Manic Trash PandaGames Lab
CHECKFIRE

Field supplies

Sixteen supplies, six slots. Combat supplies are free actions on the board; cleared-ground supplies only work between fights.

How supplies work #

Every broken patrol offers four on the debrief: one cleared-ground supply, one deployable, one combat active and one wild card. Pick one; the Field Pack holds six. Two materiel are offered instead if you would rather.

Combat supplies are free actions on the board: one per turn, and the turn goes on, so an ammo pack means a unit that fires this turn. They are freely usable between fights too. They obey the CheckFire rule, and a supply that ends a threat to the commander counts as an escape. The AI knows how to use them.

Cleared-ground supplies only work during exploration, after the patrol is broken.

The patrol-broken debrief with four supply cards
Every broken patrol offers four supplies to choose from.
The Field Pack: supply cards to use and the casualty list below
The Field Pack shows only what is usable where you are standing.

Combat supplies #

SupplyEffect
Wire obstacleOBSTACLE next to the selected unit: blocks movement, not fire. Free action.
Armored coverCOVER next to the selected unit: blocks movement and fire, not grenades. Free action.
Mine kitHide a mine next to the selected unit. Special abilities only. Free action.
Drone strikeRemove one enemy escort within 4 squares, ignoring cover and shields. Free action.
Ammo packReload the selected unit and restore its skill; it can fire this turn. Free action.
Smoke canisterThe selected unit can't be targeted until your next turn. Free action.
Recon droneReveal every hidden enemy mine and ambusher on this board. Free action.
Breaching chargeDestroy an obstacle or cover next to the selected unit. Bunkers stay. Free action.
Resupply dropReload the whole squad and restore every spent skill. Free action.

Cleared-ground supplies #

SupplyEffect
Recovery kitBring back a lost unit on cleared ground.
Demolition chargeRemove an obstacle or cover on cleared ground. Bunkers can't be demolished.
Recruitment beaconRecruit a pawn next to the selected unit.
Intel scannerThe next board's patrol and ground show as ghosts. Broken Crown asks which exit.
Extraction flareReveal the landing zone and arm extraction. Its patrol still has to be cleared.
Field promotionPromote the selected pawn to the knight or bishop the squad lacks. Cleared ground only.
Salvage crateFour materiel, on the spot.

Materiel is the operation's currency: patrols broken pay it, a Salvage Crate pays four, and it recovers a casualty on cleared ground when you have no Recovery Kit (two, plus the piece's supply cost).

Using a supply #

USE on a card opens the picker: a large board where you choose the unit that receives or places the supply, then, for a placed or aimed supply (wire obstacle, armored cover, mine, breaching charge, drone strike), the target square. A squad-wide supply (resupply drop, recon drone, scanner, flare, salvage) only asks for a yes. Recovery goes casualty first, then the support unit the casualty returns beside. Mouse and controller use the same picker.