JSLC AND CONQUER › BRIEFING

Briefing

Two home bases. Two wars. Hold the line.

Cliffs, a cove, and a landing force coming ashore
Greenland under the ice. A fleet under the sea. Both are going to war.

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

The home-base campaigns

See all nine campaigns

Tour the HQ base

See where the war goes

Two home bases. One strike from Cyprus.

BaseMissionOrders
HQ · GreenlandMission 1Suppress the riots. Defend RAF Fairford from AoI attacks.
HQ · GreenlandNextMore to come
Undersea baseMission 1Defend Oman.
Undersea baseMission 2Take Hormuz.
Undersea baseNextMore to come
From CyprusNew missionSail 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.
MissionBuilt on
FairfordNew build. Mission and map in design.
OmanNew build. Mission and map in design.
HormuzAbyssal Transit (JSLC-09) and its undersea layer · the Bandar Abbas maps
GazaNew 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

Vote: which mission do we build next?

Be one of the first to brief in

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
HQ base, Greenland: west naval basin with a vault-door sea gate, two naval yards on its east wall, power and research, barracks and motor pools facing the transport hangars, the hangar row and heated runway, and two practice islands in the south sea Cliff face Tunnel West naval basin One basin, one gate 2× Seawolf 2× Ohio VAULT DOOR sea gate, south wall AndurilFoundryupgraded yard NavalYard Power + research PM-2A reactorHQ Command · Research Barrackspair Motor poolspair Transporthangarsface barracks+ motor pools Road spine Exits faceeast, ontothe roads Hangar row One of every aircrafton the roster, hangared Heated covered runway Practice island 1enemy buildings Practice island 2civilians + penguinsto rescue · AoI wandering South sea N 1 km
Schematic, not to scale inside districts. Production exits all face east onto the roads.
DistrictWhat is thereWhy it matters
West naval basinOne rectangle. VAULT DOOR sea gate in the south wall. Tunnel to a cliff face.The fleet’s safe water. One gate to defend.
Naval yardsTwo on the basin’s east wall: the Anduril Foundry (upgraded) and a plain Naval YardSee the upgrade side by side
Submarines2× Seawolf · 2× OhioHunter-killers and the heavy boats
Power + researchPM-2A reactor, HQ Command, the research labPower and tech in one block
Barracks + motor poolsPaired. Transport hangars face them.Troops and trucks load straight onto lift
Hangar rowOne of every aircraft on the rosterEvery airframe, ready to inspect
RunwayHeated and coveredIce never closes it
RoadsEvery production exit faces east, onto the roadsNo unit spawns into a wall

The practice islands

Every structure: purpose and upgrades

Nine campaigns. Forty-one missions.

  • 9campaigns
  • 41missions
  • 5JCOM campaigns
  • 2 + 2AoI and Directorate
CampaignSideThe war
Operation ShoreheadJCOMWake the forge under the Greenland ice. Land on the Red Sea coast. The cables start with the first shot.
The Kharg LineJCOMTech parks, a rescue under the sea, and the oil terminal that decides the war.
Shiraz LedgerJCOMBranch A. Push inland through Bushehr and the Zagros passes to the Shiraz vault.
Gates of Bab-el-MandebJCOMBranch B. Take the southern sea gate: Socotra, Aden, Perim. Then the same finale, from the sea.
The Washington FrontJCOMThe war at home. Flotillas at sea, a congressman at a closed zone, an aid vote, a news cycle that never sleeps.
Trophy FlashAoIFight the camera war as AoI. Staged footage, tunnels under protected sites, smuggled arms, sixty seconds of truth.
The Tunnel WarAoIThe network goes deeper. Tunnel logistics, flotilla cover, strikes on inspected boats, then the counter-raid.
Cryo GenesisPenguin DirectorateThe Directorate wakes in Antarctica and grows an ice empire.
Master of PuppetsPenguin DirectorateThe 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.

Start with the home-base campaigns

Pick a faction first

Operation Shorehead (JCOM)

A low channel and a landing force coming ashore
Mission two: land the first wave, hold the sand.
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)

JCOM units on a Red Sea shore beside a landing helicopter
Flotilla Interdiction, mission one of the Washington Front.
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)

AoI units and buildings on a green hillside below a rocky ridge
Sixty Seconds of Truth, the Trophy Flash finale.
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

  1. Build a base
  2. Gather supply
  3. Field forces
  4. Take objectives
StepDo this
BaseHQ first. Then power, production, defences.
SupplyKeep the army fed. Out of supply, it is scenery.
WinBreak the enemy HQ.
Versus AoIA finished core tunnel node keeps them alive. Dig it out too.
TeamsLast team standing wins. Your base stays yours.

Pick your side first

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.

How the news war works

The war behind the war

AoI armor and a ruined building on a hillside
Cut Before the Trophy Flash: AoI stages a shoot. You decide what the world sees.
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

A low channel and a landing force coming ashore
The landing: hold the sand, then silence the battery.
JCOM (you)AoI
ForceLead armored truck “hero of the beach” · 2 riflemen1 shore-battery tank · 1 rifleman
Credits5,000 credits2,500 credits
Legitimacy70n/a
EdgeReinforcements from the seaThey know the ground
BeatWhat happens
LandingIn-engine camera move. Then the beach is yours to lose.
ReinforceThree more riflemen wade in. Push the truck inland.
ThreatOne enemy tank rolls in from inland. It is not coming to talk.
WinDestroy the shore battery. The detainee objective rides along.
LoseLose the lead truck, or any one of your structures.

Play Operation Shorehead

Read the mechanics behind later missions