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.