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Squadron and Wingmen ​

Related: Adaptive Progression · Relationships · Core Gameplay · MINOZIS Encounter Design


1. Commands ​

CommandEffect
AttackWingmen engage the player's selected target or their own priorities
CoverWingmen take defensive positions around the player or a protected asset
DisperseWingmen break formation and spread out; used against area effects such as the EMP
SpecialWingmen fire their special weapons on the player's target
Double or Nothing(Marsh as POV, or available to the leader after M02) Commits the whole flight to an all-in attack for 20 seconds; cannot be recalled
Translate(Eirhei as POV, or as a wingman call) Restores a wingman's response time and lowers their Load

2. Wingman Personalities ​

These are each pilot's baseline behaviors at the start of the campaign. They change as the pilots learn from scenes, sorties and drills; see Adaptive Progression.

WingmanBehavior
ThorneExecutes orders exactly; slow to improvise; best at holding formation in EMCON; waits to confirm a wingman's call on his own display (until M01)
MarshAggressive, close range, gun-heavy; occasionally calls breaks the HUD has not shown (and is usually right)
AsanoAnticipates the leader's next maneuver and takes cover position before being ordered; calls anomalies
EirheiBalanced; calls Translate automatically when a wingman's Load crosses a threshold, at a cost to her own Load

3. Operator Pressure and Load ​

MINOZIS engages operators. The system that represents this is Load: a per-pilot meter that rises when the enemy applies the stimulus that pilot cannot absorb.

What raises Load ​

PilotStimulus
ThorneA valid order that would cause friendly or civilian harm; being forced to choose alone
MarshA voice asking for help he cannot give in time
AsanoSustained pressure with no release; isolation from the flight
EirheiVoices asking to be let go; every Translate she issues
AllGhost transmissions; HUD integrity attacks; the scream at close range

What Load does ​

LoadAI wingmanPlayer-controlled pilot
LowNormalNormal
ElevatedResponse to orders delayed by up to 1 sSlight input lag; signature mechanic degrades (Read dims, Edge narrows, Command Picture slows)
CriticalIgnores one order in three; radio calls lose informationPronounced input lag; screen-edge effects; signature mechanic unavailable

Load never causes a pilot to disobey in a way that changes the plot, and never causes a named character's death.

What lowers Load ​

ReliefSource
TranslateEirhei
Private channelMarsh ↔ Asano (through jokes until M06; through presence afterward)
Clear orders during calm phasesThorne
Cruising without contact (long transits)Asano singing (Asano sheds Load fastest)
The circleBetween missions, depending on cohesion

Eirhei's Load has no in-mission relief. It falls only in the circle, and only if someone asks her how she is (the POV pilot's choice, when available).

4. Cohesion and the Circle ​

After each squadron mission the POV pilot attends the circle and chooses what to name from two or three options written in that pilot's voice. Choices raise or lower cohesion between specific pairs.

Cohesion effectGameplay
High Marsh–Asano cohesionPrivate channel relief is stronger
High Thorne–Eirhei cohesionTranslate on Thorne works faster
Anyone asks Eirhei how she isEirhei begins the next mission with lower Load

High cohesion with the right partner also lowers the cost of a scar by one tier (see Adaptive Progression).

Cohesion changes dialogue in later circles and the tone of the epilogue circle. It does not change the plot.

5. The Threat Surface in Play ​

The squadron's wounds are mapped to the missions where the enemy presses them (see Relationships: The Threat Surface). Each of those missions puts the affected pilot in the POV seat, so the player experiences the Load from inside.

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.