Four airframes. Sixteen weapons. Every weapon is modeled as the machine it actually is — no two look alike, and none of them wear a halo.

Four ways to say it in the sky.
Forged in the 3000 Studios skunkworks. Cobalt black carbon fiber, twin afterburning cores, and a doctrine of strike first, strike fast. When this silhouette crosses your sky, the fight is already over.
Built for the Chronos Phase Shift — the fastest hands in the fleet fly this frame.
Orbital Ion Cascade on tap. Slow, armored, and completely unreasonable.
EMP Shockwave and Gravity Well. It doesn’t outgun you — it argues with your physics.
Nose guns. Fire builds heat — overheat at 100.
Twin rotary plasma barrels that spool into a solid stream of fire.
Paired precision beams that stitch the sky shut.
One long rail, one slug, no discussion.
A six-muzzle scatter gun that fills the air in front of you with argument.
A wound copper coil that throws lightning by the handful.
A supercooled lance that freezes what it touches, mid-flight.
A containment maw that unmakes matter on contact.
A swarm-firing hive gun — the signature primary of the squadron’s youngest aces.
Pylon weapons. Salvo fire, no heat.
A pylon pod that empties itself in homing micro-missiles.
A heavy torpedo that kills electronics in a wide, silent bloom.
One shell that becomes many, exactly where you didn’t want company.
Launched drones that hunt beside you until their work is done.
Ability slot. Five seconds of weather, then the shared cooldown — spend them well.
Time itself slows. You don’t.
A physical shield disc that eats what the sky throws at you.
A ring emitter that clears the screen in one expanding wave.
Fold space, skip the kill zone, arrive shooting.
Weapons are earned in the campaign and bought early with credits in the hangar — unlock level × 1,500 CR, never cash. Upgrades run to tier 50.
Fly Them in the Closed Test