Frontline Wiki / Factions

US, USSR and COE Factions

Three playable sides enter the Everon oil conflict with different starting positions, battlefield roles, and room for faction-based roleplay.

US · 58 slotsUSSR · 58 slotsCOE · 12 slots

United States

The US begins at the Lamentin Coastal HQ and advances through Le Moule and Morton West toward Highway Control. From there, the army can push along the main route through the Chotain refinery and Montignac to COE Airport Command. US players can organize as conventional units, volunteer forces, private military contractors, security firms, or criminal groups aligned with the US side, provided the roleplay remains within server rules.

Soviet Union

The USSR begins at the Saint-Pierre Coastal HQ and advances through Saint-Pierre North and Morton East toward the same Highway Control objective. Its strategic goal is to seize the oil route, remove COE control, and then force the US off Everon. USSR players have the same room to form conventional units, volunteers, contractors, security firms, cartels, or gangs aligned with their government faction.

Chevron of Everon — COE

COE begins at Airport Command and represents the server-run Everon oil faction. Its fighters defend the oil income their families receive in exchange for drilling rights. Invading armies may call them terrorists; supporters may see them as local defenders. The current 12-player side is built around ambushes, mines, IEDs, refillable supplies, AI defenders, and delaying two larger conventional armies.

Current test rule: COE can disrupt and defend, but total domination currently belongs to US or USSR. A future full campaign is intended to support persistent faction statistics and organized roleplay groups, with faction switching allowed only after a faction is eliminated.

Shared command groups

During the present test, each faction uses one large shared group so objectives and cooperation are easy to follow: US Frontline Command, USSR Frontline Command, and the COE Resistance Network. More persistent identity and group systems are part of the planned campaign rather than a claim about what is already live.