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Warfighter Universal Rulebook ..........................2 Settings and Eras ................................................3 Game Overview ..................................................4 Victory ................................................................4 Component Overview ........................................4 Mission Set-Up ....................................................8 Card Types ..........................................................9 Select your Mission card ..................................10 Purchasing Your Cards ....................................27 Playing Action Cards ........................................29 Initial Action Cards ............................................31 Sequence of Play ..............................................31 Soldier Actions ..................................................32 Soldier Activities ................................................33 Location Cards ..................................................34 Soldier Attacks ..................................................40 Hostile Cards ....................................................44 Event Cards ......................................................45 Hostile Turn ......................................................46 Soldier Wounds ................................................48 Completing the Objective ................................50 Shadow War ......................................................52 Campaigns ........................................................64 Medal Cards ......................................................69 Vehicles ............................................................70 Private Military Contractors (PMCs)..................72 Undead - Alternative WWII Setting ..................78 Player Campaigns ............................................80 Optional Rules ..................................................81 Credits ..............................................................81 April 2019

Transcript of Warfighter Universal Rulebook Layout 1 - 1ShoppingCart.com...Fiction rulebook. The inspiration for...

Page 1: Warfighter Universal Rulebook Layout 1 - 1ShoppingCart.com...Fiction rulebook. The inspiration for the Universal Rulebook came from the multi-era graphic. One afternoon, I felt inspired,

Warfighter Universal Rulebook ..........................2Settings and Eras................................................3Game Overview ..................................................4Victory ................................................................4Component Overview ........................................4Mission Set-Up....................................................8Card Types ..........................................................9Select your Mission card ..................................10

Purchasing Your Cards ....................................27Playing Action Cards ........................................29Initial Action Cards ............................................31

Sequence of Play..............................................31

Soldier Actions..................................................32Soldier Activities................................................33Location Cards..................................................34Soldier Attacks ..................................................40Hostile Cards ....................................................44Event Cards ......................................................45

Hostile Turn ......................................................46Soldier Wounds ................................................48

Completing the Objective ................................50

Shadow War......................................................52Campaigns........................................................64Medal Cards......................................................69Vehicles ............................................................70Private Military Contractors (PMCs)..................72Undead - Alternative WWII Setting ..................78

Player Campaigns ............................................80Optional Rules ..................................................81Credits ..............................................................81

April 2019

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The Warfighter Universal Rulebook

April 2019

- Dan Verssen

The first question you might have is, “What inspired theUniversal Rulebook for Warfighter?”

Well, quite simply, it was… you.

A while back, I designed the Frontline card game. It was acard game for 2 or more players, each card was a soldier,and you moved around and tried to eliminate the enemysoldier cards.

Looking back on it, the path to Warfighter can easily beseen.

Around that same time, I had designed the solitaire SpecialForces Vassal/PnP board game. You moved modern soldiercounters around maps, the game ran the bad guys, and youtried to complete missions.

This led to Rise of the Zombies, a card game for 1 or moreplayers where you moved through locations and killedzombies to reach the rescue helicopter before time ran out.

All of these games worked, but none of them really broughttogether the magic that I feel when a game really comestogether and all pistons are firing…

Until one day I saw a post on Facebook from a Rise of theZombies fan suggesting a modern military expansion. I likedit! And it would be so easy! All I had to do was swap outzombies for enemy soldiers, civilians for soldiers, andcivilian guns for military weapons, and it would be done! Icould wrap it up in a couple weeks, easy.

And I started reworking Zombies, and with each mechanic, Ifound better mechanics, and cooler ways to do things. Theidea of the all-in-one die roll for attack, penetration, reload,changed everything. Before long, weeks turned intomonths. After about 6 months, Warfighter was done andpolished, so we launched a Kickstarter with three (3!)mighty expansions. The Kickstarter did well, we publishedthe games, and I moved on to other designs having had agreat time with Warfighter.

Then, I started reading your posts on Facebook, and westarted receiving emails asking for more. Lots of emails andposts. Asking for lots more content. More Modern! Whatabout WWII? What about a fantasy dungeon crawl? Whatabout science fiction?

Between you and me, it was fantastic. I had never had agame so well received, and it was an amazing feeling. Anda responsibility.

Once we ventured into WWII, I knew I wanted all eras ofWarfighter to be compatible with all other eras. The idea oftaking a modern SEAL team into a fantasy world and firingLAW rockets at a dragon, while other SEALs fire M4s atOrcs, was just too cool to pass up.

And if SEALs can venture into a fantasy world, why can’t aband of dungeon heroes emerge from the mists to take onthe enemy soldiers of WWII?

For people who have one favorite era, and are notinterested in other eras, a Universal Rulebook provides allthe rules for each era, in one place. This means theFortification rules will work the same for the beaches of D-Day, as they do for storming a fantasy castle, or an enemy-held stronghold in Iraq.

This, however, stretched the system in directions it wasnever intended for. In a modern or WWII setting, meleeweapons and combat rarely occurs, so it can be keptsimple. On the other hand, melee combat is the primaryform of dealing with monsters in a fantasy setting. That, andmagic. I can assure you magic spells were never envisionedbeing part of the game when I was designing M4s for thestreets of Baghdad.

This meant I needed a system that could have M4s, LongSwords, Orcs, Taliban, Laser Rifles, Fireball spells, GermanSoldiers, Minor Heal spells, Deep Ones, Hind helicopters,Nazi Zombies, Mecko-Dogs, powered armor, ImperialJapanese Skeletons, Kevflex Body Armor, and Tiger tanks,all operating under the same set of rules. And doing sofluidly so it felt natural to players.

The biggest changes happened in the melee system. It hadto expand from an afterthought to a full-blown main game

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mechanic. Other areas also needed more detail, such asvehicles and aircraft. These played a minor role at the startof the game series, but now expanded into a larger role.Especially when players wanted to include a tank with theirsquad of soldiers.

All of these changes and additions, of course, causedchaos with the rulebooks. I wanted to keep all the rulesconsistent, to make learning the game and hoppingbetween eras to be as seamless as possible.

This became difficult when we had a Modern rulebook, aWWII rulebook, and soon a Fantasy rulebook and ScienceFiction rulebook.

The inspiration for the Universal Rulebook came from themulti-era graphic. One afternoon, I felt inspired, and startedmessing around with a graphic that showed the worlds thatWarfighter does, and will encompass.

That one graphic crystalized the idea that it is a unifiedgaming world, so why not have a unified rulebook?

It was a simple, and now obvious, solution. We could haveall the rules in one place. That would maximizeinteroperability between the different rulesets, by ensuringconsistency and playability.

I also look forward to expanding Warfighter to encompasseven more worlds. The Vietnam War is a much requestedera, as is World War I, and far-future Science Fiction. Wehave even started exploring the idea of strategic-levelWarfighter additions to the world. Instead of each cardrepresenting a soldier, each card will represent a division oran army.

Again, all because of you.

To bring things full circle, all this is because of you and yoursupport for our Kickstarters and retail stores. Because ofyou, Warfighter went from one boxed game and threeexpansions to a series that brings together Modern andWWII, and will soon expand to include Fantasy and ScienceFiction.

I thank you. I thank each and every one of you who hasmade this incredible journey possible.

settings and erasWarfighter now spans several Eras and Settings.

Eras are large blocks of time. At present, we have the ModernEra, and the WWII Era. The Korean War cards are part of theWWII Era. As we expand the series, we will also have theFantasy Era, Science Fiction Eras, and probably more.

Settings are specific situations within an Era.

WWII EraEuropean SettingPacific SettingKorean War SettingWWII Undead Setting

Modern EraDaytime SettingShadow War SettingPrivate Military Contractor (PMC) Setting

We have worked hard to make sure your Warfighter Soldiers,PMCs, Heroes, etc (“Soldiers” for short) can travel asseemlessly as possible between Settings and even Eras.

Travel Between Settings and ErasFor example, taking your WWII Pacific Soldiers to WWIIEurope (a change in Setting), or taking your Modern DaytimeSoldiers to WWII Pacific (a change in Era).

Your Soldiers can only have their inherent Era Skills and Gearcards. When playing the Mission, use the Action cards, Hostilecards, and Display Sheet of the Era and Setting they aretraveling to.

Example: Your WWII Pacific Soldier can use any WWII Era Skillsand Gear cards.

Example: If your Modern Shadow War Soldier, WWII EuropeanSoldier, and Fantasy Fighter wanted to explore a FantasyDungeon, they would each have the Skills and Gear of theirown Eras, and you would use the Fantasy Action card deck,Display Sheet, and Hostile cards.

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Game OverviewWarfighter is a fast-paced card game depicting a squad ofSoldiers engaging hostile forces. To succeed, your Soldiersmust complete a mission in enemy territory. They only havethe weapons and equipment they bring with them to battle theenemy forces they encounter, so planning and preparing forthe mission is vital to your success.

The Warfighter series features boxed core games that providethe basis for an Era or Setting, as well as expansion packs toadd Soldiers, Hostiles, Locations, Weapons, and more.

You can play solitaire, or work co-operatively with your friends,while the game controls the hostile forces. You win or lose thegame as a team.

The components and examples appearing in this rulebook aretaken from several Warfighter Eras. Unless noted otherwise, allrules apply to all Eras.

Any changes from the previous rulebook are in red text.

VictoryThe game immediately ends in success when you completethe Objective card’s requirements.

The game ends in failure if you run out of Game Turns, orwhen the last member of your team has zero Healthremaining.

Component OverviewTACTICAL DISPLAY SHEET

The Tactical Display Sheet is where you will place your carddecks, cards, and counters during the game.

KEYWORD SHEETThe Keyword sheet definesthe Keywords found on theWarfighter cards. If you seean unfamiliar word on a

card, reference the Keyword sheet for its rules.

MISSION CARDSYou will select one of these cards at the start of each Mission.

Mission cards give you theinformation needed to purchaseyour team and start yourMission.

