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 turns mission outcomes into the next squad. Its facilities compete for Credits, Cycles, and attention, so use a consistent preparation order.
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
Weapons define AP rhythm as much as damage. Mods alter stats and effects, while Utilities add limited-use tactical answers 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
Operations are strategic choices on the Galaxy Map. Tactical Missions deploy the squad into combat. Both can expire, so each Cycle asks what the company can afford to leave behind.
06 / Threat archiveEnemies and factions
The three announced hostile groups ask different questions: droids reward the right damage tools, Infinite Coil abilities influence kill order, and Outlaws pressure the squad with numbers.
07 / Technical intelControls and controller support
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.