⌁ VERSIONED FIELD GUIDE
Resources: 30-Second Brief
Fuel, munitions, and manpower
See how fuel, munitions, and manpower come from nodes and which commander abilities they support; values may change by version.
HLLVDB editorsPublished 2026-08-14Modified 2026-08-14Facts verified 2026-08-14Build 24623236
FIELD BRIEF
What to remember in a match
10 notes01Team resources are divided into Fuel, Munitions, and Manpower, and Commander orders consume the corresponding resource.02Fuel is mainly used by the Commander to spawn vehicles such as boats and helicopters, and can be gained from nodes or conversion from other resources.03Munitions are mainly used for Commander orders involving supply drops and strikes, and can be gained from nodes or conversion from other resources.04Manpower is mainly used for Commander orders involving reinforcement or encouragement, and can be gained from nodes or conversion from other resources.05Build 24623236 static text says resources are generated every 60 seconds; when a sector is lost, the losing team loses 50 of each resource and the capturing team gains 50 of each.06Resource nodes are built by Engineers in Fuel, Munitions, and Manpower variants to increase generation of the matching team resource.07The Build 24623236 static description states a limit of 1 node of each type per Engineer, 9 nodes per team with 3 of each type, and a 50-metre gap between nodes of the same type.08Team resources, construction supplies required for nodes, and a player's carried ammunition are separate concepts.09The three resources can be converted into one another, but conversion rates, costs, cooldowns, and interface steps remain unconfirmed.Check again after a game update10Actual node output and cost, failure rules, conversion details, Commander-order costs and cooldowns, and an optimal economy loop still require in-match verification.Check again after a game update