OBJECTIVE CARDSYou will also select one of thesecards at the start of eachMission.

Objective cards detail theconditions that must be met tocomplete the Mission and winthe game.

LOCATION CARDSLocation cards detail the terrainyou travel through on your wayto your Objective.

There are Location Markercards in the Action card deck,indicating when to draw aLocation card.

Ent 4Light Jungle

JungleRein: 0-1

WP-44

LOCATION

Free to play. Environ: Fever 4+.Nature. Obstructed.

Hostiles

29- 130-49 250-74 375-99 5100-124 8125+ 11

2

Location Marker

WP-281

Discard this card anddraw a card from the

Location Deck.Add the Location card

to your hand.

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HOSTILE CARDSThe Hostile cards detail thethreats to your team during theMission.

Some eras, such as WWII, haveElite (more challenging) andFrontline (less challenging)Hostile cards. Separate theHostile cards into a Frontlinedeck and an Elite deck. Theyare easy to tell apart by theircard backs.

Other eras, such as Modern,have more than one type ofHostile. In the Modern era, theDrug Cartel Hostiles are theamong the least challenging,and the Eastern EuropeanHostiles are among the mostchallenging.

You will select one of theseHostile decks at the start ofeach Mission.

Only use one Hostile typeduring the Mission.

If you need to draw a Hostile card, and the Hostile Draw Deckis empty, shuffle the discards and re-form the Hostile DrawDeck. If there are no Hostiles in the Discard or Draw deck, donot place the Hostile.

EVENT CARDSThe Event cards representspecial situations on thebattlefield.

Roll Attack (Range 0‐1)5‐ Miss6‐8 1 Wound9+ 2 Wounds

Penetration 1.

Lone Soldier

3

0

E

WP-209

1

Easy Going

Permanently reduce theEntrance Cost of this

Location by 2.

WP-260

EVENT

SOLDIER CARDSThere are 3 kinds of Soldier cards: Squad Soldiers, Non-Player Soldiers, and Player Soldiers. Each player can playmore than one Soldier of any types.

Side Note: We do our best to give each Soldier card a uniquephoto. However, now that we have hundreds of Soldier cardsin print stretching back several years, we sometimesaccidently re-use a photo. Please know that we go to everyeffort to minimize how often this happens.

Squad Soldiers come as theyare shown on their cards.These are good low-costSoldiers to fill out your team.

Some of them have Skill cards,Weapon cards, or Equipmentcards.

Non-Player Soldiers (NPS) comewith the predesignatedWeapons, Equipment, and Skillsnoted on their cards.

These are mid-cost Soldiers, andare good at supporting yourmain Player Soldiers.

Player Soldiers have a hand ofAction cards and can beequipped with the Weapons,Skills, and Equipment of yourchoosing.

These are your most costly andhighly-skilled Soldiers.

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SKILL CARDSYou can purchase Skill cards toimprove your Player Soldier’sabilities.

Skills cannot be transfered toother Soldiers.

Nation Skill cards are specificto each Nation in the game.These cards give the Soldiersof each Nation a unique feel.Purchase these Skill cards asnormal. Some Nation cardshave a Pre-Requisite (Pre-Req).The Soldier must meet thisrequirement to purchase thecard.

Example: A Nation card has aPre-Req of “Marines only”. Inorder to purchase the card, aSoldier must belong to the

flagged Nation, and be a Marine.

Specialist Skill cards groupseveral Skills together onto thesame card. This allows theSoldier to gain the listed Skillswhile paying fewer ResourcePoints.

Gather the listed Skill cards asnormal for reference during theMission. The Soldier gains allthe listed Skills for the cost ofthe Specialist card, instead ofpaying the individual cost foreach Skill card.

To purchase a Specialist card, the Soldier must meet thenoted Pre-Reqs listed on the Specialist card. The Soldier musthave the minimum RP cost or higher printed on the card, aswell as any other noted requirements.

Example: A Specialist card has the Pre-Req of “Veteran, Printed21+ RP.” In order to purchase the card, a Soldier must have theVeteran Skill, and have an RP cost of 21 or more on the Soldiercard.

Soldiers are still only allowed to have one instance of eachSkill card.

WEAPON CARDSYou can purchase Weaponcards for your Player Soldiers.

Player Soldiers may freelytransfer Weapons to otherPlayer Soldiers in their sameLocation card.

EQUIPMENT CARDSYou can purchase Equipmentcards for your Player Soldiers.

Player Soldiers may freelytransfer Equipment to otherPlayer Soldiers in their sameLocation card.

Weapons and Equipment arecollectively known as Gear.

SERVICE RECORDSNot all eras have ServiceRecord cards.

You can purchase ServiceRecord cards for your Soldiers.

These cards show the pastbattles your Soldier fought in.

Service Records cannot betransfered to other Soldiers.

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ACTION CARDSPlayer Soldiers draw, hold,discard, and play Action cardsduring the game.

Each Action card details itsgame effect.

Action cards cannot betransfered to other Soldiers.

DICE10-sided dice are used for all die rolls,except to Defeat Cover. You will roll a 6-sideddie to Defeat Cover. If your 10-sided die hasa “0” facet, treat it as a “10”. A d20 is used ifyour Soldier has Armor Equipped.

Some Weapon, Skill, and Equipment cards modify your dierolls.

TIMER COUNTERThe Timer counter tracks the number of Turnsremaining in the Mission.

INACTIVE COUNTERAn Inactive counter is placed on the Objectivecard at the start of the Mission. Once youActivate the Objective card, discard this counter.

SOLDIER IDENTIFICATION COUNTERSEach Soldier Identification counter has a number.

There are two of each of these numberedcounters. You will place one on the Soldier’s card,

and the other on the Soldier’s current Location card.

HOSTILE TARGETING COUNTERSEach Hostile Targeting counter is numbered.There are 4 copies of each numbered counter.You will only use the Hostile Targeting countersthat have the same number as a Soldier

Identification counter. Place the Hostile Targeting counters intoan opaque cup. You will draw these counters to determinewhich Soldier a Hostile is targeting.

ACTION COUNTERSEach Soldier has two Actions perSoldier Turn unless otherwise notedon the card. As your Soldier uses anAction, flip the Action counter to the

“USED” side. At the start of the next Soldier Turn flip themback.

AMMUNITION COUNTERSMost Weapons come with severalAmmunition counters. You will placethese Ammo counters on yourWeapon cards.

GEAR AND GRENADE COUNTERS

There are also several types of counters used to track thenumber of Grenades and Equipment your Soldiers carry.

HAND TO HAND COUNTERSWhen a Soldier Engages a Hostile in Hand toHand (HtH) Combat, place one of these counterson that Hostile card.

SERVICE RECORD COUNTERSThese counters will beplaced on your ServiceRecord cards to showhow many times you can

use each Service Record Skill.

HARDY COUNTERSThese counters will be expended to overcomeharsh Environmental conditions.

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EXPERIENCE COUNTERSEach Experience counter representsone or two Experience Points (XP).Some Soldiers start with ExperiencePoints. You will gain Experience Points

when you Kill the last Hostile on a Hostile card.

SUPPRESS/EKIA COUNTERSPlace these counters on a Hostilecard each time you inflict an EnemyKilled In Action (EKIA) or Suppressresult from your Soldier’s Attack.

WOUND COUNTERSWound counters will be used to trackthe reduction in a Soldier’s Health.The reverse of these counters areTreated Wound counters, used to

track Wounds that cannot be Healed again.

BANDAGE COUNTERSFour Bandage counters come with each First AidKit Equipment card you purchase.

mission SET-UpSELECT NATIONSelect the Nation of your Soldier cards.

Any card which is specific to one or more Nations willshow the Nation's flag in the upper left corner. Thesemay include Weapon, Skill or Equipment cards, and

can only be used by Soldiers from that Nation. If there is noflag in the corner, it can be used by any Nation.

Select the Region of the Mission, Location, and Objectivecards. This can be Europe, Far East, Jungle, etc.

Select the Nation of the Hostiles you are facing, as well astheir quality level.

Choose between Frontline Hostiles (F) and themore difficult Elite Hostiles (E). All Hostiles inyour Hostile deck must be of the same level.

Not all eras have Elite and Frontline Hostiles. Some erasseparate the Hostiles by type/difficulty.

Example: The Modern era includes Middle East, Cartel, EasternEuropean, and more.

Lone Soldier

3

0

E

1

Lone Soldier

2

0

F

1

CREATE THE BATTLEFIELDDeploy the Tactical Display Sheet

Place the Tactical Display Sheet on the table.

Your Soldiers will always be in a Location card. Mission andObjective cards are considered to be Location cards. TheMission card and Objective card are the first and last Locationcards of a Mission.

Deploy The DecksShuffle the following decks: Hostiles, Locations, Events, andAction cards.

Place each deck face down on the Tactical Display Sheet’srespective Deck Areas.

Place the Keyword sheet nearby for easy reference.

Card Text and DecksWhere the text on a card conflicts with the Rulebook, the cardtakes precedence over the Rulebook.

When a deck is depleted, gather the cards from the discardpile, shuffle the cards, and form a new deck.

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1 - Title: For flavoronly.

2 - Region: Whereyour Mission takesplace.

3 - Entrance Cost:The Action carddiscard cost toenter the Location.The higher thenumber, the harderit is to Enter theLocation.

4 - Resources: Thenumber of Resource Points you have to build your teamand equip them for this Mission.

5 - Time: The number of Game Turns you have tocomplete the Mission.

6 - Objective: Specifies where to place the Objective cardalong the Tactical Display Sheet’s Mission Path.

7 - Loadout: Adjust each Player Soldier’s Loadoutrating by this modifier. Non-Player Soldiers and SquadSoldiers ignore this adjustment.

Example: A Player Soldier has a Loadout of 12. TheMission has a Loadout penalty of -5. The Soldier’sLoadout is reduced to 7.

