Upgrades
Three kinds. Refits raise one unit's numbers during a shift and cost supply points. Kits change what one unit does, are fitted before a shift and cost budget. Upgrades change every unit of a kind between shifts and cost budget.
Supply points
A shift starts with 30 supply points. They trickle in at 0.4 a second, plus income from every site above half strength, plus a bounty for each kill: 1 for a Shahed, 8 for a Kinzhal. The store holds 150, and 25 more for each level of the Field depots research, up to 225. At the cap the number turns yellow and new supply goes to waste; the first time a shift's store fills while a refit is ready, a toast says so. Spend them on abilities or refits. What is left at ALL CLEAR goes to training, up to as many points as you spent on abilities and refits that shift: every 10 points become 1 XP, shared as evenly as whole points allow by the crews that fired, the least experienced first. So 150 left after spending 60 trains 6 XP, and a shift with nothing spent trains no one. The report says how much. A lost shift trains no one either, and units called in for the shift and the duty pair take no share.
| Ability | Cost | Cooldown | Does |
| Radio intercept | 35 | 20 s | Identifies decoys and tracks everything within 15 km for 15 s |
| Call fire group | 45 | 25 s | A volunteer fire group rushes to the spot for the rest of the shift |
| Repair crew | 60 | 30 s | Restores 35% of a damaged site over 10 s. While it waits for your tap, the damaged sites are ringed |
| Jamming surge | 60 | 35 s | Drones within 10 km lose navigation for 12 s |
| Quick turnaround | 60 | 45 s | A fighter pair rearming at the airbase takes off at once |
Refit levels
Each system has two to four upgrade tracks. A track has levels I to III, or up to V for sensors and jammers, and every level adds the same gain again for a higher price. On three tracks level I is a bigger step the map's ring shows: the fire group's Heavy 14.5 mm gun takes its reach from 2.5 to 3 km, Piorun-2 a MANPADS team's from 5 to 6 km, and Wider band a jammer's from 5 to 6 km. A jammer's False navigation signals level I starts pushing strikes aside, and its card says so. No track rules out another. What a unit can reach, such as jet drones or high Shaheds, comes from its kit (below), not from a refit.
- Level I takes any crew, level II a Seasoned crew, level III a Veteran crew. Sensors and jammers score no kills, so any crew refits them.
- The unit holds fire for 6 s while it refits, and keeps its levels for the campaign.
- A small light disc with a dark chevron, laid over the top-left corner of an armed unit's badge, means it can buy a level now. It holds still. A pulsing up-arrow takes its place when there is news: the crew has just ranked up into a level you can afford. Sensors and jammers carry neither, so a field of posts stays quiet. The Refits ready counter above the speed buttons, with the same chevron, counts every unit with an affordable level, sensors included; tap it to jump from one to the next, armed units first and the cheapest level first among them. Neither shows in Lviv's first shift. A unit's map badge counts the levels bought.
Interceptor-drone crew, all three tracks. Prices in supply points per level.
| Track | Each level | Price |
| Thermal seekers I–III | Hit chance +10% | 30 · 35 · 45 |
| More pilots I–III | Fire rate +18% | 35 · 45 · 55 |
| Mesh relay network I–III | Reach +10% | 40 · 50 · 60 |
Kits
A kit changes what one unit does. Fit it from the unit's card in planning. A unit carries one kit at a time and fits it before the shift, but it keeps every kit it buys: a new kit costs its price once, and swapping back to one the unit owns is free. The list shows each kit's state: Fitted with a filled dot, Owned · free, or its price. Kits go with the unit, as its levels do, so selling or losing it returns nothing for them. Where a system has more than one kit to choose from (fire groups and interceptor crews), its icon wears the fitted kit's mark in the bottom-right corner, so two fire groups with different kits look different on the map. When the next shift's briefing holds a threat a kit would let the unit reach, the kit's row says so.
