Appearance
Progression and Hangar
Progression has three tracks: what the squadron can fly and carry (the hangar), what the squadron knows (the Ledger), and how the squadron flies (lessons learned from scenes, sorties and drills). The second gates the most valuable tools and sets the quality of the third. The third, and the enemy's learning against it, is described in Adaptive Progression.
Parts and loadouts belong to each aircraft; the Ledger and lessons belong to the squadron and persist across POV switches.
Related: Core Gameplay · Aircraft and Weapons · Cyber-Kinetic Systems
1. Readiness
The hangar currency is Readiness: maintenance hours, parts and munitions allocated by Albatross. It is earned by mission score and objectives and spent on parts, special weapons and inspections.
| Source | Readiness |
|---|---|
| Primary objectives | Base reward |
| Secondary objectives | Bonus |
| Hidden objectives | Bonus plus a Ledger note |
| Enemy destroyed | Score-scaled |
From M04, Readiness can also buy one optional drill per between-missions sequence.
2. Parts
Each aircraft has slots for three part categories, following the series' tuning convention:
| Category | Examples |
|---|---|
| Airframe | Control surface tuning, structural reinforcement, high-G airframe |
| Avionics | Sensor range, lock speed, HUD integrity hardening |
| Propulsion | Thrust, fuel efficiency, afterburner endurance |
Printed parts are cheaper but carry compromise risk from Act II onward (see Cyber-Kinetic Systems).
3. Doctrine Modules
Doctrine modules are unlocked by Ledger grades, not purchased. Each represents a lesson the Task Force has learned well enough to equip.
| Module | Ledger requirement | Effect |
|---|---|---|
| Discharge Timer | EMP discharge window at Confirmed | HUD countdown for the window |
| Aspect Overlay | RCS hotspot map at High | Shows the aspects where the MNZ-41's radar return spikes |
| Scream Bearing | Scream bearing at Confirmed | Directional audio cue |
| MADL Priority | "Assume observation began before contact" at High | Faster switch to narrow-beam links; fewer HUD aids lost |
| Signed TDPs | Case Delta at Confirmed | Lower compromised-part risk |
| Pursuit Warning | "Pursuit is reconnaissance" at High | Warning when closing on the aircraft outside doctrine |
| Panel Line Marker | Port panel line at High | The faint target marker in M09 Phase 3 |
4. Aircraft Availability
| When | Available in hangar |
|---|---|
| Act I | Each POV pilot's own aircraft |
| Act II | Squadron aircraft can be swapped among squadron pilots in Free Mission |
| After I02 | EF-2000B in Free Mission |
| After the campaign | All playable aircraft in Free Mission except the MNZ-41 |
In campaign missions the POV pilot always flies their own aircraft. The project's identity depends on the pilot–aircraft pairing.
5. Emblems and Personal Effects
Unlocked by completing missions and hidden objectives:
- The 6AMEꓤƎꓥO9 insignia (M01).
- Individual flame variants: orange (Six), pink with rhinestones (Nine).
- The four-aces arc (after the epilogue circle).
- Falcon 2 marking (I01).
- Lichtträgerin node tally (I02).
- Якорь в буре engraving as an emblem text (after M09).
No emblem depicts the MNZ-41.