8 - Engage in Hand to Hand: The Action carddiscard cost to engage a Hostile card in Hand toHand combat.

9 - Special Notes: Special notes relating to theMission.

Example: When you playthe Still Waters Missioncard, you know theMission will take place inthe Jungle, you will have114 Resource Points touse toward creating yourteam, you will have 18Game Turns to completeyour Objective, which isfound in Location #9 andthere is -5 Loadout tohow much your Soldierscan carry.

MISSION CARD DETAILSm

is

si

on

ca

rd

s

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SELECT YOUR MISSION CARDChoose a Mission cardbelonging to the Region youselected.

Mission TypesWarfighter features several types of Mission cards. StandardMission cards are found in the Core Games. The other Missiontypes are found in the Expansion Packs.

Standard MissionThese Mission cards detail aStandard Mission. Your Soldiersbegin in the Mission card, advancethrough a number of Locationcards, and finally enter anObjective card and overcome thefinal obstacle to complete theMission.

Escape MissionYour Soldiers travel through theseMissions backwards. Soldiersbegin in the Objective card andtravel backwards to the Missioncard.

The Objective card begins theMission Active. Draw Hostilecards for the Objective card afterthe Advance Mission Timer stepof the first Mission turn.

All Soldiers must be in theMission card to complete the

Mission. Soldiers cannot be Removed from these Missions.All Downed Soldiers are KIA. Some card effects addHostiles to Location cards. Do not add Hostiles to theMission card.

In regard to the Keywords Front-most, Rear-most, Beyond,and Behind, treat the Objective card as being the Missioncard, and the Mission card as being the Objective card.

Shadow War MissionsPlace the Insertion card and Extraction card next to theMission card. Resolve the Extraction as normal.

Holding Action Mission

Your Soldiers must keep Hostile cards out of the Objectivecard throughout the duration of the Mission.

Holding Action Missions have special set-up rules andMission rules.

Set-UpAt the start of a Holding Action Mission, place a "HoldingAction Mission. The Front." Mission card in Location #1,and a "Holding Action Mission. Fallback Position."Objective card in the Objective's Location.

Draw and place a random Location card for each of theother Location spaces, and then place all Soldiers in theObjective card.

During the MissionDraw a Hostile card for each Location (other than theMission and Objective cards) each Soldier Turn after theEnvironment step.

Ignore any text on the Hostile cards relating to “Place”.

During the Hostile’s Close Range step, instead of Hostilesautomatically Moving closer to Soldiers, roll a die for eachHostile. Move the Hostile one Location closer to theObjective if the roll is 2 higher than the Entrance cost of theLocation it is about to Enter. Do not roll for a Hostile if it has1 or more Suppress counters.

Example: A Hostile is about to Enter a Location with anEntrance cost of 3. The Hostile must roll 5 or higher toMove into that Location.

Perform the Hostile Reinforcement Draw step as normal.

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Ignore Hostile abilities and Keywords that adjust the Timer,Place, or Maintain.

If you have a card effect that can add Mission Time, youcan use it to reduce Mission Time.

Do not perform the Hostile Turn on the last Turn of theMission.

If there are Hostile cards in the Objective card at the end ofa Soldier Turn, end the Mission. You have failed.

To complete the Mission, you must have no Hostile cardsin the Objective card at the end of each Soldier Turn, untilthe end of the Mission.

Hold The Line Mission

Your Soldiers must keep the Location cards clear of Hostilecards to complete the Mission.

Set-UpBegin the Mission with a "Hold the Line Mission. LeftFlank." Mission card in Location #1, a "Hold the LineMission. Right Flank." Mission card in the Objective'sLocation, and draw and place a random Location card foreach of the remaining Locations. Redraw, and keepredrawing, for any Locations drawn that have a Rein of"None".

Place your Soldiers in any of the Location cards, includingthe Mission card and Objective card.

During the MissionDraw a Reinforcement for each Location (checkingReinforment values and Hostile values as normal), Mission(if it has a Reinforcement value), and Objective card eachGame Turn.

Ignore text on Hostile cards relating to “Place”.

If you have a card effect that can add Mission Time, youcan use it to reduce Mission Time.

Example: The Wrist GPS Equipment card adds 2 extra Turnsto the Mission Time. If a Soldier equips this, immediately

subtract 2 Turns from the Mission time.

If there are Hostile cards in play at the end of a SoldierTurn, end the Mission. You have failed.

To complete the Mission, you must have no Hostile cardsin play at the end of each Soldier Turn, until the end of theMission.

Shore Defense MissionA Shore Invasion Mission is aspecial kind of Mission firstappearing in WWII Expansion#43 Shore Invasions.

Shore InvasionMissions beginwith yourSoldiers in aLanding Craftin the Missioncard. You mustfight your way

out of the Mission card,through the Surf, across the

Beach, and finally to the Objective.

Set-Up

To set up your Mission, select: a Shore Mission card forLocation #1 and a Shore Objective for Location #4.

Also, select a Landing Craft Equipment card, and place it nextto the Mission card.

Purchase your Soldiers and Gear as normal, except you maynot purchase or use Smoke Grenades during the Mission.

Once you have completed these steps, draw a random SurfLocation card for Location #2 and a random Beach Locationcard for Location #3.

Also, draw Shore Defenses Hostile cards for the ShoreDefenses Objective card.

FortificationsIf you are using the Fortification expansion, draw a Fortificationcard for the first Hostile card for the Shore Defenses Objective.

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Do not use a Fortification Objective. Use the Shore AssaultObjective.

During the MissionYou are now ready to begin.

Any Soldiers in the Mission card suffer the limitations listed onthe Landing Craft card.

Hostile cards do not start in, or Enter, Location cards #1, #2,or #3. Place, or keep, Hostile cards in the Shore Objectivecard.

Draw all Reinforcement Hostiles from the normal Hostile deck.

The Shore Defenses Objective card and Shore DefensesHostile cards begin the Mission Active.

Airborne MissionAn Airborne Mission is aspecial kind of Mission firstappearing in WWII Expansions#24, #25, and #40.

Airborne Missions begin withthe Soldiers being delivered tothe start of the Mission byeither Parachutes, or in aGlider. Once the Mission isunderway, Airborne forcesmust operate behind enemylines, cut off from supportforces, until their Mission iscomplete. The Landing Zone

and Enemy Lines cards simulate the difficulties of AirborneMissions.

Set-UpTo perform an Airborne Mission,select an Airborne Mission card.Only Airborne Soldiers mayparticipate in Airborne Missions.Select Airborne Player Soldiers,Non-Player Soldiers, and SquadSoldiers as normal.

Select an Objective card asnormal.

Your Soldiers must be deliveredto the Mission card with a Glider,or with Parachutes. Decide if you

will use a Glider or Parachutes when selecting your forces.

If you selected Parachutes, refer to the rules on the ParachuteEquipment card. All Soldiers must be Equipped with aParachute.

If you selected a Glider, refer to the rules on the GliderEquipment card. All Soldiers must arrive in the Glider.

Shuffle the Landing Zone cards and place the deck next to theTactical Display Sheet. If you have multiple Airborneexpansions, you may combine the Landing Zone cards toform a single deck.

Shuffle the Enemy Lines cards and place the deck next to theTactical Display Sheet. If you have multiple Airborneexpansions, you may combine the Enemy Lines cards to forma single deck.

You are now ready to begin.

During the Mission

At the start of the 1st Turn, draw a Landing Zone card andapply its effect. Do not draw Landing Zone cards after the 1stTurn.

At the start of each Game Turn, starting with the 2nd Turn,draw and resolve an Enemy Lines card.

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Fortification MissionA Fortification Mission is a special kindof sub-Mission first appearing in WWIIExpansion #45.

Set-UpSelect a normal Mission card and aFortification Objective card. Find theHostile card that is “Present” on theFortification Objective card, and placeit next to the Objective card. Shufflethe Fortification Hostile cards and

draw one for each Location that will be placed during theMission.

Example: The Objective is in Location #5, so there will be 3Location cards. Draw 3 Fortification Hostile cards.

Turn the Fortification Hostile cards face-up and examine them.You are free to examine them at any time throughout theMission.

During the MissionWhen you draw Hostiles for a newLocation, randomly select one of theFortification Hostile cards you setaside. Then, draw the remainingHostiles as normal from the Hostiledeck.

Example: You place a Location with aHostile value of 5. You draw and placea value 1 Fortification card. You thendraw from the standard Hostile deck,and draw a value 3 Hostile, and finally

a value 2 Hostile.

If the Fortification card has Overkill, and cannot be placed,draw a card at random from the unused Fortification Hostilecards. Continue redrawing until a Fortification Hostile card canbe placed.

JTAC MissionJTAC (Joint Terminal AttackController) Missions have yourSoldiers using a laserdesignator to illuminate a targetfor an airborne weaponplatform to destroy with bombsor missiles.

Some Objective cards have the“JTAC Attacks only” notation.These Objectives can only beDestroyed by JTAC Attacks.

JTAC Target Designator CardRequired to perform a JTAC Attackon an Objective. You must purchaseand assign this Gear to a Soldier asnormal.

JTAC Attack Platform CardRequired to perform a JTAC Attackon an Objective.

JTAC Guidance CounterUse these counters to record your accumulatedJTAC Guidance Points.

During the MissionTo complete these Missions, you must purchase a JTACTarget Designator and a JTAC Attack Platform during Set-Up.You can only perform JTAC Attacks against designatedObjective cards.

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To perform a JTAC Attack, you must move the JTACDesignator Equipment card within Range of the Objectivecard. The Ranges are listed on the Designator card.

Once you have the Designator in Range, the equippingSoldier may begin paying Actions to generate GuidancePoints for one designated JTAC Attack Platform. Each time theSoldier pays an Action, roll a die, reference the chart on theDesignator cards, and apply the listed modifiers. The result isthe number of Guidance Points generated. Use a JTACGuidance counter to record the Guidance Points for futurereference. You may spend Actions and accumulate GuidancePoints for one or more Turns.

