Game Modes Explained
The four modes documented by the official launch material: Warfare, Offensive, Conquest and Domination.
The official mode guide documents four launch modes. Warfare and Domination use Hard Cap and Soft Cap capture areas, Offensive limits capture contribution to the Hard Cap, and Conquest introduces a Morale resource. The current landing page’s separate six-mode marketing count is kept as a recheck note rather than treated as a launch roster.
Quick facts
- Launch modes documented
- 4
- Warfare timer
- Up to 90 minutes
- Offensive timer
- 30 minutes per active sector
- Domination gate
- Control 2 of 3 central points to unlock the enemy HQ
- Conquest resource
- Morale
Do this in order
Read the mode before moving
Confirm Warfare, Offensive, Conquest or Domination from the current server or loading context before applying a mode rule.
Success signal: You know which win condition is active.
Name the immediate win condition
Translate the rule into one squad question: which sector, central point, enemy HQ or Morale decision matters right now?
Success signal: Your squad can explain what must be captured or protected next.
Use the correct capture rule
Remember that Warfare and Domination use their documented cap structures, Offensive focuses contribution inside the Hard Cap, and Conquest adds Morale to the capture decision.
Success signal: You are not carrying a Warfare capture assumption into another mode.
Check the version boundary
Recheck the official mode guide if the UI or mode list changes; the landing page and launch article currently expose a count discrepancy.
Success signal: Your mode note has a dated source and does not guess the missing labels.
Warfare
Teams start on their own halves while the middle sector is neutral. Capture sectors toward the enemy HQ; victory comes from reaching the enemy HQ or holding the majority of sectors when the timer ends. The official guide says the mode can run up to 90 minutes.
- A Soft Cap is the four-grid-square area around an objective; a Hard Cap is the circle around the capture point.
- Players in the Soft Cap contribute one capture power and players in the Hard Cap contribute three.
- A clean capture takes three minutes according to the official mode guide.
Offensive
One team attacks and the other defends. Attackers push through five capture points toward the enemy HQ, with 30 minutes for each active sector. Defenders win by holding an active sector for 30 minutes; the official guide says defenders cannot recapture a lost sector.
- Only players inside the Hard Cap contribute to the capture.
- The active sector determines where the attack and defense effort is concentrated.
Conquest
Capture points use a cross-shaped layout and can be taken in any order. The mode uses Morale: redeploying and losing control of the majority affects the resource, while bleed is based on majority control. If the first team reaches zero, overtime and the remaining-Morale condition determine the finish.
Domination
The HQs begin locked. A team must control two of the three central capture points to unlock the enemy HQ, then capture it; losing the majority relocks the HQ. If the timer expires, the team controlling the majority wins.
Official count discrepancy
The launch article and detailed mode guide name four launch modes. The current game landing page says six distinct gameplay modes. This page publishes the four-mode launch set and marks the marketing-page count for recheck instead of guessing the two additional labels.