Manic Trash Panda
--- title: Objectives order: 8 description: The twelve sector objectives in CHECKFIRE's operations: Eliminate, Hold the Line, Breach, Ambush, King of the Hill, Rescue, Sabotage, Hack, Exfil, Leaked Notes, Assassination and Escape, in three families. lede: The patrol's brief sets how you win. Three families: ordinary boards, bonus boards, and boards the enemy can win. #
Ordinary boards #
Every ordinary patrol has a commander, so it can always be broken: capture him or eliminate every escort. The brief adds a second way to win, never takes the first away. No two sectors in a row carry the same brief.
Eliminate
Capture the patrol's commander or eliminate every escort. Every ordinary patrol can be broken this way, whatever its brief says.
Hold the Line
Survive 8 turns with the commander and one escort alive. The patrol is heavier; it withdraws when the clock runs out.
Breach
Get any escort onto the hatch square on the far edge (the bunker beyond it stands off the board) and keep it there through the patrol's turn: it wins at the start of your next turn, if it is still standing. Reaching it is not enough; holding it is. A rook down an open file arrives alone.
Ambush
Hunters spawn on the flanks as well as the front. Nothing to reach: break them.
King of the Hill
End 3 of your turns in a row with a unit inside the outlined two-by-two zone. Leaving it resets the count; the patrol denies the zone rather than taking it. The zone is a light and a dark square, so any unit can take it.

Bonus boards #
Bonus boards carry no enemy commander, so the patrol cannot be broken by capture; the objective is the only clean way through. Wiping the patrol out clears the ground but earns no unit.
The unit awarded depends on the turn the job is done: a queen by turn 5, a rook by 9, a bishop by 13, a knight by 18, a pawn after that. It joins the squad on the spot and counts as an escort from then on.
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 as the first sector. No bunkers spawn on them and the patrol is a shade lighter than the sector's usual. There is no walking away: the board has to be resolved before the squad can move on.
Rescue
A VIP is held by marked captors. Kill every captor and she runs for her jeep, a queen's move each turn. Only her exfil wins; a unit beside her stops her.
Sabotage
Step on the charge to carry it; bring it beside the ammo dump to detonate. The dump is solid cover; a dead carrier drops the charge where they fell.
Hack
End 3 of your turns with any unit on the ring of nine squares around the comms tower, not necessarily in a row or the same unit. The tower is cover: it stops movement, not fire.
Exfil
Get the commander onto one of the three squares beside the truck. The squad regroups on him; nobody is left behind.
Enemy objectives #
On these boards the patrol has an objective of its own. Meeting it loses the sector: no reward, no intel, −100 score, and the patrol withdraws with what it came for. The run goes on: the ground counts as cleared, the squad keeps its casualties and its supplies, and the next sector is a fresh start.
They can still be won the ordinary way: capture the commander or eliminate every escort, and the sector pays as any other. The sector card carries a red rule on the way in, and the status line under the board says exactly what the patrol is after and how close it is.
The patrol plays for its goal, not for material: expect an escort to close ranks around the officer, a runner to skirt your firing lines, and a unit to sprint for the notes while the rest keep you busy.
Leaked Notes
A laptop on a crate on your side of the field, solid cover in itself. An enemy unit ending its turn beside it is taking the notes: kill it before their next turn ends.
Assassination
A marked officer travels with the patrol. Kill her within 10 turns or she is pulled out. Her escort will close ranks.
Escape
Their commander runs for a truck on your side. If he reaches one of the three squares beside it the sector is lost. No clock: capture him or clear the board.
