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Intel
The front line is only half the war.
Twenty-four mechanics. You will feel these first.
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The field manual
- 170units
- 75structures
- 4catalogue tiers
| Tier | Meaning |
|---|
| Standard production | Builds in a normal match |
|---|
| Expanded production | Builds with the expanded roster |
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| Local systems | Tied to a map or a base |
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| Reference designs | Shown for the record, not built |
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- Counts include
- Reference designs and scenario pieces
- Disagreement
- When the catalogue and the game differ, the game wins
Open the full guide in the archive
Six finished models to orbit and pull apart
Faction rosters at a glance
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Twenty-four ways the war gets weird
| Group | Includes |
|---|
| Win the news war | Legitimacy · news cycle · isolationist cables · lawfare · flotillas · civilians |
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| Keep the force moving | Billed ammo · fuel and wear · UN drops · Skyhook · detainees · smugglers |
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| Expect the unexpected | Tunnels · two-layer maps · weather · carrier decks · orbit · Transformers |
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- Damage
- Subsystems cripple, not just wound
- Supply
- Runs out
- Weather
- Closes the sea
- Aircraft
- Live on carrier decks
- News
- Costs you money
How legitimacy changes a battle
Plan your supply line
Explore underground combat, weather, decks, and orbit
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Win the news war
Legitimacy sets your ammo price. Lose the story, pay double.
| Mechanic | What it does | Your answer |
|---|
| Legitimacy 0–100 | Sets ammo prices: 0.75× to 2.5× | Fight clean. Weapons never lock. |
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| News events | A cable, a clip, a claim, mid-match | Answer with the record inside the window |
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| Isolationist cables | Move your standing, nothing else | Burden share or Allied jobs |
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| Lawfare | Legal actions, filed like artillery | Evidence, or one rescued penguin chick |
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| Flotillas + gate protests | Civilian pressure at sea and at the gate | Board, interdict, tow, loudhailers. Filmed. |
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| Civilians | Traffic panics, roads jam | JCOM gunners hold splash fire near them |
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Why legitimacy decides matches
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Legitimacy: the number behind every shot
| Legitimacy | Ammo and resupply |
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| High | Down to 0.75× list |
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| Low | Up to 2.5× list |
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| Any | Weapons never lock |
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- Range
- 0 to 100
- Meaning
- What the world tolerates from you right now
- Falls when
- You hit civilians
- Rises when
- You spare them, on camera
- Shorehead start
- JCOM at 70
What moves the number: the news cycle
Why legitimacy decides matches
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The news cycle
Sixty Seconds of Truth: a live feed, a one-minute window, the whole world listening.
- Claim
- Cable
- Footage
- Public post
- Cards
- Campus protest · rally · claim · clip. Random or chained.
- Clock
- Every card has one. Answer inside it, or eat the hit.
- Chains
- Wait for the public post: your rebuttal pays more
- Quotes
- Real events, cited. Only documented words in quotation marks.
- Washington Front
- Two chains: a congressman at a closed zone, a repeat flotilla voyager
Play the Washington Front
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American isolationists
- Source
- Cables from Washington, outside the map
- Moves
- Legitimacy. Nothing else. No aid meter, no weapon locks.
- Quotes
- Real public statements, cited
| Trigger | Answer | If silent |
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| Offensive pulse | Burden share | Cost grows |
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| Big spend | Allied jobs (stronger) | Cost grows |
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| Long hold | Either | Cost grows |
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| Casualty spike | Either | Cost grows |
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- Convergence
- Cable + protest crowd at your gate = the crowd cites the cable. Harder hit. Can surge.
- Blunt both
- Answer both, or clear the crowd clean
The Washington Front campaign
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Flotillas and cargo inspection
Flotilla Interdiction: hail the boats, board them, inspect the hold.
- Hail
- Board
- Inspect the hold
| Hold | Effect on you |
|---|
| Real aid | Goes on the legal route |
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| Token aid | Legitimacy up |
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| Contraband | Legitimacy up more |
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- Navy kit
- Water cannon · LRAD · boarding teams · tow lines. All non-lethal.
