Briefing
Two home bases. Two wars. Hold the line.

It opens on the ice
- Mission 0
- The Forge in the Ice. Camp Century, under the Greenland ice.
- The secret
- A tunnel big enough to sail a Ford-class carrier through. A bunker that officially does not exist.
- The carrier
- USS Gerald R. Ford, also called INS Maccabee
- Then
- Red Sea → Kharg and Shiraz → Diego Garcia, above and below the water
- Home bases
- HQ in Greenland · the undersea base
- Scale
- Eighteen mission briefings · 9 campaigns · 41 missions
Two home bases. One strike from Cyprus.
| Base | Mission | Orders |
|---|---|---|
| HQ · Greenland | Mission 1 | Suppress the riots. Defend RAF Fairford from AoI attacks. |
| HQ · Greenland | Next | More to come |
| Undersea base | Mission 1 | Defend Oman. |
| Undersea base | Mission 2 | Take Hormuz. |
| Undersea base | Next | More to come |
| From Cyprus | New mission | Sail up from Cyprus. Free the people of Gaza from AoI. |
- Fairford
- AoI is rioting at RAF Fairford. Hold the line.
- Oman
- The coast is burning. The fleet comes up from below.
- Hormuz
- The strait the world’s oil runs through. Take it.
- Gaza
- AoI holds Gaza. Sail up from Cyprus. Bring the people out.
| Mission | Built on |
|---|---|
| Fairford | New build. Mission and map in design. |
| Oman | New build. Mission and map in design. |
| Hormuz | Abyssal Transit (JSLC-09) and its undersea layer · the Bandar Abbas maps |
| Gaza | New build. Mission and map in design. |
Defend RAF Fairford In design
0 of 5 build steps done
- Mission file
- Map
- Textures
- In-game proof frame
- Playtested
Defend Oman In design
0 of 5 build steps done
- Mission file
- Map
- Textures
- In-game proof frame
- Playtested
Take Hormuz In progress
2 of 5 build steps done · 2 started
- Mission file
- Map
- Textures
- In-game proof frame
- Playtested
Free Gaza In design
0 of 5 build steps done
- Mission file
- Map
- Textures
- In-game proof frame
- Playtested
Counted from the build files at 2026-10-20 04:15 UTC.
Live build board, vote and comments
HQ base: Greenland HQ
- Map
- 200 × 200 cells · 4 × 4 km
- Theatre
- Greenland
- Conditions
- Ideal. Heated covered runway, full power.
- Admiral
- Bill Adama
- Launch site
- None at this base
| District | What is there | Why it matters |
|---|---|---|
| West naval basin | One rectangle. VAULT DOOR sea gate in the south wall. Tunnel to a cliff face. | The fleet’s safe water. One gate to defend. |
| Naval yards | Two on the basin’s east wall: the Anduril Foundry (upgraded) and a plain Naval Yard | See the upgrade side by side |
| Submarines | 2× Seawolf · 2× Ohio | Hunter-killers and the heavy boats |
| Power + research | PM-2A reactor, HQ Command, the research lab | Power and tech in one block |
| Barracks + motor pools | Paired. Transport hangars face them. | Troops and trucks load straight onto lift |
| Hangar row | One of every aircraft on the roster | Every airframe, ready to inspect |
| Runway | Heated and covered | Ice never closes it |
| Roads | Every production exit faces east, onto the roads | No unit spawns into a wall |
Nine campaigns. Forty-one missions.
- 9campaigns
- 41missions
- 5JCOM campaigns
- 2 + 2AoI and Directorate
| Campaign | Side | The war |
|---|---|---|
| Operation Shorehead | JCOM | Wake the forge under the Greenland ice. Land on the Red Sea coast. The cables start with the first shot. |
| The Kharg Line | JCOM | Tech parks, a rescue under the sea, and the oil terminal that decides the war. |
| Shiraz Ledger | JCOM | Branch A. Push inland through Bushehr and the Zagros passes to the Shiraz vault. |
| Gates of Bab-el-Mandeb | JCOM | Branch B. Take the southern sea gate: Socotra, Aden, Perim. Then the same finale, from the sea. |
| The Washington Front | JCOM | The war at home. Flotillas at sea, a congressman at a closed zone, an aid vote, a news cycle that never sleeps. |
| Trophy Flash | AoI | Fight the camera war as AoI. Staged footage, tunnels under protected sites, smuggled arms, sixty seconds of truth. |
| The Tunnel War | AoI | The network goes deeper. Tunnel logistics, flotilla cover, strikes on inspected boats, then the counter-raid. |
| Cryo Genesis | Penguin Directorate | The Directorate wakes in Antarctica and grows an ice empire. |
| Master of Puppets | Penguin Directorate | The Directorate plays every side. Depots, sea cables, chick sanctuaries, a seed vault, a three-way finale. |
Mission files already in the game. The running order is being reset around the two home bases.
Operation Shorehead (JCOM)

