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About History
Belters Bios
Dreghklar Ga'Taraan
GigaCorp Iron Coalition
Omicron Hive Rixian Unity
Technoflux Draconium
Buying Ships
Small Class
Eject Pod Interceptor
Fighter Scout
Stealth Fighter Other Small Ships
Medium Class
Bomber Fighter Bomber
Gunship Stealth Bomber
Troop Transport Other Medium Ships
Capital Class
Assault Ship Attack Carrier
Battlecruiser Battleship
Corvette Cruiser
Destroyer Devastator
Freighter Frigate
Other Capital Ships
Ship Equipment
Dispenser Items Missiles
Weapons Other Equipment
AI Drone Ships
Carrier Caltrop
Constructor Miner
Tower Other Drones
Buying Bases
Minor Bases
Outpost Refinery
Teleport Receiver Other Minor Bases
Special Bases
Garrison Shipyard
Technology Bases
Expansion Complex Supremacy Center
Tactical Laboratory Other Tech Bases

Welcome to Allegopedia!

Allegopedia is your quick reference for information on factions, ships, stations and equipment in Allegiance. It gives you a description of whatever item you wish to look at, how it is used, its statistics, and any special abilities.

If you want tutorials on how to play Allegiance, please check out the learning guide.

Allegopedia is based upon the ships and stations as they function on the Community Core, which is most commonly played core on Allegiance servers.


Factions are the different 'races' that can be played in Allegiance. Some of them have been around as long as the original game, others have been developed and released by players.

Each faction page gives you a brief background of the faction, its "global attributes", any unique ships or equipment they have, and finally some of the game-winning strategies that the faction does particularly well at. You can also access a screenshot page of that factions ships (not shown in the sidebar).

  • Belters - Belters are space pirates with substandard ships, but they can easily steal technology.
  • BIOS - Bios are genetically engineered superhumans, bred for space. They are few in number but patient in their goals. They use stealth and careful planning to hit their enemy at their weakest point.
  • Dreghklar Empire - Genocidal reptiles from outer space. Their unique physiology allow them to withstand high accelerations making them the fastest faction, but their economy is mixed.
  • Ga'Taraan Federation - Renegade scientists from a forgotten Iron Coalition colony, the Ga'Taraan Federation has access to some uniquely powerful ships and equipment.
  • GigaCorp - The largest corporation in human history, Gigacorp can make a lot of money very quickly, but their ships are cheaply built and suffer in combat situations.
  • Iron Coalition - All that remains of the original United Nations Space Force, the Iron Coalition tries to enforce peace in the stars through brute force.
  • Rixian Unity - A strange alien race that believes wormholes are the secret to higher "Ascension", the Rix are prepared to kill anyone who doesn't convert to their cause.
  • Technoflux - Rogue AI originally developed by the Iron Coalition, the Technoflux are slow to adapt but have powerful small class ships.
  • Omicron Hive - An insectoid race attempting to escape slavery, the Omicron Hive will kill anything threatening their queen.

Tech paths

There are a total of five distinct technology trees in Allegiance. The Garrison and Shipyard trees are typically considered supplemental technologies, while the Supremacy, Expansion and Tactical trees typically form the basis of a commander's strategy. Players typically refer to these three trees as "tech paths." Unlike other research-oriented games, technology trees in Allegiance are not mutually exclusive. A commander could potentially buy every technology from every tree. However, money is relatively scarce in Allegiance, so commanders usually focus on developing advanced technologies from a single tree.

Supplemental Technology Trees

  • Garrison - Every team begins with a Garrison base. While there are a number of useful technologies in the Garrison tree, few of them are generally capable of winning a game on their own. Instead, Garrison technology supplements the other tech paths (especially Supremacy).
  • Shipyard - Shipyard technology provides for large capital ships. While these ships are powerful and capable of winning games, they are also very expensive. Furthermore, every tech path has a technology that is particularly effective against capital ships. Teams that just develop shipyard tech usually fail, while ones that combine shipyard with another tech path have more success.

