Factions
Three commands. Three ways to fight.
JCOM — Jewish Space Laser Command

- Role
- The high-tech incumbent. Satellites overhead, a laser on call.
- Income
- Flat dividend: 150 credits every 60 seconds
- Vibecode Parks
- 2,500 credits · 8 seats · up to 4 parks · 4 credits/s per coder
- Air
- A-10 Warthogs · Apache Guardians
- Shield
- Iron Dome · David’s Sling · Arrow · Iron Beam
- Sea
- USS Gerald R. Ford (INS Maccabee) offshore
- Orbit
- A laser with your name on the trigger
- Top airfield
- The Aviary: 2× the size on every side, 2.5× the cost, weapons built in
- Signature unit
- Main battle tank. Turret, recoiling barrel, running gear: all working parts.
Explore JCOM: orbit the main battle tank
Every JCOM structure: purpose and upgrades
AoI: Axis of Intifada

- Role
- Cheap, fast, everywhere at once. Very hard to finish off.
- Named as crimes
- Human shields · hostages · rockets at towns · stolen aid · staged footage
- Never
- Rewarded for harm to civilians
- Ground
- Courtyards, workshops, dusty pickups, routes armor avoids
- Cast
- Scrap Gunners · Tube Hunters · Cell Medics · Wire Cutters · Wandering Engineer
- Kit
- Recoilless buggies · scrap armor · mobile mortars
- Underneath
- Tunnels. A finished core tunnel node holds the whole side in the match.
- Signature unit
- T-72 Iron Beast. Cheap hull, honest gun, replaced by Friday.
Explore AoI: orbit the T-72 Iron Beast
Explore the Shilka Storm Truck
The Antarctic Penguin Directorate (the Penguins)

