Campaign systems
These systems connect one tactical mission to the next. Use the archive to plan facilities, relationships, equipment, campaign time, and threat priorities.

The Den headquarters guide
The Den is the campaign decision point. Resolve work inside the current Cycle, then start a Tactical Mission only after treatment, upgrades, equipment, and expiring opportunities are checked.
02 / Progression systemBonds and Cross Training
Bonds reward repeated cooperation and campaign choices. Each level can grant permanent benefits to both Operators, so squad rotation becomes a progression decision.
03 / Equipment systemWeapons, mods, and Utilities
A weapon's AP cost determines how often an Operator can move, attack, or use support tools. Mods change its stats and effects, while Utilities add limited-use options such as grenades and Medkits.
04 / Company systemOperator customization guide
Customization covers both identity and battlefield role. Hawks has extensive visual and mechanical options, while Custom Operators let the roster fill specific gaps.
05 / Campaign structureMissions, Operations, and Cycles
Spend Intel on Operations inside the current Cycle, then complete one Tactical Mission to advance time. Both types can expire, so every Cycle needs a clear priority.
06 / Threat archiveEnemies and factions
The three announced hostile groups require different responses: Ion equipment helps against droids, Infinite Coil abilities affect kill order, and Outlaws threaten the squad with numbers.
07 / Technical intelController support and input options
PC supports Xbox Series and PlayStation 5 controllers, while PC and both console versions support button remapping. Some PC text entry still requires a keyboard.