Glossary
Action point (AP). The per-round budget. Five a round, capped at nine with banking. Not a resource that accumulates.
Airframe. The aircraft. Sets hit points, contributes three signature cards, and its hangar level decides how many hardpoints it carries.
Bank. Action points granted by a card, spent at the start of the next round and then cleared.
Callsign. Your name. Claimed once, unique across the whole roster, matched case-insensitively.
Command. The rank that gates what you may fly. Ranking up grants three random cards.
Crate. A sealed NFT bought during the drop, revealing into an airframe after the seed is published.
Deck. Sixteen cards. Either derived from your airframe, pilot and fitted hardpoints, or built by hand from cards you own.
Dilution. Adding cards to a fixed-size deck, making everything else rarer. The difficulty lever: a padded house deck is an easier house.
Energy. Caps at 150, regenerates one point every three minutes. Gates gathering, never combat.
Hardpoint. A fitted module. Each grants exactly one card.
Heritage. The island nation an account is seeded into. Fixes the flight school, which fixes the signature card.
Intent. A public commitment to play in a declared order. Kinds cross the wire; card ids do not.
Internal secret. The shared secret between server components. Gates the two messages a browser must never forge: crediting a result and minting gems.
Loadout. Airframe plus pilot plus fitted extras. Always derived server side; the wire's copy is a display hint.
Nemesis. The apex bot. A clean AF-05 with no dilution, seated when the queue finds nobody in thirty seconds.
Patrol. A free-roaming fight on the world map, tiered, with the opponent matched to your power.
Player key. The per-device secret guarding a player object. Header-only, never in a URL.
Presence. The per-airframe scale factor in the arena, so every aircraft reads with comparable mass regardless of its sprite proportions.
Reveal. Opening a crate after the seed is published. What it holds was already fixed by the seed and the crate number, so opening it changes nothing but who knows.
Seed commitment. The hash of the drop's seed, fixed at deployment, so the seed can be proved unchanged when it is finally published.
Settlement proof. The hash of a replayed match log. Never sent to clients, because a replay would reconstruct the opponent's hidden deck.
Sortie. A single flight. Also the ladder of PvE missions in the legacy local ladder.
Treasury. The address crate and gem payments are forwarded to. Named by the server so a client cannot pay itself.