- Auto-fire
- Never on civilians
- Clean intercept
- Recovers standing
- Rough handling
- Drains it. Cameras rolling.
- AoI trick
- Strikes the boats mid-inspection, blames you. Stop it or rebut it.
Flotilla Interdiction, mission one of the Washington Front
The other side of the water: Flotilla Cover
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Expect the unexpected: earth, sea, and sky
Carrier decks, a space laser, and weather that votes.
Three Transformers hiding as cars. Then not hiding.
| Mechanic | How it works | Counter / upgrade |
|---|
| Tunnels | Real transit at walk, vehicle and rail speed. No teleports. | Ground radar, seismic sensors, demolition by the book |
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| Two layers | Surface and below, one fight. Diego Garcia: 500 m elevator to a basin 820 m down. | Carrier portal moves whole ships between layers |
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| Weather | METOC drives wind, mud, waves | Sea state > 4 swamps small boats. Rockets scrub at 35 kn. |
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| Air ladder | Helipad → Forward Airstrip → Airfield → Aviary | Ford and Wasp decks fly real sorties |
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| Orbit | Sea Dragon rocket from Diego Garcia. JCOM laser satellite. | Orbital laser: 15-second countdown |
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| Transformers | 2,000 credits: orbit drops three cars | They stand up: 540-health robots |
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Where all this happens
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Keep the force moving
| System | Rule | Numbers |
|---|
| Ammunition | Every shot and resupply is billed, scaled by legitimacy | JCOM pays 15% under list |
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| Fuel + wear | Burns by the tank. Mud and sand wear vehicles. | Three repair echelons: 65 / 95 / 100% |
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| UN drops | The antihero. Crates may hold contraband rifles. | Drops every 45 s · convoys every 90 s |
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| Skyhook | Fulton gear on any C-130. Snatch drops mid-air. | 800 to fit · 400 a snatch · 0 standing lost |
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| Detainees | Move by vehicle, helicopter or on foot | 150 credits + 1 intel token per safe delivery |
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| Smugglers | Board a patron’s vessel at sea | 1,500 credits + 2 intel tokens |
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How Jewish Space Laser Command pays for it all
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Controls
| Key | Order |
|---|
| M | Move |
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| A | Attack |
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| S | Stop |
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| X | Scatter |
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| E | Idle worker |
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| T | Same type |
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| Q | Everything on screen |
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| H | Harvesters |
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| Ctrl+A | Whole army |
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| Esc | Clear |
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| Device | Select | Order | Camera |
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| Desktop | Drag a box | Right-click | Wheel zoom · middle-drag pan |
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| Phone | Tap a unit | Pick an order, tap the target | Pinch zoom · drag pan |
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- Thumb bar
- Select · Move · Attack · Pan · Stop · Base
Orders in the heat of it
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Explore further
| Door | Behind it |
|---|
| Tech tree | The research ladder, building by building. Arrow = needs a finished structure. |
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| Diego Garcia yard | Drydocks, submarine pens, the elevator down |
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| Showcase codex | The hardware, up close |
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| The bible | Setting and story, current and earlier editions |
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| Eretz vessel pages | Battlestar Zion · the Jewish Space Laser · fleet register · JNF codes |
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All of it, archived and searchable by card
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From the field guide
- AoI
- Specialists everywhere, tunnels underneath. Keep moving, keep replacing, make them defend elsewhere.
- Construction
- Start with an HQ and a builder. Each structure unlocks the next.
- Campaign
- Eighteen authored briefings. Playable Mission 1: Operation Shorehead.
Operation Shorehead, in full
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Resources
Play now
Next: Battlefield
- Archive
- Every card, chapter and picture. Downloads included.
- Also there
- Tech tree · Diego Garcia yard · Showcase codex · Bibles · Eretz vessel pages · Release guide
Open the archive
Field manual