RF Online Next · Endgame PvP

RF Online Next Mining War & Chip War Guide

How the large-scale Holy Stone war actually works — the 450-player faction fight, Sacred Weapon (MAU / Launcher / Animus) tactics, the biosuits that matter in mass PvP, and where each faction wins.

Bellato Union Holy Alliance of Cora Accretian Empire
Stylised art of a large-scale RF Online Next Mining War

The 30-second answer

  • Mining War = Chip War. Same large-scale fight over the Holy Stone — "Mining War" is the official name, "Chip War" is the legacy RF community term.
  • Scale: up to 450 players, three factions, control of the mining nodes drives the server economy.
  • Win the war, not the duel. Coordinated Sacred Weapon timing and role coverage beat individually strong players.
  • Bring what your guild lacks: a frontline anchor, sustain, node artillery, and a burst pick — in that priority.

How the Mining War / Chip War works

RF Online Next keeps the franchise's defining identity: a three-faction war over scarce resources on the planet Novus. The original RF Online was nicknamed "Miner Online" because the Holy Stone Mine — and the Control Chip that governs it — was the heart of every server. The sequel scales that up into the Mining War.

The objective

Control the Holy Stone

Factions contest the mining nodes that produce the server's core resources. Holding them feeds your faction's economy and starves your rivals.

The scale

Up to 450 players

Large-scale, three-sided combat across ground and air. Coordination, not raw individual power, decides who holds the field.

The payoff

Economy & territory

The winning faction reaps resources and economic advantage that compound into stronger characters — so the war never really ends.

Verified mechanics: three factions, Holy Stone resource control, large-scale (up to 450-player) ground-and-air combat. Exact node timers, scoring, and reset cadence vary by patch — confirm in-game for your current server.

Sacred Weapons in war — MAU, Launcher, Animus

Sacred Weapons are the mech-tier assets that swing large engagements. Each fills a different battlefield job — the skill is in timing them, not just owning them.

Piloted mech

MAU

A Mechanic Armor Unit you board and pilot directly — a mobile damage-and-pressure platform for charging lines and crushing chokepoints. Strong when escorted; vulnerable on its dismount window.

Stationary turret

Launcher

A deployed weapon that auto-detects and engages enemies — area denial that locks down a node or a corridor. Place it where your frontline can protect it.

Summoned burst

Animus

A summoned bio-weapon that unleashes one devastating, game-changing skill and then vanishes. A finisher — hold it for a decisive teamfight or to break a stalled push.

Verified: MAU is piloted, Launcher auto-targets, Animus is a one-shot summon. Specific cooldowns, charge costs, and damage values are confirm in-game at the current patch.

Best biosuits for large-scale PvP

Because biosuits swap mid-combat and skill levels carry across them, the right question for war is "what role does my faction need on the field?" — not "what's the best 1v1 suit?" The shortlist below is organized by war role, the way a raid leader actually fills a roster. Use the filter to find the job you need to cover.

Frontline anchor

Enforcer

Barrier and guardian kit that shields allies and holds the push — the suit that lets an under-geared front survive a focus. Highest priority pick in organized war.

War role: hold the line
Frontline anchor

Dreadnought

High-HP disruptor with gap-closers built to shatter enemy lines and create the opening your damage follows through.

War role: break formation
Sustain / support

Technician

Healing fields, drones, and deployables that keep a 40-player push alive far longer than it should be. Force-multiplies every other suit on the field.

War role: keep them standing
Node artillery

Demolisher

Long-range area damage that punishes grouped enemies clustering on a mining node — the clearest "zone the objective" tool in the roster.

War role: control the node
Node artillery

Punisher

Reliable ranged physical pressure with stuns — safe, consistent contribution from the backline without the fragility of a pure burst pick.

War role: steady pressure
Burst pick

Phantom

High-mobility assassin built to delete priority targets — enemy support and artillery — before they can act. Rewards skill; punishes overextension.

War role: kill the backline
Burst pick

Arbiter

Hybrid melee with self-sustain — dives the backline but lives long enough to get out, making it more forgiving than a glass-cannon assassin.

War role: sustained dive
Node artillery

Psypher

Force-magic AoE and control fields — area damage plus disruption that slows an enemy advance onto a contested node.

War role: zone & disrupt

Provisional This shortlist ranks biosuits by role fit in large-scale war using each suit's verified kit. It is not a competitive S/A/B duel ranking — the launch meta is days old and shifts with every balance patch. Treat it as a roster-building framework and confirm the current patch in-game.

Faction war roles — which side fits your war

All three factions can win the Mining War; they get there with different identities. Pick the one whose war style you actually enjoy — you will be living in it.

FactionWar identityBest for the player who…
Bellato Union Technology and mechs — leans into Sacred Weapon and gear-driven warfare. …likes coordinated, equipment-forward pushes.
Holy Alliance of Cora Force and summons — magic-leaning pressure and disruption. …wants range, control, and zoning tools.
Accretian Empire Pure machine — durable, aggressive, frontline-forward identity. …wants to be at the tip of the spear.

Faction identities follow the franchise's long-standing design. Current-patch faction balance and population on your server are confirm in-game — population often matters more than any roster on paper.

How we ranked it — and what's still provisional

Most RF Online Next guides hand you a tier list with no sourcing. We do it the other way around, because the game is days old and honesty is the only durable edge.

Claim typeConfidenceBasis
War mechanics (factions, Holy Stone, 450-player scale)HighOfficial launch material + franchise history
Sacred Weapon roles (MAU / Launcher / Animus)HighOfficial feature descriptions
Biosuit kit and role identityMediumOfficial suit descriptions + early community play
Competitive S/A/B war rankings, numbers, cooldownsProvisionalLaunch meta unsettled — verify in-game

If you spot a current-patch detail that contradicts the above, that means the meta moved — and we'd rather say so than pretend otherwise.

Frequently asked questions