ramming Damage – Increases the amount of damage inflicted and reduces the amount received when ramming.
• Turret Traverse – Increases turret turn rate.

Defense

• Armor Repair – Decrease the time it takes for your ships armor to repair out of combat.
• Armor Strength – Increases the amount of damage armor can take before breaking.
• Broken Armor Damage – Reduces damage taken once armor is broken. Colossus:
• Damage Reduction – Decreases incoming damage to your ship.
5x armor streng t h
5x broken armor damag
• Hull Strength – Increases the hull points of your ship. e reduct ion
• Jump Damage Reduction – Reduces the damage you take whilst jumping.
5xDamage reduct ion
• Station Damage Reduction – Reduces damage taken from enemy home base turrets.

• Utility
• Capture Rate – Decreases the time it takes to capture objectives.
H
• Energy Regen – Increases the rate at which your ship’s energy regenerates.
5xDmg r un ter:
• Forward Thrust – Improves the ships forward, reverse and acceleration. e d u ct i o n
5 x ma n eu v
• Jump Cooldown – Decreases Jump Drive and Jump Home cooldowns.
5 x U t il i t e r i n g
• Jump Prep – Decreases the warm-up time for jumps. y co o l d o w n
• Maneuvering – Improves the ships vertical and strafing movement.
• Repair Efficiency – Increase the rate at which forward stations, home bases, and support ships can repair your ship.
• Sensor Range – Increases the range you can target enemies, squadrons, structures, buoys and other entities.
• Squad Cooldown – Decreases the time it takes a ship to relaunch or replace drones, fighters or bombers.

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• Squad Survival – Increases the survivability of drones, fighters and bombers.
• Turn Rate – Increases the ships turn rate.
• Utility Cooldown – Decrease the cooldown on all abilities but not weapons.
• Utility Duration – Increases the duration that effects are applied to targets.

OPTIONS
The options menu offers in-game customization. Click the settings COG in the top right of the frontend to browse and change
what you wish:

Video Options - Change your screen resolution and the quality of your effects.

Audio – Balance the music, sound effects and voice effects, you may also enable or disable in-game music.

Controls – Change your key bindings and mouse settings to suit your preference.

HUD - Personalize your reticule, your HUD tags and chat options.

Targeting – Enable auto target selection and customize the delay between looking at a ship and changing target.

Widgets – Enable or disable HUD widgets such as the armor indicator or targeting arrows.

TECH SUPPORT AND COMMUNITY


TECH SUPPORT & BUG REPORTS
If you come across any technical issues or bugs the following pages will help you contact our support team and assist you:

• CLICK HERE For a database of our most common issues.


• CLICK HERE to Send a bug report or contact support and include the information requested HERE

DISCORD & STEAM FORUMS


Steam forums provide debate and discussion, whilst Discord is available for active conversation, join us on both to ask questions,
pitch in and find others to play with.

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R ecr u i t s !
o
SEE YOU OUT THERE CAPTAINS!
>

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GLOSSARY
Abilities – Utility and offensive tools

Area of effect – A radial sphere with a status or damaging effect. e.g. A colossus’ flak damages in an AoE.

Buff – An improvement to a ships base stats.

Capturable zone – A radial sphere around a structure, ships in this area capture over time.

Cooldown – The time that a weapon or ability becomes active after being used.

Experience – A numerical reward from playing matches that increases your level.

Fire rate – The interval of fire between shots.

Fuel – Dictates how long squadrons can spend away from their parent ship.

HUD – The heads-up display encompasses all user interface elements when in a match. e.g. The ability bar is a part of the HUD.

Kill bounty – The amount of resources gained after destroying an enemy ship.

Magazine / Ammo – Dictates how many uses of an ability or weapon you have. e.g. The Paladins repair ballista has 7 uses, and
each has a cooldown of “X” seconds.

Passive bonus – A stat improvement to a ship, gained through crew and implants.

Projectiles – An object propelled from a turret, this could be both a weapon or ability.

Range – The distance of an object from your ship.

Resource – Gained by players in a match to level up.

Scoreboard – An overview of the player’s takedowns, deaths, support points and captures.

Skins – A basic cosmetic change to a ship.

Spotting – The range at which a ship can be targeted.

Stations – Structures that give benefits to whomever catches them. e.g. Capturing the forward station opens jump point access
to the enemy base.

Status effect –The effected change of a ships state. (e.g. Disarm stops the enemy from firing his weapon).

Target – Your currently selected object. Ships, Buoys and Mining Freighters.

Weapon – A turret that fires damaging projectiles.

XP – Increases your level, gained by playing games.

Widget – A UI element that displays in-game information. e.g. the Armor HUD indicator.

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INDEX Gamma 9 Service Record 11

A H Squadrons 5

Hangar 11 Fighters, Bombers, Drones


Abilities 4
Home Base 8 Store & Inventory 12
Offensive tools, Utility tools
Hull Strength & Respawning 6 Steam Forums 14
Ally Status Widget 7

Alpha 9
I T
Implants 13 Tab Screen 7
Forward Stations, Mining Stations

Armor 6
J Targeting 3, 4

Jumping 6 Technical support 14


B
Bombers 5
L U
Loadouts 5 Upgrades 10
Beta 9
Levelling 10
C
Capturing 8
M
Main Armaments 4
Conquest 8
primary weapons, secondary
Crew 12
weapon/abilities
Currency 12
Main Menu 11
D
Mini-Map 7
Drafting 8
Movement Controls 3
Drones 5
Medals 13, 14
Discord 14
O
E
Options 13
Energy 6
P
F
Point Defense 5
Frontend 11
R
Fighters 5
Resource 10
G
S
Game selection 11
Sensors & Spotting 3

U m. . w h a t a b o u t
b a la n c e ?
R .D

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