- Role
- Heavy, expensive, unexplained. Run by film directors.
- Why “Directorate”
- The chicks want to be movie stars. Every commander trained as a director to mentor them.
- The tech
- No origin story. The name on the plate is the explanation.
- Kit
- Cloaking Puddle Jumper → Frost Spire
- Chick rescue
- +40 legitimacy each, up to 25 a minute, where a meter applies
- Their own meter
- None. Penguins answer to the box office.
- Signature unit
- Lynx Scout Car. Small, quick, already filming your flank.
Explore the Penguin Directorate: orbit the Lynx Scout Car
Play the Directorate campaigns: Cryo Genesis and Master of Puppets
How they stack up
- 198JCOM roster entries
- 111AoI roster entries
- 88Penguin roster entries
- 397entries in all
| Faction | Health | Damage | Speed | Cost | Range | In a word |
|---|---|---|---|---|---|---|
| JCOM | 1.0 | 1.0 | 1.0 | 1.0 | 1.0 | Baseline |
| AoI | 0.75 | 0.85 | 1.2 | 0.7 | 0.9 | Fragile, cheap, moving |
| Penguins | 1.4 | 1.15 | 0.8 | 1.45 | 1.1 | Slow, pricey, very hard to kill |
| Rank | XP | Effect |
|---|---|---|
| Veteran | 200 | +20% damage |
| Elite | 600 | +44% damage · self-repair out of combat |
Roster entries count units, structures, powers and upgrades. Across all three: 170 units, 75 structures.
JCOM structures: purpose and upgrades
- HQ Command
- Reactor
- Logistics Exchange
- Motor Pool
- Airfield
- Research
- Orbit
HQ Command Command
- Purpose
- The command core. Builds your builders. +50 power.
- Upgrades
- None. It is the root of the tree.
- Unlocks
- Reactor · Logistics Exchange · Watch Post · Wendy’s Trailer
- Cost
- 2,000
PM-2A Reactor Power
- Purpose
- Nuclear power. +100 each. Every factory draws on it.
- Upgrades
- None. Build another for more power.
- Unlocks
- Operator School · Iron Dome · David’s Sling · Arrow · C-RAM · Rapier
- Cost
- 800
Logistics Exchange Supply
- Purpose
- Supply drop-off. Harvesters unload here.
- Upgrades
- None. Unlocks the factories instead.
- Unlocks
- Motor Pool · Drone Foundry
- Cost
- 950 · −20 power
Operator School Barracks
- Purpose
- Trains infantry.
- Upgrades
- Upgraded Operator School (bigger footprint)
- Unlocks
- Aegis Bunker
- Cost
- 700 · −15 power
Motor Pool Vehicles
- Purpose
- Builds ground vehicles.
- Upgrades
- Upgraded Motor Pool (bigger footprint) · Composite Plating · Field Trauma Kits · Networked Optics · Orbital Re-Entry Heat Shielding · Orbital SAR Bathymetric Scan
- Unlocks
- Helipad · Airfield · Naval Yard · Repair Depot · Mega-HAS
- Cost
- 1,650 · −35 power
Repair Depot Service
- Purpose
- Repairs and services vehicles.
- Upgrades
- None. Pair it with the Motor Pool upgrades.
- Cost
- 900 · −25 power
Naval Yard Ships
- Purpose
- Builds ships into clear water. Berths, replenishment, drydock.
- Upgrades
- Anduril Foundry: the upgraded naval yard.
- Cost
- 900
Anduril Foundry Ships · upgraded
- Purpose
- The upgraded Naval Yard. Same job, bigger yard.
- Upgrades
- Top of the naval line.
- At HQ
- Beside a plain Naval Yard on the basin’s east wall.
Helipad Air · rung 1
- Purpose
- Builds helicopters. Two servicing spots.
- Upgrades
- Next rung: Forward Airstrip.
- Cost
- 650
Forward Airstrip Air · rung 2
- Purpose
- Austere graded strip near the front. C-130, C-17, A-10, F-35B.
- Upgrades
- Next rung: Airfield.
- Cost
- 750 · −10 power
Airfield Air · rung 3
- Purpose
- Paved runway. Fixed-wing production, refuel, rearm.
- Upgrades
- Next rung: Aviary. Research: Advanced Avionics · Pilot Helmet HUD · HMD · Aerial Refueling Doctrine · Carrier Strike Certification · Conformal Fuel Tanks · C4I Uplink · Reactive Countermeasures · Seahawk Bridle Sync · CH-47 Tandem Bridle
- Cost
- 1,550 · −45 power
Aviary Air · rung 4
- Purpose
- Twice the airfield on every side. Every defence and hardened bunkers built in.
- Upgrades
- Top rung.
- Cost
- 1,875 · −20 power
Mega-HAS Shelter
- Purpose
- Hardened shelter. Fits one aircraft up to E-4B size.
- Upgrades
- Ferro-Titanium Blast Shielding (research).
- Cost
- 1,350
Analysis Bureau Research
- Purpose
- The research lab. Most upgrades are bought here.
- Upgrades
- Adaptive Camouflage · Smart Munitions · Hardened Datalinks · Expeditionary Logistics · Defensive Shield Umbrella · Blast Shielding · Tomahawk Loadout · Covenant Anthem Missiles · Triple-Pulse Penetrator · Subsurface Aperture · Quantum Beacon Guidance · Rapid Orbital Sling · Orbital Cryo-Bays
- Cost
- 2,100 · −40 power
Drone Foundry Unmanned
- Purpose
- Builds drones.
- Upgrades
- None. Hardened Datalinks and Smart Munitions sharpen what it builds.
- Cost
- 1,700 · −30 power
Orbital Relay Intel
- Purpose
- Support and intelligence from orbit.
- Upgrades
- None.
- Cost
- 2,500 · −60 power
Trade Uplink Income
- Purpose
- Turns trade into credits.
- Upgrades
- None.
- Cost
- 2,600 · −30 power
Strategic Vault Strategic
- Purpose
- Strategic weapons store.
- Upgrades
- None.
- Cost
- 3,200 · −80 power
JSL Orbital Platform Orbit
- Purpose
- Deploys the Space Dreidel. The laser fires from it.
- Upgrades
- Expanded Orbital Cryo-Bays: 2 light units become 6 heavy.
- Cost
- 3,600 · −100 power
Vibecode Park Income
- Purpose
- Eight seats. Four credits a second per seated coder.
- Upgrades
- Build up to four.
- Cost
- 2,500
Wendy’s Trailer Morale
- Purpose
- Forward morale and supply aura. Flown in by C-130 or heavy helo.
- Upgrades
- None.
- Cost
- 600
| Defence | Stops | Upgrade | Cost |
|---|---|---|---|
| Iron Dome | Rockets, shells, drones | Defensive Shield Umbrella | 1,050 |
| David’s Sling | Aircraft, cruise missiles | Defensive Shield Umbrella | 1,250 |
| Arrow Interceptor | Ballistic missiles, in space | Defensive Shield Umbrella | 1,800 |
| Iron Beam | Point defence, by laser | Defensive Shield Umbrella | 1,450 |
| Centurion C-RAM | Last-ditch gatling | Defensive Shield Umbrella | 1,100 |
| Rapier Emplacement | Ground attack | None | 900 |
| Watch Post | Spotting, small garrison | None | 500 |
| Aegis Bunker | Infantry garrison | None | 900 |
| Baffle Tent | Hides parked aircraft from radar | None | 500 |
Costs in credits, from the current roster. Power is per building.
Hangared and berthed at HQ
| Where | What | Count |
|---|---|---|
| Hangar row | Every aircraft on the roster | One of each |
| Transport hangars | Lift for troops and vehicles. Faces the paired barracks and motor pools. | One of each transport |
| West naval basin | Seawolf attack submarines | 2 |
| West naval basin | Ohio submarines | 2 |
| Basin east wall | Anduril Foundry + Naval Yard | 1 + 1 |
- Admiral
- Bill Adama
- Exits
- All production faces east, onto the roads
Signature kit, up close