Only one Designator may generate Guidance Points for eachJTAC Attack Platform.

You must Activate the Objective before you can startgenerating JTAC Guidance Points against it.

During the Soldier Turn, you may declare the JTAC AttackPlatform’s Attack on the Objective. Doing so is not an Action.

Roll the number of Attacks noted on the JTAC Attack Platformcard, reference the Attack chart, and apply the GuidancePoints’ modifier to each roll. The result of each roll is thenumber of Damage Points inflicted on the Objective.

You Destroy the Objective if you inflict the number of JTACAttack points of Damage listed on the Objective card.

For each point of Damage inflicted on the Objective, Eliminate1 random Hostile in the Objective card. Gain XPs as normal.

Immediately move the Noise counter to the Alarm Soundedspace on the Tactical Display Sheet.

Roll as noted on the JTAC Attack Platform card for eachSoldier that was at the listed Range from the Objective duringthe Attack to determine if that Soldier was also Downed by theAttack.

Example: You have selected an AN/PED-1 and MQ-9 Reaper foryour Mission. Your Soldier moves the AN/PED-1 within 1Location of the Objective. You spend 1 of the Soldier’s Actionsto make a Guidance roll. You roll a 6, and gain 1 Guidance. Youthen spend 2 XP to boost the roll to an 8. This gives you 2points instead of 1. On the Soldier’s next Turn, you spendanother Action, roll an 8 and get more Guidance Points, for atotal of 4. You continue to spend Actions Turn after Turn untilyou have accumulated 10 Guidance Points. You then declarethe Reaper Attack. 10 Guidance Points gives you a +2 modifieron your 2 Reaper rolls. You roll a 5 and 8, which become a 7and 10, and you inflict 2 Hits on the Objective.

You may only perform 1 JTAC Attack Platform Attack duringthe Mission.

Raid MissionThese are two-part Missions.First, complete the Mission asspecified. You may not selectan Escape Mission Objective.

Once you complete theMission, perform an EscapeMission from the Objective cardback to the Mission card.

Meltdown MissionThese Missions have theSoldiers racing against animpending disaster while tryingto complete the Objective.

Set-UpThe Mission card designates aMeltdown number “(x)”.

Place the Meltdown Progresscounter on the noted

number of the Mission TimerTrack.

Example: The Mission card notes “Meltdown (22)”, place theMeltdown Progress counter on Turn 22 of the Mission TimerTrack.

During the MissionEach time a Hostile Attacks and does not inflict aWound or Kill, place 1 Meltdown Damage counteron the Mission card. Also, place 1 MeltdownDamage counter on the Mission card for each die

rolled for an Explosion Attack (do not do this for Weaponsused as a Distraction).

Each time you advance the Timer counter, advance theMeltdown Progress counter a number of spaces equal to thenumber of Meltdown Damage counters that are on the Missioncard.

Example: There are 3 Meltdown Damage counters on theMission card. At the end of the Turn, you advance the Timercounter 1 space. You also advance the Meltdown Progresscounter 3 spaces.

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Once you complete the Objective, stop moving the MeltdownProgress counter as you have completed the Mission.

If the Meltdown Progress counter reaches 0, the target isdestroyed, Down all Soldiers, and you fail the Mission.

Sabotage MissionThese Missions have theSoldiers tasked with destroyingthe target through acts ofsabotage.

These Missions will commonlybe paired with a secondMission type, such asMeltdown.

In order to complete theseMissions, the target must beDestroyed by the means notedon the Mission card.

Damaging LocationsDuring Sabotage Missions, yourSoldiers inflict Damage on thetarget, usually by using their Hackand Pick Abilities.

When you place one of these Locations into play,place an “Unresolved” counter on it.

When you meet the noted condition, flip thecounter to its “Resolved” side.

Example: Referencing the example card shown, ifyou make a successful Hack roll, you place 1

Meltdown counter, generate 3 Noise, and flip the counter to itsResolved side. During Hostile Turns, you will also roll todetermine if a Hostile Technician Arrives in the Location on aroll of 1 to 5.

Many Sabotage Missions include Hostile cards that can Repairthe damage you have inflicted on Locations. These Hostileshave the “Repair” ability noted in their card text.

Technicians enter play in responseto a Location’s “Arrival” Keyword.

During the Hostile ReinforcementDraw step, roll a die for eachLocation with a Resolved counterand the Arrival Keyword. If the roll isin the noted range, look through theHostile deck, or cards placed off tothe side, and place the noted Hostiletype in the Location.

If the Location already has a noted Arriving Hostile present, donot roll.

Example: A Location card has “Console Station (Hack, +1),Success: Place 1 Meltdown Damage counter, and“Technicians” Arrive (1-5).”

Your Soldier makes a successful Hack roll, triggering theSuccess text.

During the next Hostile Reinforcement Draw step, there is noTechnician in the Location. You roll a die and get a 3. You placea Technicians card in the Location.

During the Hostile Attack step, roll a die for each Technician. Ifthey roll a Successful Repair, flip the counter from its Resolvedside back to its Unresolved side, and undo the Success effectyou inflicted.

Example: The Technicians card has a Repair 6+/8+ notation.The Location has a Resolved counter and due to the Successtext, you placed a Meltdown Damage counter on the Missioncard. You roll during the Hostile Attack step for the Techniciansand get a 7. The Technicians succeed and flip the counterback to Unresolved, and discard 1 Meltdown Damage counterfrom the Mission card. If the Technicians had suffered aSuppress or EKIA, they would have needed an 8+ to succeed.

Treat Technicians as normal Hostiles when Attacking them.

A Repaired Location may be Damaged/Resolved by yourSoldiers again, as before. If you do, roll for Arrival as normal.This repeats until the end of the Mission.

Sabotage (Meltdown) MissionThe Soldiers must perform the activities noted on the Locationcards to set the Meltdown Progress counter in motion. Tocomplete the Mission successfully, the Meltdown Progresscounter must reach 0, and your Soldiers must be Extractedbefore the Timer and Meltdown counters reach 0.

Example: The Mission card has the Sabotage (Meltdown)Mission type. The Soldiers must arrange for the target to beDestroyed by Meltdown Progress, and they must besuccessfully Extracted before the Meltdown and Timercounters reach 0.

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Set-UpSet up the Mission as normal.

During the MissionResolve the Mission as normal. You may Move your Soldiersto the Extraction card, and attempt to Extract them at any time.

If the target has not been Destroyed when the Timer counterreaches 0, continue resolving Turns for Technician Arrival,Repair attempts, and Meltdown Progress to determine if theTechnicians can prevent the Meltdown Progress counter fromreaching 0.

Assault MissionYou may declare any type of Mission to be an Assault Mission.Shuffle and place the Fortifications deck within easy reach.Fortifications first appeared in WWII Expansion #45. You mustselect an Assault Objective. The first Hostile placed for eachLocation must come from the Fortifications deck.

K9 MissionIf a K9 Soldier istaken on aMission, shuffleand place theK9 Encounterdeck next to theHostile deck.

Each pair ofHandler and K9cards have the

same photo and note. You cannot take a K9 with a Soldierwho is not their Handler. A Handler can participate in aMission without their K9.

Do not Draw Hostile Targeting counters for K9 Soldiers.

A Handler and their K9 must always be in the same Location.When a Handler performs a Move, the K9 must also performthe Move at the same time. The Handler pays the Entrancecosts for both Handler and K9. If the Handler cannot pay bothcosts, the pair cannot Move.

K9 Soldiers do not have Actions. K9 Soldiers do not payActions to Move. K9 Soldiers cannot perform Attacks againstHostiles.

K9 EncountersPlace the K9 Encounter cards nextto the Hostile deck. Before youplace a new Location’s Hostilecards, draw 1 card from the K9Encounter deck. The number in thetop right corner shows the Hostilevalue of that K9 Encounter.

If a Handler and their K9 are the firstSoldiers to Enter the card, roll onthe K9 Encounter card. If all rolls are

successful, gain the noted Reward. If any roll fails, suffer theFailure.

Do not gain XP for the Encounter’s Hostile value.

If a Soldier other than a Handler and their K9 is the first toEnter, the K9 Encounter card rolls are automatically failed.

When a Soldier Enters a Location with a K9 Encounter, thetop-most note designates whether the K9 or the Handler mustperform the first roll.

K9 Soldiers have 4 Ability Modifiers: Bomb, Friendly, Rescue,and Threat. When a K9 performs a roll, apply the number inthe parentheses.

Example: This Encounter’s first roll has a (Bomb, -1) notation.Gizmo succeeds on a Bomb roll of 5 or higher. This Encounterhas a -1 modifier. Therefore, Gizmo must roll a 6 or higher tosucceed on the roll.

Some rolls have conditional modifiers.

Example: In the “Buried Explosive” Encounter, under the K9roll, you may pay 1 Discipline to add 4 to your roll. Under theHandler roll, there are multiple modifiers. The first allows you topay an XP to add 1 to your roll, and the second allows you todiscard 2 cards to add 3 to your roll. If you can meet themodifier, you can pay it, and gain the bonus.

You do not have to use the modifiers if you can meet theirrequirements. You must pay the requirements beforeperforming each roll.

Some Encounter cards give you a choice if you fail a roll. Forthese cards, you can either accept the minor harmful effect, ortry a fresh Ability roll, at the risk of suffering a major harmfuleffect

Example: Wong and Gizmo are in Location #2. Wong places anew Location with a total Hostile value of 5. You start bydrawing a K9 Encounter. The K9 Encounter is “BuriedExplosive”. Do not draw other Hostile cards until you resolve

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this card. The Location has an Entrance cost of 5. Wong mustdiscard 2 cards to Enter for himself, and 1 card for Gizmo,totaling 3 discards. Wong can decide to Ignore the Encounter.On a roll of 3 or higher, the Encounter is discarded. On a roll ofa 2 or less, Wong would suffer the Failure text on theEncounter.

