Interdictor
Built to kill other aircraft and hold contested sky. Powerful radar, heavy air-to-air load, punishing in a turn fight.
AWAir Warfare
A near-future air war fought at Mach speed. Fly advanced combat aircraft into live battlefields where radar, missiles and electronic warfare decide who walks away.
Detect. Lock. Strike. Survive.
Climb in and fly it. Bandits cross the canopy, the helmet sight tracks your cursor, and holding it on a target builds a lock. Splash five to clear the airspace.
Everything about the operation is filed by section. Open the one you need — each opens as its own page.
The five-step sortie loop, the four design pillars, and the theatres and damage model that decide how a mission ends.
Open SEC 09Six airframe classes built around a job, not a stat sheet — from air superiority to electronic warfare.
Open SEC 19Six ways $AW flows to pilots who fly: mission payouts, ranked seasons, raids, the hangar market and territory.
Open SEC 22Supply, allocation and the sinks that pull $AW back out of circulation.
Open SEC 00Twenty-eight sections on flight model, radar, missiles, squadron command and the strategic war layer.
OpenYou are not flying a simulator. You are commanding one of the most decisive weapons on the battlefield — with a loop tight enough to learn in one mission and deep enough to keep pulling.
Mission briefing lays out the objective, the threats, and what the rest of the operation needs from you.
Choose an airframe, then hang the right mix: cannon, short and long-range missiles, bombs, countermeasures.
Run your radar, decide when to go active, take the shot at range or close for a knife fight in the merge.
Break lock, burn flares, bleed missiles into the terrain. Damage sticks — a leaking jet has to run for base.
Rewards feed engine, radar, airframe and electronic warfare upgrades — then the next operation unlocks.
Afterburner, high-G turns and low-altitude runs. Combat has to feel fast and heavy.
Search, track, lock or go passive. Going active tells the enemy exactly where you are.
Where you fly matters as much as what you carry. Angles and energy win merges.
Fight or evade. Climb or dive. Lock or break. Every engagement forces a call.
Terrain hides you from radar. Weather hides everyone. And damage is not a health bar — it takes pieces of your jet away one system at a time.
Weather layers on top: rain, thunderstorms, fog, sandstorms, heavy cloud and crosswinds. Cloud cover can hide an aircraft from the eye but not from radar — which is exactly when going active becomes a gamble.
A missile that does not kill you still changes the mission.
Severe damage forces an emergency landing — or ejection.
Airframes are built around a job, not a stat sheet. Specialists change what a squadron can attempt — an electronic warfare jet can swing a battle without scoring a single kill.
Built to kill other aircraft and hold contested sky. Powerful radar, heavy air-to-air load, punishing in a turn fight.
The generalist. Swings between air and ground work mid-mission, which makes it the safest pick when the briefing is vague.
Gets there first and shoots from far away. Blistering speed and long-range missiles, but it does not want to turn with anyone.
Carries the heavy ordnance. Guided bombs, anti-radiation missiles and the patience to flatten a convoy or an airbase.
Small radar signature, advanced sensors, first-strike advantage. It sees the fight before the fight sees it.
Jams enemy radar, spoofs targeting and feeds data-link to the squadron. Wins battles it never fires a shot in.
The airframe every AW aircraft is modelled on, in full. Drag to turn it, scroll to move in.
$AW rewards flow to pilots who actually fly. Mission payouts scale with difficulty and performance, and the ranked ladder pays the top of the board every season.
Every completed operation pays out. Harder briefings, tighter objectives and clean survival all raise the multiplier.
Competitive seasons with a live ladder. Season close distributes the prize pool across the top squadrons and solo aces.
Large co-op operations against heavy military targets. Raid rewards are split by role contribution, so support jets get paid too.
Trade airframes, upgrade modules and pilot cosmetics with other players. A cut of every trade is burned.
Airbases, radar sites and supply lines are held by factions. Hold territory across a campaign and it pays out weekly.
Bounties on elite enemy pilots and rare black operations. Low completion rate, high payout, one shot per cycle.
One token across the whole war: mission payouts, hangar trades, raid rewards and territory yield all settle in $AW. Hover an allocation to isolate it.
Twenty-eight sections covering flight model, radar and electronic warfare, missile families, damage, squadron command, multiplayer modes, progression and the strategic war layer.
The full document is the source for everything else on this site. Read it in the browser, or take the PDF with you.