Tactical Draft gave every run a build. This update gives the battlefield something new to do with it.
Nova Swarm now layers optional Side Directives, marked Ace hunts, Nemesis Protocols, and coordinated Rival Wings into the existing arcade run

One optional Side Directive is active at a time, with live progress and the promised reward visible in Mission Status.
They are optional micro-goals: take the risk when it fits your build, ignore it when staying alive is the better plan.
Every sector can promote one existing enemy into a marked Ace. Aces carry a gold threat frame, a four-digit identity, a distinct chassis/flight/weapon package, and a visible hardware reward contract.
The catalog combines 10 chassis, 10 flight patterns, and 10 weapon packages. The Ace replaces an ordinary enemy rather than adding another target, and it preserves that enemy's original score value exactly.
An Ace can now arrive with a five-digit Nemesis Protocol built from four real combat axes:
Damage guards are bounded, enrages trigger only once, and bonus rewards add no score or XP.
The Ace's surviving escorts are no longer a loose crowd. They can receive a shared Rival Wing Doctrine with a formation, combat discipline, synchronized volley, and morale response.
Spearheads, pincers, orbiting formations, crossfire, staggered lances, revenge rushes, fighting retreats, and shield-wall responses now create coordinated wing doctrines. If morale changes while an escort is still entering, it inherits the active response instead of arriving on the wrong page of the battle plan.
Across the Ace, Nemesis, and Wing catalogs, the system supports 1 million possible complete elite set-pieces. The important part is not the number by itself: the identity, behavior, danger, and reward are all visible while you play.

This update does not change score or XP formulas, leaderboard identity, achievement IDs, enemy-count score opportunity, save identity, or Steam Cloud paths. Aces and Wings transform existing encounters; they do not manufacture extra scoring targets.
The goal is simple: more runs worth remembering, more tactical stories inside the arcade rhythm, and more reasons to make one dangerous decision before Mission Control notices.
Tiny Foundry