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Missions

The mission board is the heart of FS Kingpin. It is where you pick a contraband run to fly: a cargo, a destination, a payout, and the XP that levels you up. This guide covers how the board works, how to read a mission, and the bonuses that change what a run is worth.

The board

Missions is the second tab in the left sidebar. Every mission starts from the airport you are currently at, so where you are decides what you can fly next. You get a full board of options to choose from (around a dozen early on, and more as you unlock higher tiers), and there is always at least one short, easy starter run in the mix.

Press REFRESH BOARD for a fresh batch at any time. It is free. The board also regenerates on its own after you complete or abandon a mission, so you are never stuck with a board you do not like.

Reading a mission

Each mission shows you everything you need before you commit:

You may also see small badges on a card:

Tiers

Every run has a tier. Higher tiers carry more valuable contraband: they pay far more cash and a little more XP, but they also unlock later and cost you more if you crash (see the Crashes guide).

TierRelative payoutUnlocks at
Tier 1 · Street LevelbaselineLevel 1
Tier 2 · Organizedabout 1.5xLevel 8
Tier 3 · Cartelabout 2.5xLevel 15
Tier 4 · Internationalabout 4xLevel 22
Tier 5 · Black Opsabout 7xLevel 32

XP does not climb anywhere near as steeply as cash across the tiers, so a Tier 5 run is a big payday but not a shortcut through the levels. The crash penalty scales the other way: the higher the tier, the more a bad landing hurts.

Distance grows with your level

Early on you fly short hops. As you rank up, the board offers longer and longer runs, which pay more. Rough guide:

LevelTypical distance
Level 1about 20 to 100 nm
Level 10about 70 to 460 nm
Level 20about 130 to 860 nm
Level 30about 190 to 1,260 nm
Level 48+up to 2,000 nm

Filters and sorting

Three filters sit above the board:

You can also sort the board by payout ($), distance (NM), cargo weight (KG), or reward (RISK, which orders by XP). Tap a sort button again to flip between high-to-low and low-to-high.

Regions open up as you rank up

You start out flying around your faction's home region. As you level, the board reaches further: first into neighbouring countries, then across the wider continent, and eventually worldwide. The exact ladder depends on which faction you joined, so two players at the same level can have very different maps to work.

Accepting a run

To take a mission, you need to be in the right place with the right plane:

Do not want to fly it yourself? Once you have crew, you can hand a run to a smuggler instead. See the Crew & Smugglers guide.

Flying an active mission

Once accepted, the run becomes your active mission. The banner at the top shows the route, the reward, and a COPY ICAO CODES button that drops the origin and destination straight into the MSFS world map search so you can set up your flight plan. A step-by-step "how to fly this" list and a route map walk you through it.

Fly the run in Microsoft Flight Simulator and land at the destination to complete it and collect the payout. If you change your mind, ABANDON drops the mission. There is no cash penalty for abandoning, you simply forfeit that mission's reward and the board refreshes.

Modifiers: optional XP bonuses

Some runs come with a challenge attached that is worth extra XP if you pull it off. You will see a chip on the card and a live status while you fly.

ChallengeXP bonusFromWhat you do
Low Altitude Run+25%Level 6Stay under the altitude ceiling for the whole flight.
Rough Conditions+20%Level 5Fly through bad weather for most of the flight.
Night Run+20%Level 11Depart after dusk and land before dawn at a lit airport.
Breaking the challenge is not a disaster. You simply lose the bonus XP, the run still completes and pays out as normal.

Built-in bonuses

Some cards are sweetened before you ever pick them up. Keep an eye out for a doubled-value job, a hot tip, a long transatlantic run, a Patron's Run, or a market price tag (a destination paying hot, or running cold). Contested destinations also pay extra for the added risk of flying into rival ground.

Special missions later on

From around Level 20, the board starts mixing in one-off jobs alongside the regular runs: hits on rival members, story runs straight from your patron, and long ocean crossings once you have the range and the aircraft for them. They work like any other mission, just with a bit more story behind them.

How pay and XP are worked out

Payout grows with the distance you fly (a little faster than a straight line), the tier of the cargo, and how much weight you are hauling, plus a small natural variation from run to run. That is why a long, high-tier, heavy run is the big money.

XP comes mainly from the flight itself. Distance is the biggest driver, the tier adds a softer boost, and heavy cargo helps your cash more than your XP. On top of that, a clean landing and good fuel and time efficiency stack extra XP bonuses, so flying well is rewarded. See the Crashes & Landings guide for how landings are graded.

The numbers in this guide reflect the current build and can shift with balance updates.