Wong decides not to Ignore the Encounter. The first roll ismade by the K9, and it is a Bomb type roll. Gizmo has a Bomb5+, meaning he succeeds on a 5 or higher. This Encounterhas a -1 modifier decreasing Gizmo’s chance of success to a6+. Gizmo can pay 1 Discipline to add 4 to the roll. You decideto pay the Discipline and perform the roll. Gizmo rolls a 4, andadds 4 due to paying the Discipline, totaling 8. As this total is 6or higher, Gizmo succeeds on the roll.

Next, is a Handler roll, so Wong must roll his Handler skill of a7+. Wong discards 2 cards to add 3 to his roll, but decides notto pay the XP. Including the +3 modifier, Wong rolls a 9, andsucceeds. He gains the Reward listed on the card.

If he had rolled a 2 + 3 = 5, he would have failed. At this pointyou can either accept the Failure result and have Wong andGizmo each suffer 1 Wound, or you can have Gizmo make anew K9 attempt. To do so, Gizmo needs to roll a 5 or higherwith a -1 modifier, a 6+ to succeed. You must pay anotherDiscipline if you would like the +4 modifier on this roll. If theroll succeeds, you gain the Reward, if it fails, you suffer theFailure text and both Wong and Gizmo are Killed.

DisciplineK9 Soldiers have the DisciplineStat. Discipline gives the K9bonuses on most K9 Encounters.At the start of the 1st Turn, placeDiscipline counters on the K9 card

equal to the K9’s Discipline Stat. When a notesays to pay Discipline, expend the Discipline amount fromyour K9.

Handler AbilityAll Handler Soldiers have a HandlerAbility. In order to complete some K9Encounters, the Handler must roll theirHandler Ability or higher.

K9 ObjectivesIf a K9 is brought on a Mission, youmust choose one of the K9Objectives. Upon successfullyresolving the Objective, theMission is complete.

Placing the Mission CardPlace your selected Mission card on the Tactical DisplaySheet on the Location #1 Mission card space on theMission Path.

Put the other Missioncards aside, as you willnot use them during thisMission.

The number of Turnsyou have to completeyour Mission is found onyour Mission card.

Place the Timer counteron the Mission TimerTrack on the TacticalDisplay Sheet.

Example: If the Mission cardspecifies “Time: 18”, thenplace the Timer counter on the“18” on the Mission TimerTrack.

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1 - Objective:The conditionsthat must be metto complete thisMission.

Some Objectiveshave Keywordsdescribing whatyou must do tocomplete theMission. Theseare found in theKeyword sheet.

2 - Reinforce:The exact point value of Hostile cards that can arrive inthis Location.

Example: The Reinforce value is 0-1. You draw aHostile card during the Draw Reinforcement stepand check its Experience value. If the value is 0 or1, add the Hostile card to the Location. If it is anyother value, discard the Hostile.

3 - Engage in Hand to Hand: The Action cost to engagein Hand to Hand combat.

4 - Hostiles: The total value of Hostile cards that appearwhen you Activate this card is based on your Team’scurrent Resource Point value.

Example: When you Activate the River Crossing Objective,your Team's current Resource Point value is 114. Whendrawing Hostiles, you check the Hostiles table and see thathaving 100-124 Resource Points causes you to draw 9points of Hostiles.

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Choose anObjective card fromyour selectedRegion.

Place it on theLocation numberspecified on theMission card.

Example: The Still WatersMission card specifies“Objective: #9”. Place theselected Objective card on the#9 space on the TacticalDisplay Sheet.

Place the other Objective cards aside, as you willnot use them during this Mission.

Ent 0Still Waters

Jungle

Resources: 114Time: 18Objective: #9Loadout: ‐5

=MISSION=

2

Place the Inactive counter on the Objective card.

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1 - Nation: Indicates the Soldier’s Nation.

2 - Name of Soldier: Only one instance of each Soldiercard can be purchased for a Mission.

Example: You have 2 copies of Player Soldier Duncan. Only1 copy of Duncan can be used in a Mission.

3 – Resource Cost: The cost in Resource Points to selectthis Soldier.

4 - Movement: The Movement value reduces the number ofAction cards that the Soldier has to pay toward a Locationcard's Entrance cost. Other Player Soldiers cannot discardAction cards for your Player Soldier.

Example: A Location has anEntrance cost of 4 and yourSoldier has a Movement valueof 2. You would only need todiscard 2 Action cards toEnter the Location.

5 - Terrain Cover: Hostiles must roll this number or higheron a 6-sided die to Defeat the Soldier’s Terrain Cover duringan Attack.

Example: A Hostile is attacking Player Soldier Duncan. TheHostile must roll a 2 or higher on a 6-sided die to overcomeDuncan’s Terrain Cover.

6 - Soldier’s Health: A Soldier can hold a number of Actioncards equal to the Health value. Each Wound a Soldiersuffers reduces the Health (and Hand Size) by one card.

If the Player Soldier ever reaches 0 Health, the Soldier isDown (incapacitated) and can no longer participate in theMission.

Ent 4Light Jungle

JungleRein: 0-1

LOCATION

2

7 - Soldier’s Loadout: A Soldier can only holdWeapons and Equipment up to the noted Loadoutvalue. A card’s Resource cost is also its Loadoutweight unless otherwise noted.

Example: An M1 Carbine costs 2 Resource Points. Ithas a Loadout weight of 2.

Example: An M1 Rifle has aResource cost of 2, but as noted onits card, it has a Loadout weight of 4.

8 - Soldier’s Hand to Hand (HtH) Skill: Modifies aSoldier’s Hand to Hand Attack rolls.

Example: Duncan adds 1 to his Hand to Hand Attackrolls.

9 - Soldier’s Skills and Abilities (if any): Any of theSoldier’s inherent Skill cards and Abilities are listedhere.

Example: Duncan freely starts the game equipped withthe Gung Ho and Hip Shooter skills, draws 1 Actioncard at the start of each turn due to Combat Experience,and starts with 1 Hardy (Hot) counter.

Soldier inherent Abilities include: CX, XP, Shadows,Pick, and Hack. To purchase some Skill cards, theSoldier must have the noted Ability as a pre-requisite.Some Location cards will also refer to an Ability as partof the card’s text. Abilities are defined on the Keywordssheet.

The stated RP cost of the Soldier includes all the Skillsand Abilities listed on the card, and these do not haveto be added or calculated as a separate cost.

Ranged

1939

6.30-06Ammo

M1903A4 ScopedRifle

2Loadout 4

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Non-Player Soldiers (NPS) start the game with theWeapons, Skills, and Equipment cards noted on theircards. They do not have a hand of Action cards. Youchoose how they use their Actions each Soldier Turn.

1 - Nation: Indicates the Soldier’s Nation.

2 – Name of Soldier: Only one instance of each Non-Player Soldier card can be purchased for a Mission.

Example: You have 2 copies of NPS Nurke. Only 1copy of Nurke can be used in a Mission.

3 – Resource Cost: The cost in Resource Points toselect this Soldier. All their Weapons, Equipment, andSkills are included in the NPS’s cost.

4 - Movement: Since a Non-Player Soldier does nothave a hand of Action cards, if the Movement value isless than a Location’s Entrance cost, Player Soldierson the team must discard their Action cards for theSoldier to enter the Location card.

Example: Non-PlayerSoldier Nurke isEntering the LightJungle Location card.

The Light Jungle has an Entrance cost of 4 and Nurkehas a Movement value of 1. Player Soldiers mustdiscard 3 Action cards so Nurke can enter the LightJungle Location.

5 - Terrain Cover: Hostiles must roll this number orhigher on a 6-sided die to Defeat the Soldier’s TerrainCover during an Attack.

Ent 4Light Jungle

JungleRein: 0-1

LOCATION

2

6 - Soldier’s Health and Actions: Each NPS receivesActions to use each Soldier Turn based on the currentHealth. The numbers in the top row show the Soldier’scurrent Health. The numbers in the “Actions” row show howmany Actions the Soldier can use.

Example: Nurke begins with 2 Health. Whilst he has 2 Healthhe gets 2 Actions each turn. When he is reduced to 1Health, he only gets 1 Action each turn.

If the Non-Player Soldier ever reaches 0 Health, the Soldieris Down (incapacitated) and can no longer participate in theMission.

7 - Soldier’s Weapons, and Equipment: A Non-PlayerSoldier has only the Skills, Weapons, and Equipment listedon the card.

Whomever is playing the Non-Player Soldier can choosewhich of the Soldier’s Weapons to use for an Attack.

You cannot purchase extra Ammo for a Non-Player Soldier,but you can pass Ammo to the Non-Player Soldier duringthe Mission, and the Non-Player Soldier can pass Ammo toother Player Soldiers and Non-Player Soldiers.

A Non-Player Soldier can never have more Ammo than theWeapon originally held.

8 - Soldier’s Abilities and Skills (if any): Any of theSoldier’s Abilities and Skill cards are listed here.

9 - Soldier’s Hand to Hand (HtH) Skill: Modifies aSoldier’s Hand to Hand Attack rolls.

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Squad Soldier cards do not have Action cards, Weaponcards, Skill cards, or Equipment cards.

They can only use the information on their cards which mayinclude Weapon cards, Skill cards, and Equipment cards.

1 - Nation: Indicates the Soldier’s Nation.

2 – Name of Soldier: Only one instance of each SquadSoldier card can be purchased for a Mission.

Example: You have 2 copies of Squad Westlake. Only 1 copyof Westlake can be used in a Mission.

3 – Resource Cost: The cost in Resource Points to selectthis Soldier.

4 - Movement: Since a Squad Soldier does not have ahand of Action cards, if the Movement value is less than aLocation’s Entrance cost, other Player Soldiers on the teammust discard their Action cards for the Soldier to enter theLocation card.