Principal Tech Paths

  • Supremacy - Supremacy technology develops multi-purpose fighters and bombers, along with weapons and equipment they typically use. Using the ability to ripcord, Supremacy teams move quickly around the map, killing target after target and evading aggressors. Supremacy tech requires a Supremacy Center for research.
  • Expansion - Expansion technology results in tough interceptors and heavy troop transports, along with weapons and equipment they typically use. Expansion teams use their ships' toughness to overwhelm opposition, encroaching on enemy sectors and eventually destroying or capturing enemy bases. Expansion tech requires an Expansion Complex
  • Tactical - Tactical technology provides for stealth fighters and stealth bombers, along with the weapons and equipment they typically use. Stealth fighters directly target the enemy's ability to fight, destroying resource-gathering miners and base-building constructors. Tactical teams win by neutralizing the enemy's ability to research technology. Tactical tech requires a Tactical Lab.


The ships you fly depend on your team's faction, tech path and the ship's cost. Some ships are free and can be flown by anyone. Ships that cost money require approval from the team commander before players can launch. A full index of the ships available can be found here., a brief summary of ship types (organized by tech path) can be found below.

Garrison Ships

  • Scouts - The scout is the most versatile ship in the game, and every faction starts with a scout ship.
  • Bombers - Bombers are base destroying craft that require teamwork to be successful. Teams have to research bombers before they are available, and bombers cost money to fly.
  • Gunships - Gunships are turreted craft that are very effective against most mk 1 and mk 2 ship types. Teams have to research gunships before they are available, and gunships cost money to fly.


  • Fighters - Fighters are multi-purpose craft capable of destroying a wide range of enemy targets, including miners, small ships, capital ships, and small bases. Fighters are also able to ripcord to teleport receivers. Many factions start with basic fighters.
  • Fighter-Bombers - Fighter-Bombers are fighter-class craft capable of firing anti-base missiles. While a single fighter-bomber is an easy target, a mass of fighter-bombers are a formidable threat to enemy bases. Fighter-Bombers are frequently used as part of a Supremacy-oriented endgame strategy. Once researched, fighter-bombers cost money to fly.


  • Interceptors - Interceptors are tough, highly-agile craft that excel at dog fighting. While interceptors are optimized to destroy small craft, their damage output is high enough to make them effective against most other ship types. Light interceptors are available to some factions at the start of the game (or after purchasing an Expansion Complex).
  • (Heavy) Troop Transports - Heavy troop transports can capture enemy bases by destroying the base's shields and docking with it. While stealthy in comparison to bombers, these ships require teamwork to be effective. Heavy Troop Transports are commonly used as part of an Expansion-oriented endgame strategy, and cost money to fly.


  • Stealth Fighters - Stealth Fighters are fragile, unwieldy craft that excel at destroying enemy miners and constructors. Stealth Fighters can cloak to evade hostile attackers and mount powerful long range missiles that can destroy targets from afar.
  • Stealth Bombers - Like stealth fighters, stealth bombers are fragile, unwieldy craft that can cloak and fire anti-base missiles. While a single stealth bomber can destroy small bases, synchronized stealth bomber runs are usually required to destroy larger tech bases. Stealth bombers are usually part of a Tactical-oriented endgame strategy.

A number of small and medium faction-specific ships can also be researched under the various tech trees.

Ship equipment

Full equipment lists are grouped into weapons, missiles, deployables, and other. An [b]abridged[/b] list, organized by techpath, can be found below. As a general rule, only ships from a techpath can use equipment available from that techpath. There are exceptions (most notably, the scout ship).


  • Small and Medium Shields - With a few exceptions, ships in Allegiance mount regenerating shields for protection. Small shields can be used on small craft, like fighters and scouts, while medium shields can be used on medium craft, like bombers and gunships. Upgrades can be found in the Garrison and Advanced Supremacy trees.
  • Seeker Missile - Primarily used by fighters and scouts, seekers are nimble missiles with slow lock time, moderate damage and good tracking. Upgrades can be found in the Garrison and Advanced Supremacy trees.
  • Quickfire Missile - Quickfires are fast locking, modest tracking, low damage missiles that can be mounted on most missile-capable ships.
  • Nanite Repair System - This scout-mountable gun fires healing rings of energy. Used to repair friendly ships and bases, the nanite gun is a core element of team-oriented gameplay in Allegiance.


