By land, air & sea
When a rifle won't cut it.


Anvil MBT
3 crewA slow, brutal breakthrough platform. Spearheads a Conquest push and soaks fire while infantry take ground.

Bunker APC
6 crewA mobile spawn and transport. Moves a squad safely into a contested sector and holds it as cover.

Scout Buggy
2 crewLight and fast. Flanks the map, contests distant flags, and outruns armor it can't fight.

Kite Scout Heli
2 crewEyes over the front. Spots rotations, marks targets, and harasses exposed infantry.

Hammer Gunship
2 crewAir-to-ground dominance. Breaks armor columns and dug-in holds — but a priority target for AA.

Vanguard Jet
1 crewOwns the skies. Runs strike passes and denies enemy air — but lives and dies on speed and evasion.

Corsair Patrol Boat
3 crewControls coastlines and river crossings. Lays down fire support where land vehicles can't reach.

Medevac Transport
4 crewExtraction and sustain. Ferries the squad, resupplies, and keeps a push alive deep in enemy territory.

Sentinel AA Turret
1 crewA fixed anti-air gun that owns the sky above a sector. Locks down helis and jets on their approach — but it can't move, so screen it or lose it.

Warhog Transport
6 crewA hardened truck that moves a full squad to the front and back. Fast resupply and a rolling rally point — keep it out of direct fire.
Take the wheel
The design we're building the vehicle layer toward — how every machine will handle: the view, the crew, the boost. Not live yet; it ships when vehicles roll out.
Getting in & out
- Vehicles are shared squad assets — anyone on your team can crew them.
- Walk up and enter; bail out any time. A driver plus gunners and passengers all ride together.
- A rolling vehicle is a mobile rally point — keep it moving and keep it crewed.
Camera & view
- Toggle first- and third-person on the fly — third for awareness, first for precision.
- Ground vehicles get a look-back key so you can watch the chase.
- Aircraft get free-look: glance around with the mouse without turning the airframe.
- Helis and planes can switch between mouse and keyboard control for fine handling.
Seats, crew & guns
- Multi-crew vehicles let passengers lean out and fire their own weapons.
- Swap seats with a key — an on-screen seat indicator shows who's where.
- Mounted and coaxial guns are crewable: a good gunner doubles a vehicle's threat.
Boost & movement
- Light vehicles — jeeps, hummers, bikes — have a nitro/turbo burst (Shift) for a short speed spike.
- Use the boost to reach the fight fast, clear ramps, and break contact when a fight goes bad.
- Handling is weight-based: heavy armor carries momentum, light vehicles turn on a dime.
Heavy and momentum-driven. Lead your shots, use terrain for cover, and let the track sound tell you the weight. Slow to turn — screen your flanks with infantry.
Fast and fragile. Flank, contest distant flags, and boost across open ground — never brawl armor you can't out-turn. The dirtbike lives on traction and speed.
Mouse/keyboard toggle for fine control, free-look to keep eyes on the ground. Owns the front from above — but watch AA and never hover a hot lane.
Controls coastlines and river crossings. Lays down fire support where land vehicles can't reach — flank the shore and support the push inland.
Own the theater.
Vehicles roll out with Conquest. Free to play on every platform.