Example: Squad Soldier Westlake is Entering the LightJungle Location card.

The Light Jungle has an Entrance cost of 4 and Westlakehas a Movement Skill of 2. Player Soldiers must discard 2Action cards so Westlake can enter the Light JungleLocation.

5 - Terrain Cover: Hostiles must roll this number orhigher on a 6-sided die to Defeat the Soldier’s TerrainCover during an Attack.

6 - Health, Actions, and Attacks: As a Squad Soldiersuffers Wounds, the Soldier's Actions decrease, andthe Soldier's chances to successfully Attack alsodecrease.

Example: Squad SoldierWestlake has 2 Health,and he has 3 Actions touse during the SoldierTurn. His Hit number is 6at Range 0.

If the Squad Soldierever reaches 0 Health,the Soldier is Down(incapacitated) and canno longer participate inthe Mission.

Squad Soldiers neverrun out of Ammo, and

never make Hand to Hand Attacks.

7 - Soldier’s Special Ability (if any): Any specialability information is noted here.

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1 - Name of Weapon: Shows the militarydesignation and its Weapon type.

2 - Nation: Choose Weapon cards matching yourSoldier’s flag.

3 - Weapon Keyword: All Weapons have aKeyword, such as Ranged, Thrown, or Melee.

These Keywords are referenced on Action cards,Equipment cards, and Skill cards. If an Action cardmodifies the Weapon’s title or Keywords, then theWeapon gains the noted benefits.

Example: You areusing an M1903A4Scoped Rifle withthe Ranged

Keyword. You can use the Steady Aim Action cardto improve its Attack.

4 - Resource Cost: The cost in Resource Points toequip your Soldier with this Weapon. Unlessotherwise noted on the Weapon card, this value isalso the Weapon’s Loadout weight.

If the Weapon’s Loadout weight is different fromthe Resource Cost, the Loadout weight will bedisplayed under the Resource cost.

When you purchase a Weapon card for a PlayerSoldier, pay its Resource cost and place it next toyour Soldier card face up on the table. It remainswith you throughout the Mission unless it isexpended, passed, or dropped.

Example: The M1903A4Scoped Rifle costs 2Resource Points and has aLoadout of 4.

Ranged

1939

6.30-06Ammo

M1903A4 ScopedRifle

2Loadout 4

5 - Weapon Range: The distance between your Soldier and thetarget.

A Weapon may be able to Engage a Hostile at:

Range 0 - in the same Location card as your Soldier.Range 1 - one Location card away from your Soldier.Range 2 - two Location cards away from your Soldier.

When you declare an Attack, declare which of your Weapons youare using and which Hostile you are Attacking.

To use a Weapon, the Hostile must be within the Weapon’sRange.

6 - Reload #’s: If any of your Attack rolls are equal to or lessthan the Weapon’s Reload number, your Weapon has run out ofAmmo during the Attack. You cannot use the Weapon again untilyou Reload it.

7 - Hit #’s: When you make an Attack, if you roll this number orhigher on any of the 10-sided Attack dice after adjusting formodifiers, you have Hit your target. Your Hit number is based onyour Range to the target.

Example: When using an M1903A4 Scoped Rifle at Range 0, youwill Hit when you roll a 9 or higher. At Range 1 you will Hit on an 8or higher.

8 - Fire Mode: You can freely choose the Fire Mode you want touse for your Weapon. The number after each Mode designatesthe number of 10-sided dice you roll for the Attack.

Semi - Roll 1 10-sided die. A Semi Attack represents one or moresingle shots.

Bolt - Roll 1 10-sided die. A Bolt Attack represents one singleshot but is slower, requiring a Discard to fire each time after thefirst shot in a turn.

Burst - Roll 2 10-sided dice. A Burst Attack represents shortcontrolled bursts of bullets.

Auto - Roll 3 10-sided dice. An Auto Attack represents acontinuous stream of bullets.

Example: Using an M1903A4 Scoped Rifle at Range 0, I choosethe Bolt Mode and roll 1 die. I get a 9. Since my roll is 9 or higher,I have Hit the target.

9 - Ammo: The Ammo type used by the Weapon and the numberof Ammo counters the Weapon starts with.

10 - Special Rules (if any): Any special notes relating to theWeapon. Additional Keywords can also be found here, such asSingle Shot, Expended, etc. Consult the Keyword sheet fordetails on these Keywords.

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When you purchase anEquipment card, pay itsResource Point cost andplace it next to yourPlayer Soldier card faceup on the table. Itremains with youthroughout the Missionunless expended,passed, dropped, ordiscarded.

1 - Card Title: Adescription of theEquipment.

2 - Resource Cost and Loadout Weight: The cost inResource Points to equip your Soldier with this Equipment.Unless stated otherwise on the Equipment card, this valueis also the Equipment’s Loadout weight.

3 - Card Effect: Costs that must be paid to gain theEquipment card’s effect. The card’s effect can be usedwhenever it is applicable.

Example: Camouflagegives you a chance tostop Hostiles fromtargeting you duringeach Hostile Turn.

1 - Melee Keyword:Can only be used inHand to HandCombat.

2 - Special Rules(if any): Any specialnotes relating to theWeapon. AdditionalKeywords can alsobe found here.

3 - Mode: You canfreely choose theAttack Mode youwant to use for yourWeapon with eachAttack.

Strong - Roll 1 10-sided die. A Strong Attackrepresents a focused, powerful Attack.

Combo - Roll 2 10-sided dice. A Combo Attackrepresents a series of Attacks.

Aimed - Roll 1 10-sided die. An Aimed Attackrepresents a well-aimed Attack.

4 - Attack Details: Details any additional special rulesfor the Weapon.

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Update: This is a new rule section for Warfighter! Upuntil this rulebook, it was assumed that a Soldier’sCover value was a combination of their ability to useterrain for cover, as well as the protection offered bytheir body armor.

Going forward, a Soldier’s Cover rating strictly refersto their ability to use terrain cover. We are nowproviding Equipment Armor cards for Soldierswishing to wear Armor.

We have included Modern Armor Equipment cards inthe Update card pack, as well as in the newWarfighter products.

1 - Type of Armor: Shows the military designation forthe Armor.

2 - Resource Cost: The cost in Resource Points toequip your Soldier with this Armor. Unless otherwisenoted on the card, this value is also the Armor’sLoadout weight.

If the Armor’s Loadout weight is different from theResource Cost, the Loadout weight will be displayedunder the Resource cost.

When you purchase an Armor card for a PlayerSoldier, pay its Resource cost and place it next toyour Soldier card face up on the table. It remains withyou throughout the Mission unless it is expended,passed, or dropped.

Example: The IBA Kevlar costs 2 Resource Points and

has a Loadout of 4.

3 - Equipping Limitations: If a Soldier card lists a specifictype Armor card, you must Equip the Soldier with the Armor.Because the Armor is listed on the Soldier card, its RP costhas been included in the Soldier’s purchase cost.

If a Soldier card does not list an Armor type, you may Equipthe Soldier with any one Armor card.

4 - Coverage and Protection: The “Loc.” column shows theBody Locations protected by the Armor. The number underthe Cover Arc shows the Cover value provided for those BodyLocations. For visual reference:

Area Body Location1 Head2 Face3 Neck4-6 Shoulders7-9 Chest10-12 Stomach13 Right Upper Arm14 Right Lower Arm/Hand15 Left Upper Arm16 Left Lower Arm/Hand17 Right Upper Leg18 Right Lower Leg/Foot19 Left Upper Leg20 Left Lower Leg/Foot

The same information displayed in a different format...

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Example: IBA Kevlar protects Body Locations 4 to 12 with aCover value of 3.

5 - Special Rules: Any special rules pertaining to the Armor.

Example: IBA Kevlar reduces the Soldier’s Movement value by1.

6 - Equipping Limitation: A Soldier may only wear one Armorof each Coverage type at the same time.

Example: IBA Kevlar is Torso Armor. A Soldier may only Equip 1Torso Armor card at a time.

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1 - Nation:Only Soldiersfrom this Nationcan use thiscard.

2 - Region: Forflavor only. Thisis where thebattle tookplace.

3 - ResourceCost: The costin ResourcePoints to equip

your Soldier with this Skill. These do not have aLoadout cost.

4 - Soldier Type: Each Service Record carddesignates which type of Soldier can be equippedwith this card. Some Service Record cards cannot beequipped by Vehicles.

Example: This card can be purchased for a PlayerSoldier (PS), a Non-Player Soldier (NPS), and a SquadSoldier (SQ).

5 - Battle: Each card shows the name of the battle, and thedate the battle took place. You can only equip a Soldier withone Service Record that takes place during a specified time.Service Records dates cannot overlap.

Example: You purchase the Battleof Kokoda for your Player Soldier.The battle took place in July 1942.You cannot purchase other Service

Record cards that happened in this time period.

6 - Skills: Each Service Record shows the abilities gainedby the Soldier.

Each card designates howmany times during theMission each ability can beused. Place the specifiednumber of counters A, B,and C on each ServiceRecord card.

When an ability is used,discard the counter.

A Soldier can have anynumber of Service Records, as long as they do not overlapBattle dates.

Service Record cards are located in the Ammo Box decksand various Expansions.

Skill cards permanentlyenhance your Soldier.

When you purchase aSkill card, pay itsResource cost and placeit next to your Soldiercard face up on thetable. It remains with theSoldier throughout theMission.

Skills have no weight,and therefore do notcount toward yourLoadout limit.

1 - Name of Skill: A description of the Skill.

2 - Resource Cost: The cost in Resource Points to equipyour Player Soldier with this Skill.

3 - Card Effect: Pay any costs to gain the Skill card’seffect. The card’s effect can be used whenever it isapplicable.

Soldiers are limited to one Skill card of each title.Youcannot pass Skill cards between Soldiers.The numberof Skill cards in the game does not limit what yourteam can purchase.