  • Gattling Gun - This basic dogfighting weapon can be used primarily by fighters and scouts. It boasts moderate range, moderate damage, and is effective on most types of armor.
  • Disruptor - Also used by fighters and scouts, this energy weapon is optimized against shields, heavy armor and light bases.
  • Galvonic Blaster - This advanced weapon is very effective against heavily armored and shielded targets, including most minor bases. Only advanced fighters can mount a galv.
  • Dumbfire Missiles - These heavy hitting missiles sport high damage, but poor tracking properties. They are effective against all types of targets, and can be used by fighters and scouts.
  • Minepack - These short-lived mine fields can devastate any target that careens into them. Both fighters and scouts can use minepacks.


  • Utility Cannon - This energy weapon is very effective against any drone ship, such as miners, constructors, and carrier drones.
  • Sniper - This energy weapon does modest damage at long ranges, and is effective against most small and medium craft.
  • Hunter Missiles - These long range missiles have excellent tracking and do a great deal of damage against most small and medium craft. Hunter missiles are the principal offensive and defensive weapon for stealth fighters.
  • Killer Missiles - These unwieldy missile have poor tracking, but are optimized against shields, heavy armor, and light bases. Capital ships can fall to volleys of killer missiles.
  • Signature Cloak - Cloaks lower the radar signature of stealth fighters, helping them to hide from aggressors and strike unseen.


  • Minigun - This dogfighting weapon does a great deal of damage at close ranges and is effective against all small craft. This weapon gives interceptors their punch.
  • EMP Cannon - This weapon only damages shields, but is also capable of destroying caltrop minefields.
  • Proximity Mines - Proximity mines are large clouds of mines that do considerable damage to any ship that enters them. Essential for camping alephs and bases, prox mines can only be deployed by scouts.


Stations are divided between major stations (count towards victory conditions) and minor stations (don't count). An index of all the stations can be found here, though a brief overview is below.

All stations begin as constructors, usually built at the team's Garrison. When the constructor is ready, it travels to an asteroid designated by the commander, burrows in, and builds the base. Constructors represent a major cash investment, so teammates frequently work together to destroy enemy constructors and protect friendly ones. Once the station is built, it is much much harder to destroy.

Minor Bases

Relatively cheap and fragile, minor bases are used to extend a team's control of the map and accelerate a team's economy.

  • Outpost - Outposts are small bases used as forward launching points for a team's pilots. Miners can also offload their cash at outposts.
  • Teleport receiver - Teleport receivers allow teleport-capable ships to instantly travel to the receiver (aka. ripcord). Teleports are sometimes used in place of outposts to extend a team's control of the map. This is especially true for teams with Supremacy technology, since they can quickly ripcord around the map.
  • Refinery - Refineries allow miners to quickly offload their cash, instead of having to travel and dock at a more expensive outpost or larger base.

Major Bases

Major bases provide a team with technology, are harder to destroy than minor bases, and count towards win conditions. When a team has lost all of its major bases, the game is over. As a general rule, when a team loses a major base, it loses access to the technology researched at that base. The exceptions are Garrison tech, which is always available once researched, and the Belters faction, which retains a great deal of research even after a major base is destroyed.

  • Garrison - All teams start with a Garrison base. Garrisons provide basic technology research and are required for building other major bases. Additional Garrisons can be bought for very high cost, and can be built on any generic asteroid.
  • Supremacy Center - Allowing research in Supremacy technology, these bases can be built on any carbon (purple) asteroid.
  • Expansion Complex - Providing for research in Expansion technology, the bases can be built on any uranium (orange) asteroid.
  • Tactical Laboratory - These bases can be build on any silicon (green) asteroid, and give access to research in Tactical technology.
  • Shipyard - Providing for research in capital ships, these expensive bases can be built on any generic asteroid.