- Models
- Six, two per faction, straight from the game
- Each card
- Exploded still → orbit the real model → explode it yourself
- Loading
- Nothing loads until you ask
- Standard
- Where the whole roster is heading
| Faction | Headline kit |
|---|---|
| JCOM | A-10 and AC-130 gunships · laser satellite · Transformers dropped as cars · Ford-class deck |
| AoI | Assault paragliders · bomb drones · tunnel ambush ports · decoy compounds · an early-firing EMP |
| Penguins | Cloaking Puddle Jumpers · Cloud Cranes · cryo skiffs · the Frost Spire |
JCOM main battle tank

- Role
- The baseline in steel. Holds a beachhead.
- Damage
- Subsystems cripple real parts. A thrown track shows.
- Upgrades
- Motor Pool: Composite Plating · Networked Optics · Field Trauma Kits

E-2D Hawkeye — the eyes of the fleet

- Role
- Sees the fight first
- Deck trick
- Folded wings: more than one shares an elevator
- Upgrades
- Airfield: Advanced Avionics · Carrier Strike Certification · C4I Uplink

T-72 Iron Beast — AoI armor

- Role
- Lose them in ones. Win with them in fives.
- Profile
- Fragile, cheap, already moving

Shilka Storm Truck — scrap flak

- Role
- Volume over accuracy. A wall of flak.
- Effect
- Helicopters think twice
- Replace
- One workshop afternoon

Lynx Scout Car — Directorate eyes

- Role
- The cheap seat in an expensive army
- Job
- Find the fight, film it, leave before the heavy steel ends it

Storm Flak — Directorate sky guard

- Role
- Point defence with posture
- Mount
- Traverses and elevates as one machine. Tracks in the open.

Resources
- Archive
- Every card, chapter and picture. Downloads included.
- Also there
- Tech tree · Diego Garcia yard · Showcase codex · Bibles · Eretz vessel pages · Release guide