Some Non-Player Soldiers and Squad Soldiers comewith listed Skills. These work exactly the same as forPlayer Soldiers.

Some Skill cards reference other Skill card titles.

Example: In order to purchase Sharpshooter, you mustfirst purchase Marksman.

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PURCHASING YOUR CARDSThe decisions you make here will go a long way todetermining your Mission’s success. It is important to spendsome time on this.

You purchase Soldiers, Weapons, Equipment, ServiceRecords, and Skill cards with the Resource Points noted onyour Mission card.

You must purchase at least one Player Soldier for yourMission.

Distribute the Resource Points between players in any wayagreeable to all the players. You do not have to spend all theResource Points.

The “Resources” number on the Mission card shows themaximum number of Resource Points you can spend.

Example: The Still Waters Missioncard specifies “Resources: 114”.You can spend no more than 114Resource Points in total.

The Loadout modifier specified onthe Mission card applies to each

of your Player Soldiers. It modifies the amount of Weapons,Ammunition, and Equipment they can carry on their Mission.

Example: The Mission card specifies“Loadout: -5”. A Player Soldier with a Loadoutvalue of 12 can only carry 7 Loadout points ofWeapons, Equipment, and spare Ammunitionon this Mission.

Weapons, Skills, and EquipmentWhat your Soldiers take with them into the Mission is usuallyall they will have to succeed or fail with.

Some Locations, Action cards, and Equipment allow for mid-Mission resupply.

The number of actual Weapon, Equipment, Service Record,and Skill cards in the game does not limit what your team canpurchase.

Example: 2 Soldiers both want the M1918A2 Machine Gun, butthere is only 1 M1918A2 card in the game. Both Soldiers canpurchase and use the Weapon. Both Soldiers can referencethe card while keeping track of their own Ammo usage.

If you run out of Ammo during the Mission, your chances ofsurvival are low. Equip accordingly.

Player Soldiers may freely drop Weapon or Equipment cardsin a Location. The cards remain in the Location in case otherPlayer Soldiers want to pick them up.

You can freely pass Weapon and Equipment cards betweenPlayer Soldiers in the same Location card as long as theWeapons and Equipment do not exceed the receiving PlayerSoldier’s Loadout. Weapons and Equipment may not bepassed if they have been used this Turn.

Example: A Player Soldier is equipped with the M1903A4Scoped Rifle. He fires it once, so he cannot pass it to anotherPlayer Soldier this Turn.

You may not pass Weapon or Equipment cards to or fromNon-Player Soldiers or Squad Soldiers, but you may pass thesame type of Ammo between Player Soldiers and Non-PlayerSoldiers (see section below.)

Weapon AmmoEach Weapon uses a specific type of Ammo.

When you purchase a Weapon, place the specified number ofAmmo counters on the Weapon card.

Example: The M1 Rifle begins theMission with 5 Ammo counters.

If you roll a Reload result, turn the Weapon’s topAmmo counter over to its Empty side. You mustspend an Action to remove the Empty counterfrom your Weapon card and reveal the next Ammo

counter. You cannot attack with that Weapon until you haveReloaded (removed the Empty Ammo counter).

You cannot Attack with a Weapon if it has no remaining Ammocounters.

You can only use Ammo that is specific to the Weapon you areusing.

Example: Your Weapon uses .30 caliber Ammo. Your Weaponmay only receive Ammo from another Weapon that is also .30caliber.

Several Weapons use the same type of Ammo. As long as theAmmo type is the same, you can freely pass Ammo countersbetween Player and Non-Player Soldiers in the same Locationcard during the Soldier Turn.

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Purchasing Extra AmmoYou can purchase extraAmmo for Player SoldierWeapons before a Mission.Each extra Ammo purchasecosts 1 Resource Point and 1Loadout point. Buying extraAmmo gives you a number ofAmmo counters equal to thenumber noted on the Weapon

card that you are purchasing extra Ammo for.

Example: When you purchase extra Ammo for the M1 Rifle, yougain an additional 5 Ammo counters for a cost of 1 Resourcepoint and 1 Loadout point.

COUNTERSOnce you have chosen and equipped your team,assign each Soldier a number.

Place one copy ofeach Soldier’sIdentification counteron your Soldier card.Place the matchingIdentification counteron the Mission card.

All Soldiers begineach Mission in theMission card.

This is an easy way to remember which counter representseach Soldier.

Example: When I move the #1 counter on the Tactical DisplaySheet, I know I am moving Player Soldier Duncan.

Place each Soldier’s 4 HostileTargeting counters in a cup.

Example: You have chosen PlayerSoldier Duncan, Non-PlayerSoldier Nurke, and Squad SoldierWestlake. You place the 4 copiesof the Hostile Targeting counters#1,#2, and #3 into a cup.

Place 1 Action counter next to each Soldier card for each ofthe Soldier’s Actions.

During the game, as you spend each Actionduring a turn, flip the Action counter to its Usedside.

Flip all Action counters to their unused sides at thestart of each Soldier Turn.

TEAM SELECTION EXAMPLE

Example: I purchase Player Soldier Duncan who comes with 1Hardy (Hot), Gung Ho, and Hip Shooter. I’m loading him with anM2 Carbine, a M1919 Tripod, and a Mk2 Grenade. I am alsogiving him the skills Veteran, Leadership, Rifleman, CloseCombat, and Guts.

Next, I choose Non-Player Soldier Nurke, loaded with 2 XP, anM1919 Machine Gun, the Machine Gunner Skill, and a Mk2Grenade.

Finally, I add Squad Soldier Westlake who comes with the SkillGung Ho.

This team costs a total of 62 Resource Points.

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All Player Soldiers have a hand of Action cards. Keep eachPlayer Soldier’s hand of cards separate.

When you play an Action card, apply the effects of the card,and then place it in the discard pile. You can play as manyAction cards from your hand as you like during the SoldierTurn.

You may play multiple Action cards for a single attack.

Example: You are about to Attack, so you play a Steady Aimto gain +2 on your Rifle Attack. You play a second SteadyAim to gain a total of +4.

You can always draw Action cards due to a card effect,even if the draw puts you in excess of your Hand Size. Yourability to draw a card is only limited during a “Discard andDraw Cards” Action.

You never need to discard Action cards due to having toomany cards in your hand.

PLAYING ACTION CARDSYou can play Action cardsonly during the Soldier Turnunless noted otherwise onthe Action card.

Some Action cards can onlybe played when a specificcondition occurs. Theseconditions might occur atany time. You can play morethan one card in reaction toa condition.

Example: Play a Take Covercard when your Soldier isabout to suffer Wounds froman Attack roll.

Some Action cards have anExperience Point cost to

play. Any Soldier can contribute Experience Points to paythe cost.

Some Action cards refer to “Stealth” Attacks. You musthave a Weapon with the Stealth Keyword to perform aStealth Attack.

UPGUNNINGWhenever there is a bracket [ ] in anAction and Skill card’s text, you can pay 1Experience Point to “Upgun” the card.Upgunning a card lets you use the bonus

effects in all of the card’s brackets.

Example: A SteadyAim card allows youto add 2 to yourAttack roll. If youchoose to “Upgun”the card, you pay 1XP to use the benefit

in the brackets and add 4 to your Attack roll instead of2.

Some Action cardssay “You [anySoldier]”. Thismeans the card canbe played to benefitthe Soldier, or it can

be Upgunned to benefit another Soldier.

Example: You can play a Reloading card during theSoldier Turn to Reload a Weapon for yourself or Upgunit to Reload a Weapon for another Soldier.

If the Action card doesnot say “[anySoldier]”, the card canonly benefit the PlayerSoldier that plays it.

Example: You can onlyplay a Steady Aim cardfor yourself .

Any Soldier cancontribute ExperiencePoints to Upgun acard.

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Paying 1Experience PointUpguns all theBrackets on a card.

Example: You can play a TrailBlazing card for your PlayerSoldier and reduce a Location’sEntrance cost by 2. Or you canUpgun it to reduce the Entrancecost by 4, and you can play itfor either your Player Soldier, oranother Soldier.

KEYWORD MATCHINGSome Action cards will only benefit a Weapon with a matchingKeyword.

Example: You are using anM1 Rifle with the RangedKeyword. You can use theSteady Aim Action card toimprove your Attack.

Example: You could notuse a Steady Aim to improve a Grenade’s Attack because theGrenade does not have the Ranged Keyword.

SUPPORT ACTION CARDSSome Action cards have theword Support next to theirdiscard cost.

Support Action cards requireAction cards to be discardedby the Soldier playing the card.

Discard the number of Actioncards noted in the top rightcorner of the card and placethe Support card next to yourSoldier.

Other Player Soldiers cannotdiscard cards to meet this requirement.

Support cards do not benefit from Soldier Skills and Actioncards.

Example: You play a Mortar Support Action card to Attack aHostile card. Even though the Mortar Support inflicts ExplosionAttacks, you cannot play Action cards that enhance ExplosionAttacks.

Play when you [any Soldier]are the first Soldier to enter aLocation. After you discard toEnter, permanently reduce its

Entrance cost by 2[4].WP-106

Trail Blazing

These cards can be kept in play for more than one Turn.

Once the Support card is in play, you gain its benefit. Atthe end of each Soldier Turn, you can choose to eitherdiscard the card, or pay its Retain cost in ExperiencePoints. If you Retain the card, you can use the card’seffect again during the next Turn.

Example: I play the Sniper Support Action card anddiscard 2 Action cards from my hand. At the end of theSoldier Turn, I pay 2 Experience Points to Retain the card.

Any Soldier can contribute to the XP Retain cost of aSupport card.

Example: I discard 2cards to put a SniperSupport card intoplay. I use it to Kill aHostile on a Hostilecard with a value of 0or 1. At the end ofthe Soldier Turn,

another Soldier and I each spend 1 Experience Point toRetain the Sniper Support card for another Turn. Since theSniper Support card is already in play, I do not have todiscard more cards to keep it in play.

