SORTIEDOCUMENTATION
CONTENTSCommand rank and skills

Command rank and skills

Command

Command is your rank. It gates what you are allowed to fly and which sortie tiers open.

Every Command rank up grants 3 random cards, drawn from the same weighted pool as everything else you earn. They are added to your collection, so they can go into a built deck.

Three things raise it, and nothing else does:

  • Level a pilot. Pilots gain experience by flying; spending it costs alloy and pays 3 Command. This is the steady source.
  • Raise the Control Tower. 4 Command per level, up to level 10.
  • Raise the Barracks. 4 Command per level, and it quarters another pilot.

It is the closest thing SORTIE has to an account level. If the encounter board is showing you locked rows, Command is the number they are waiting on.

The eight skills

Skills rise by doing the matching activity. None of them are bought.

SkillRises byGates
CommandLevelling a pilot, the Control Tower, the BarracksWhat you may fly
EngineeringRaising the Hangar or the DepotDeeper repairs
SalvageThe Salvage Run, and ore nodesBetter recovery
RefiningThe Refinery, and fuel nodesAlloy yield
MachiningCrafting hardpoints, and the WorkshopThe better hardpoints
NavigationThe Recon Sweep and the Ferry FlightFinding worthwhile targets
FabricationTimber nodesAirframe skins and structures
GunneryWinning sortiesThe heavier stores, and blueprints

Every skill names its own source on the Skills panel in the hub, so you never have to come here to find out where the points are.

Gunnery is worth calling out: it rises only in combat, and its milestones are where blueprints come from. If tier two hardpoints feel out of reach, the answer is usually more fighting, not more farming.

Pilot level

Separate from Command. A pilot levels with experience, and their level decides how much of the card pool is open to them, shown as "cards unlocked" on the Wing panel.

It is derived from level, so it cannot be bought or bypassed.