- Side
- JCOM
- The war
- Wake the forge under the Greenland ice. Land on the Red Sea coast. The cables start with the first shot.
- Missions
- 6
- 1. The Forge in the Ice
- 2. Operation Shorehead
- 3. The Thirty-Second Clock
- 4. Silent Drill
- 5. Shadow Tanker
- 6. The Hague Express
The Kharg Line (JCOM)
- Side
- JCOM
- The war
- Tech parks, a rescue under the sea, and the oil terminal that decides the war.
- Missions
- 5
- 1. Apollo Chronocast
- 2. Silicon Oasis
- 3. Red Sea Chick S&R
- 4. Abyssal Transit
- 5. The T-Jetties of Kharg
Shiraz Ledger (JCOM)
- Side
- JCOM
- The war
- Branch A. Push inland through Bushehr and the Zagros passes to the Shiraz vault.
- Missions
- 4
- 1. Wings of the Aviary
- 2. Zagros Escarpment
- 3. Shiraz Stronghold
- 4. Operation Iron Ledger
Gates of Bab-el-Mandeb (JCOM)
- Side
- JCOM
- The war
- Branch B. Take the southern sea gate: Socotra, Aden, Perim. Then the same finale, from the sea.
- Missions
- 3
- 1. Socotra Anchorage
- 2. Crater of Aden
- 3. Gates of Bab-el-Mandeb
The Washington Front (JCOM)

- Side
- JCOM
- The war
- The war at home. Flotillas at sea, a congressman at a closed zone, an aid vote, a news cycle that never sleeps.
- Missions
- 5
- 1. Flotilla Interdiction
- 2. The Khanna Chain
- 3. The Greta Chain
- 4. The Aid Vote
- 5. Enemy of My Enemy
Trophy Flash (AoI)

- Side
- AoI
- The war
- Fight the camera war as AoI. Staged footage, tunnels under protected sites, smuggled arms, sixty seconds of truth.
- Missions
- 4
- 1. Cut Before the Trophy Flash
- 2. The Acoustic Shield
- 3. The Shadow Ledger
- 4. Sixty Seconds of Truth
- Shown
- Human shields at hospitals and schools. Hostages in tunnels. Staged casualty footage.
- Called
- A crime, each one, by name.
- Rewarded
- Never. No mission rewards harm to civilians.
The Tunnel War (AoI)
- Side
- AoI
- The war
- The network goes deeper. Tunnel logistics, flotilla cover, strikes on inspected boats, then the counter-raid.
- Missions
- 4
- 1. The Civilian Shaft
- 2. Flotilla Cover
- 3. Strike During Inspection
- 4. The Counter-Raid
- Shown
- Tunnels under homes, dug with civilian labour. Fighters in civilian clothes. Flotillas and UN supply as cover.
- Called
- Shown, sourced, and named for what it is.
- Rule
- Same as Trophy Flash: no reward for harming civilians.
Cryo Genesis (Penguin Directorate)
- Side
- Penguin Directorate
- The war
- The Directorate wakes in Antarctica and grows an ice empire.
- Missions
- 5
- 1. Cryo Genesis
- 2. Weddell Ice Shelf
- 3. The Beanie Brigade
- 4. Disko Bay Breakers
- 5. Fulgurite Strike
Master of Puppets (Penguin Directorate)
- Side
- Penguin Directorate
- The war
- The Directorate plays every side. Depots, sea cables, chick sanctuaries, a seed vault, a three-way finale.
- Missions
- 5
- 1. Shadow Procurement
- 2. The Cable Tappers
- 3. Chickie Sanctuary
- 4. Svalbard Seed Vault
- 5. Master of Puppets
Your first orders
- Build a base
- Gather supply
- Field forces
- Take objectives
| Step | Do this |
|---|---|
| Base | HQ first. Then power, production, defences. |
| Supply | Keep the army fed. Out of supply, it is scenery. |
| Win | Break the enemy HQ. |
| Versus AoI | A finished core tunnel node keeps them alive. Dig it out too. |
| Teams | Last team standing wins. Your base stays yours. |
The news is a weapon system
- Legitimacy
- What the world will tolerate from you today
- Moves with
- What you hit · what you spare · what the cameras catch
- Lose it
- Ammo, resupply and time cost more
- Never
- Your weapons never lock. Your wallet suffers.
- Defeat
- Only after 30 seconds unable to fight. A bad headline is a tax.
The war behind the war

- In the game
- Smuggling under aid convoys · tunnels under neighborhoods · lawfare · propaganda
- Why
- Looking away never stopped any of them
- You will feel
- The pull of every dirty shortcut
- The game
- Keeps the receipts
Playable now: Operation Shorehead

| JCOM (you) | AoI | |
|---|---|---|
| Force | Lead armored truck “hero of the beach” · 2 riflemen | 1 shore-battery tank · 1 rifleman |
| Credits | 5,000 credits | 2,500 credits |
| Legitimacy | 70 | n/a |
| Edge | Reinforcements from the sea | They know the ground |
| Beat | What happens |
|---|---|
| Landing | In-engine camera move. Then the beach is yours to lose. |
| Reinforce | Three more riflemen wade in. Push the truck inland. |
| Threat | One enemy tank rolls in from inland. It is not coming to talk. |
| Win | Destroy the shore battery. The detainee objective rides along. |
| Lose | Lose the lead truck, or any one of your structures. |
How to play
- Single player or Skirmish
- Scenario
- Difficulty
- Command
- Time to first order
- Under a minute
- First match
- Hold the beachhead. Kill the battery. Keep the truck alive.
- With friends
- The match menu handles the connection and shows its state first.
Next
Resources
- Archive
- Every card, chapter and picture. Downloads included.
- Also there
- Tech tree · Diego Garcia yard · Showcase codex · Bibles · Eretz vessel pages · Release guide