Patrol, Story and Fighting Pits
Patrols are repeatable multi-floor missions with displayed rewards. Story missions progress through fixed campaign chapters with authored scenarios mixed with generated encounters. Fighting Pits are wave combat with Solo, Double and Triple formats.
The Pits introduce mini-boss waves and major boss waves. Actual enemy values scale with the encounter; enemy wiki pages show their base templates. Pits leaderboards and competitive standings need the multiplayer service.
DIFFERENT GOALS, SHARED ATTACK RULES
IN THE GAME: PICK A PITS FORMAT

Sorties: timed assignments
Sorties unlock at Player Level 10 after the tutorial. You assign available cards to timed missions; they are committed while deployed. The mission board shows duration, squad capacity, recommended rating, preferred chassis and rewards.
Completion calculation starts at 55%, adjusts for assigned squad power, preferred chassis, relevant pilot traits and faction bonuses, then clamps to 5–98%. A high displayed chance is therefore not a guarantee. Lucky and Scavenger influence rewards rather than directly adding completion chance.

SORTIES UNLOCK AT PLAYER LEVEL 10
Check duration, committed cards and rewards.
Finish the tutorial first. Completion probability is clamped to 5–98%; a high displayed chance still allows failure.
IN THE GAME: ASSEMBLE A SORTIE

- 1
Read the assignment rules
The dialog states how many spare frames and pilots the mission accepts.
- 2
Choose an available frame
Assign a spare War Machine rather than a card already committed elsewhere.
- 3
Assign its pilot
Each deployed frame needs an eligible pilot for this Sortie.

Competitive and social multiplayer
Multiplayer includes ranked combat, leaderboards, allegiance features, comms, direct messages and mail. Access to connected features depends on account and service state. Wiki tools work offline after loading but do not replace live matchmaking.
Ranked divisions are Bronze, Silver, Gold, Platinum, Diamond, Master and Rogue. Tier reward definitions grant Nanites, Alloy and Data Fragments. Live standings, seasons and tournament availability are server-controlled, so the wiki does not announce an event just because its UI exists.
Faction War: cooperative Titan raids
In 2.2.0, every Vanguard or Unbound commander fights a separate squad battle against their allegiance’s shared Titan. Damage is pooled across the allegiance; players do not enter the same battle. Recent strikes and damage leaders show the contribution of other commanders.
The local Titan has up to 15,000 health and occupies two enemy bays. A strong squad can break its battle hull and survive. A wiped squad still reduces the shared 2,500,000-health pool. The weekly operation resets Monday at 00:00 UTC. Read the Titan raids guide for rewards, cooldowns and progression.
Choose a mode for its job
Use Story for campaign progression, Patrols for repeatable displayed rewards, Pits for wave challenges, and Sorties for timed assignments. Competitive modes and community systems add goals beyond the campaign.
Before a run, check how many bays the format allows and which cards are free from assignments. The six-bay team planner is for base Hangar planning; it does not grant eligibility for every multiplayer format.
Continue reading
Implementation sources
Guide explanations are maintained separately from the extracted database. This version was checked against:
data/coopModes.tsutils/rank.tsutils/sortieAccess.tsutils/sortieLogic.tscomponents/MultiplayerScreen.tsxcomponents/FightingPitsSelectionScreen.tsxservices/allegianceCommunity.ts