| Kit | For | Price | Does | Drawback |
| Spotter kit | Fire group | $0.3M | Its own sensor sees 8 km instead of 3, up to medium altitude, and gives every unit a full track. Wind cuts it like an acoustic post, and daylight does not stretch it | The gun still reaches low fliers only |
| Twin 23 mm | Fire group | $1.0M | Reaches medium altitude, such as high Shaheds, hitting there 40% less often than low down; 20% more reach | Sets up and packs up 50% slower |
| Thermal sight and radar link | Fire group | $0.6M | Hits 20% more often in the dark, loses less to weather, sensor 20% farther | |
| Jet interceptors | Interceptor crew | $0.9M | Jet-powered drones of the Bars, Sting S and Alexa Spatium class: they fly almost as fast as a jet Shahed and catch it, 30% a hit | |
| Portable radar | Interceptor crew | $0.4M | Its own sensor sees 8 km, up to medium altitude, with no post nearby | Low drones show only within about 5 km |
| Wind screens | Acoustic post | $0.2M | Wind and rain take 60% less off its reach | |
| APKWS rockets | Fighter patrol | $1.5M | 6 cheap guided rockets a flight for drones and jet drones, saving the AIM-9X | |
Crews
Each city has a limited number of trained crews, in two pools. Every unit you buy takes a crew from one of them; fighter patrols take none.
- Shooter crews man every unit that fires: fire groups, MANPADS, interceptor drones, the Gepard and the missile systems. There are 3 plus one more each shift, so shift 1 allows 3 and shift 6 allows 8; the Operator school research adds one more in every city.
- Support crews man radars, acoustic posts and EW stations. There are 2 for the first three shifts and one more every third shift: 3 from shift 4, 4 from shift 7. Two is enough for a pair of posts that track together; after that, choose between another pair, a radar and a jammer.
The start formation and partner aid are issued and bring their own crews. They stay with the city and cannot be sold. The Crews chip at the left of the build bar shows both pools, the sight for shooters and the signal arcs for support, each as crews in use of those trained. A full pool turns red, and its build buttons dim and wear the same sign. Sell a unit to free its crew, or wait for a shift that brings one. So where a unit stands and how far it is upgraded matter more than how many you buy.
Every kill earns the crew experience: 1 for a drone, 2 for a jet drone, 3 for a cruise missile, 4 for a ballistic one. Seasoned comes at 8, Veteran at 25, Elite at 60. Each rank adds 6% to hit chance and fires and reloads 6% faster. Spare supply at ALL CLEAR adds to it (Supply points, above), and with the Gunnery instructors research every crew you recruit starts with 4, halfway to Seasoned. Selling a unit returns half its price, and the crew goes with it.
Research
Research is kept across every city and stage. Every shift earns research XP for what it downed, and each command rank is one research point. The Research button, on the menu and the campaign screen, appears once a perk can be bought, from command rank 1, and the screen lists only the perks that are built: Gunnery instructors and Operator school (1 point each), Passive protection I (1: power plants, substations and hydro take 15% less damage, at most 60% less with fortification), and Field depots I–III (1 · 2 · 2: a bigger supply store). Refunds are free outside a shift.
Upgrades
Between shifts, Upgrades opens a tree for each system you own or can buy. An upgrade changes every unit of that kind, present and future. The fire-group tree, for example:
- Thermal sights $0.4M, then Spotter network $0.5M.
- Gunnery course $0.5M (every crew counts as Seasoned), then Bulk vehicle order $0.5M (cheaper fire groups).
- With both lines done, Laser rangefinders $1M.
Cheaper systems and cheaper missiles. Some upgrades only cut a price, and they pay most when bought before the purchases they cut. Each one shows when it pays back.
- Systems: Bulk vehicle order $0.5M, a quarter off fire groups, pays back after 5; Serial production for interceptor crews $0.5M, a quarter off, after 3; Serial production for acoustic posts $0.2M, 30% off, after 5; Spare-parts pool $1M, a fifth off radars, after 2. A system's price cut is offered only while that system is on sale.
- Missiles, a fifth off each: Missile refurbishment for Buk $1.2M, pays back after 15; Framework contract for IRIS-T $1.4M, after 16; Multi-year contract for NASAMS AMRAAM $3.3M, after 17; Multi-year contract for Patriot PAC-3 $4M, after 4, with the same 2-a-shift limit; Shared production lots for the F-16s' AIM-9X $0.6M, after 8.
- While a price cut is open and affordable, the build button shows it, such as
−25%, and the purchase card says −25% with Bulk vehicle order · pays back after 5 purchases. Tap that line to open the upgrade. The Ammunition sheet does the same for missiles.
The Network tab holds cross-system work: Sensor fusion $2M, Shared radar picture $3M, Ammunition logistics $2M and the Delta battle network $4M. The City tab holds backup generators $3M, shelters $2M and the concealment track (see Dusk plan).
Sites are fixed from the planning map: fortifying cuts damage by 30%, 55% and 75% at levels 1 to 3, for $0.6M, $1.2M and $2.4M times the site's weight. Repairs cost $12k per point of damage.