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CHECKFIRE

Operation Broken Crown

A finite, single-run tactical crawler. Requisition, insert, recover three intel caches, find the LZ, break the command patrol, extract.

The loop #

REQUISITION a squad within the supply budget: the commander is free, every escort costs supply. Eight supply on a first deployment.

Insert, then scroll the squad from sector to sector. Each sector is a fresh patrol with its own objective. Three INTEL caches are marked on the operation map; the LANDING ZONE is not, until you find it or call it in.

Casualties are permanent within the run. Recover them on cleared ground or they stay behind.

Nothing carries over except one supply receipt: your score becomes the next deployment's budget, and a poor score adds pressure. No unlocks, no currency, no permanent upgrades. Every run is complete in itself.

The operation map: a grid of sectors, some traced and cleared, three intel caches marked, objective badges on scanned sectors
The operation map. Scanned sectors show their patrol and objective; cleared ground can be crossed again.

The sector #

A sector begins in COMBAT. The patrol's kind sets its make-up (Hunters lean on knights, Fortified on rooks and bishops behind cover, Command on the queen) and its OBJECTIVE sets how you win. The sector card names both on the way in, and the operation map shows them for every scanned sector.

Three families. ORDINARY boards can always be won by breaking the patrol; the objective is a second door. BONUS boards have no commander and award a unit for speed. ENEMY OBJECTIVE boards can be lost: the run goes on, but the sector pays nothing. All twelve are on the Objectives page.

Then EXPLORATION: no enemy turns. Slide units across cleared ground, RECOVER casualties beside a support unit, SECURE a bunker for a recruit, open the FIELD PACK for supplies. Gather the squad on one edge and take the exit arrow. RALLY does the gathering for you. Every four scrolls raise the pressure: backtracking is never free.

Patrols #

PatrolMake-up
PatrolMixed
HuntersKnight-heavy; on Ambush boards they arrive on the flanks too
FortifiedRook and bishop heavy, behind extra cover
CommandQueen support; the extraction fight

Bunkers and recruits #

Infantry bunkers give pawns; specialist bunkers give a rook, bishop or knight. Secure one by ending exploration beside it with a unit. Bunkers are solid 2×2 blocks and cannot be demolished. No bunkers spawn on bonus boards.

Supplies #

Every broken patrol offers a choice on the debrief. The Field Pack holds six. Combat supplies are free actions on the board, one per turn; cleared-ground supplies only work between fights. The full list is on the Field supplies page.

Extraction #

The LZ lies exactly the operation's length in sectors from insertion. Find it by scouting, or spend an EXTRACTION FLARE to reveal it from anywhere.

ARM EXTRACTION from the operation map once it is known. The LZ then holds a COMMAND patrol, the hardest fight of the run, and the map shows the way. Reach it, break it, and the squad extracts.

The extraction bonus scales with operation length and intel recovered. Three of three is OPERATION COMPLETE. Losing the commander anywhere ends the run.

Length and difficulty #

Operations are 6, 8, 10 or 12 sectors: the distance to the LZ. Longer means more patrols, more pressure and a larger extraction bonus. Enemy difficulty is set separately and applies to every patrol. Bonus boards are scheduled, not rolled: one in a six-sector operation, two in eight and ten, three in twelve, never two in a row and never first.

Endings #

Extraction with full intel (Operation Complete), partial extraction, commander captured, squad withdrawn, or any chess-style terminal result on the board. Every run ends with an after-action report: score, an S–D field rating and the traced sector map.

The receipt #

Finishing a run seals a single one-use receipt for the next deployment: a supply budget of 8–18 derived from your score, and inherited pressure if you did badly. Broken Crown and Last Pawn Standing seal the same receipt, and either can spend the one the other left.

The Daily Operation #

The DAILY OPERATION issues one shared eight-sector map a day, fixed seven-piece squad, one attempt, filed to the leaderboard under your callsign. Today's standings.