The Hangar

What the AAF can fit to your fighter between runs. Everything here shapes how a run STARTS — nothing rescues one.

SHIPS

CHEVRON

The scrap-hauler. Flows through the vein. The balanced first hull every pilot learns the tunnels in.

DART

Turns faster. Take plates without slowing down — but flies a twistier vein. Agility is never free.

MULE

The brick. Starts patched, shrugs off rock — but turns like a barge. For pilots who'd rather absorb than dodge.

GHOST

Nothing in the vein is faster — and it launches half-broken. Speed is all it carries, for pilots who want nothing else.

LIVERIES & TRIM

Paint for the fighter — Silver, Ice, Mint, and Volt over the factory AAF White, with Amber, Teal, or Charcoal trim on the nose and tail. Pure vanity: the rock hits every colour just as hard.

ARMORY

BOLT

The workhorse. Precise, patient. Every fighter launches with it, and it never stops being enough.

SPREAD

Coverage. Kills what you aren't pointing at — made for the chambers where everything comes at once.

LANCE

One shot, one kill. Miss and you wait. At its peak it pierces — a lined-up formation dies as one.

MK II & MK III TIERS

Each weapon can be certified to launch at level 2 or 3 — the firepower you used to earn mid-run, riding with you from the mouth. Tech in the tunnels still levels you past it.

SYSTEMS

NANOWELD I & II

Salvage plates weld half again as strong, then double — up to +24 hull from every plate instead of +12.

BANDOLIER I · II · III

A third, a fourth, then a fifth smart bomb — the rack itself grows, and launches full. Clear the worst rooms on your terms.

AAF PLATING I & II

Extra hull integrity at launch, ten points a tier. It doesn't make the rock softer; it makes your mistakes survivable.

AEGIS CELL I & II

The shield enhancer holds two seconds longer per tier — up to twelve seconds of indestructible. The fire, as always, is not impressed.

CHIP MAGNET

Score chips leap to the hull from twice the distance. The line through the chip trail gets a little more forgiving.