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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.

SourceReadiness
Primary objectivesBase reward
Secondary objectivesBonus
Hidden objectivesBonus plus a Ledger note
Enemy destroyedScore-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:

CategoryExamples
AirframeControl surface tuning, structural reinforcement, high-G airframe
AvionicsSensor range, lock speed, HUD integrity hardening
PropulsionThrust, 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.

ModuleLedger requirementEffect
Discharge TimerEMP discharge window at ConfirmedHUD countdown for the window
Aspect OverlayRCS hotspot map at HighShows the aspects where the MNZ-41's radar return spikes
Scream BearingScream bearing at ConfirmedDirectional audio cue
MADL Priority"Assume observation began before contact" at HighFaster switch to narrow-beam links; fewer HUD aids lost
Signed TDPsCase Delta at ConfirmedLower compromised-part risk
Pursuit Warning"Pursuit is reconnaissance" at HighWarning when closing on the aircraft outside doctrine
Panel Line MarkerPort panel line at HighThe faint target marker in M09 Phase 3

4. Aircraft Availability ​

WhenAvailable in hangar
Act IEach POV pilot's own aircraft
Act IISquadron aircraft can be swapped among squadron pilots in Free Mission
After I02EF-2000B in Free Mission
After the campaignAll 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.

Original works and original fanwork contributions © Johnny Kestler. Fanwork franchises belong to their respective rights holders. Documents developed with Claude (AI); site built with AI assistance.