Only cards with a “Retain” Keyword can be Retained.

COVERT ACTION CARDSSome Action cards havethe word Covert next totheir discard cost.

Covert Action cards focuson the stealthy and silentaspects of warfare.

Covert Action cardsrequire Action cards to bediscarded by the Soldierplaying the card.

Discard the number ofAction cards noted in the

top right corner to play the Covert card.

No other Player Soldier can discard cards to meet thisrequirement.

Play when you [any Soldier]declare an Attack. Treat aScreened target as being

Unscreened for the Attack.WP-70

Camouflage

Covert 1

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SEQUENCE OF PLAYPerform the following steps each Mission Turn until theMission is successfully completed or fails:

SOLDIER TURNRoll for EnvironmentBy paying an Action, a Soldier can:

Remove 1 SuppressMoveAttackReloadDiscard and DrawEngage in Hand to Hand*

*May require more than 1 Action

Soldiers can also freely do the following Activities:

Play an Action Card*Play a Location Card*Activate the Objective CardPass Gear to other SoldiersLighten the LoadPay Retain Costs

*May cost an Action if stated on the card

HOSTILE TURNReinforcement DrawHostiles AttackHostiles Close RangeHostiles Remove Suppress CountersAdvance Mission Timer

Initial Action CardsEach Player Soldier has a hand of Action Cards that theydraw, hold, play, or discard during the game.

Each PlayerSoldier’s HandSize is equal to theSoldier’s currentHealth.

Draw Action Cardsfor each PlayerSoldier equal tothe Soldier’sHealth.

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All Player Soldiers have 2 Actions that can be spenteach Soldier Turn, unless otherwise noted on theircards.

Non-Player Soldiers and Squad Soldiers have theirActions listed on their cards.

Soldiers can play cards, use Equipment, declareAttacks, and perform Actions in any order.

Soldiers cannot give their Actions to other Soldiers.

REMOVE 1 SUPPRESSSpend 1 Action to remove 1 Suppresscounter from your Soldier.

If there are one or more Suppresscounters on a Soldier's card, the Soldier mayonly use Actions to remove the Suppresscounters until none remain on the card. TheSoldier may also play Action cards that do not

require an Action.

MOVESpend 1 Action to Move toan adjacent Location card.

Your Soldier will always be ina Location card.

Each Soldier can only Moveonce during each SoldierTurn.

Your Soldier can Move, even if there are Hostiles inthe same Location card as the Soldier.

ATTACKSpend 1 Action to Attack a Hostile.

This Action is covered in detail in the Soldier Attackssection.

RELOADINGSpend 1 Action to remove an Empty Ammo counter from aWeapon. If the Weapon has any remaining Ammo counters,the Weapon is Reloaded and can be used.

Only Player Soldiers and Non-Player Soldiers may performthis Action.

DISCARD AND DRAWSpend 1 Action to discard any number of cards from yourHand, and then Draw cards until you reach your Soldier’scurrent Hand Size.

Only Player Soldiers may perform this Action.

ENGAGE IN HAND TO HANDSpend the number of Actions indicated on theLocation card to Engage a Hostile card atRange 0 in Hand to Hand Combat.

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Soldiers can also perform the following Activities during theSoldier Turn. These Activities do not have an Action cost,unless noted on a card.

Example: You play a Location card. Playing a Location carddoes not cost an Action, but the specific Location card youplayed lists “1 Action to play” as a cost. This is an exampleof an Activity resulting in an Action cost.

PLAY AN ACTION CARDSoldiers can play any number of Action cards.

Unless noted on the card, there is no cost to play an Actioncard.

DISCARD FOR OTHER SOLDIERSPlayer Soldiers discard the Action cards needed for Non-Player Soldiers and Squad Soldiers to perform Actionsrequiring an Action card discard. This can include: Enteringa Location, Using Equipment, etc.

PLAY A LOCATION CARDOnly 1 Location card can be played each Soldier Turn.

Unless noted on the card, there is no cost to play aLocation card.

ACTIVATE THE OBJECTIVE CARDAny Soldier in a Location card that is adjacent to theObjective may activate the Objective.

There is no cost to Activate the Objective.

Remove the Inactive counter and drawHostiles for the Objective card. Soldiers cannotMove or Attack into an Objective card until it isActivated.

PASS GEAR TO OTHER SOLDIERSFreely Pass Weapons or Equipment to other PlayerSoldiers in your current Location.

You can drop Gear for another Player Soldier to Pick Upwhen they enter your Location. This does not cost anAction.

Non-Player Soldiers can Pick Up and receive Ammocounters, as long as they never have more Ammo than islisted on their Weapon card.

Each Equipment and Weapon card can only be used byone Soldier each Game Turn. Weapons and Equipment

may not be passed if they have been used in thecurrent Turn.

LIGHTEN THE LOADRecalculate your team's resource point valueimmediately when you discard Weapons orEquipment, as necessary. Any discarded item isremoved from the game.

This is useful when you are recalculating your Team’sresource point value.

Example: Your Team is worth 85Resource Points. A 10-point Soldier isDowned, reducing your Team to 75points. If you can reduce your Teamvalue by 1 point, you will drop into the50-74 range on the Hostile charts. Youdiscard 1 Mk2 Grenade to reduce yourvalue to 74.

PAY RETAIN COSTSAny Soldier maypay the XP costto Retain Supportcards in play.

If a Support card is not Retained, discard it.

Once all Soldiers have used their Actions, or at anytime, continue with the Sequence of Play.

EXAMPLE OF A SOLDIER TURNDuring a Mission with Player Soldier Duncan and Non-Player Soldier Nurke, both Soldiers have two Actionsand are in the same Location.

Duncan uses one Action to Discard and Draw his handto full. Nurke uses an Action to Attack a Hostile in hisLocation. Duncan freely passes Ammo to Nurke toreplace some that he previously expended.

Duncan then plays the StreamLocation card which is free toplay. After drawing the newHostiles, Nurke uses hissecond Action to Move into theStream Location card, afterpaying the Entrance cost.

Duncan then uses his secondAction to enter the StreamLocation card, also after payingthe Entrance cost. BothSoldiers are now out of Actions.

Ent 1Stream

JungleRein: 0-1

LOCATION

Hostiles

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Ent 1Stream

JungleRein: 0-1

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LOCATION

Free to play.Environ: Fever 4+.

Nature. Alwaysdraw for Rein.

Hostiles

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LOCATION MARKER CARDSThere are several Location Marker cards in the Actioncard deck.

When you draw a Location Marker card, discard andimmediately draw a Location card from the Locationcard deck. Add the Location card to your hand.

LOCATION CARDSLocation cards detail the terrain you travel through onyour way to your Objective.

The text on a Location card only applies to thatLocation card.

Location cards have some of the same information asMission cards and Objective cards.

1 - Name of Location: For flavor only.

2 - Reinforce: The exact point value of Hostile cardsthat can arrive in this Location during each HostileReinforcement Draw step.

3 - Entrance Cost: Each Location card has anEntrance cost in its top right corner. Each Soldiermust discard this number of Action cards beforeEntering the Location. Player Soldiers can discard forNon-Player Soldiers and Squad Soldiers. PlayerSoldiers cannot discard cards for other PlayerSoldiers.

Example: You must discard 2 Action cards from yourhand before you can enter a Location card with anEntrance cost of 2.

4 - Cost to Play: The cost to play a Location card is noted onits card:

Free to play: This card does not cost any Actions orExperience Points to play.

Action: The Soldier playing the Location card must spend thenoted number of Actions to play the card.

Pay Experience Points: You must spend the noted number ofExperience Points to play the card. Any Soldier can contributeExperience Points to pay the cost.

Other Keywords and special notes are also noted in thissection.

5 - Engage in Hand to Hand: The Action cost to engage inHand to Hand combat.

6 - Hostiles: When you place a Location card, draw cardsfrom the Hostile deck.

The total Experience value of Hostile cards that appear in aLocation depends on your team’s total resource value. This isthe same as the Resource value on the Mission card.

Example: Your team begins the game with120 Resource Points. When you place theStream Location card, you draw Hostilecards until you have drawn 10 or moreExperience Points in Hostile cards.

Ent 1Stream

JungleRein: 0-1

LOCATION

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Location Marker

WP-281

Discard this card anddraw a card from the

Location Deck.Add the Location card

to your hand.

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Each Hostile card has its Experience Point(XP) value printed in its top right corner.

Draw Hostile cards one at a time and keepan ongoing total of the Experience Pointvalue of the Hostile cards drawn. When youdraw a Hostile card that brings the totalExperience Point value equal to or greater

than the Location card’s Hostile value, stop drawing cards.

Example: My team has a Resource value of40. When I play the Stream Location, I mustdraw Hostile cards until I reach a Hostilevalue of 4. I draw Holdouts (value 1), a LoneSoldier (value 0), and an Officer (value 3). Istop drawing cards because the totalExperience Points are equal to or exceedthe Location card’s Hostile value.

After drawing theHostile cards for a newLocation, you canimmediately spendActions to Attack thenewly placed Hostilecards.

Ent 1Stream

JungleRein: 0-1

LOCATION

.

Hostiles

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ENVIRONMENTLocation cards with the“Environ” (Environment)Keyword first appear in theWWII Russia Expansions#9 and #10.

Soldiers in these Locationcards must endureparticularily harshenvironmental conditions.

To overcome theEnvironment, each Soldierin the Location must roll the

noted value or higher on a 10-sided die at the start of theSoldier Turn.

Example: The Stream card represents a Fever Environment.Each Soldier must roll a 4 or higher to resist Fever.

A Soldier who fails the Environment roll must eitherdiscard a Hardy counter, suffer a Wound or suffer aSuppress.

Due to Mission, Location, or Event text, it is possible for aLocation to have more than one Environmental effect ineffect at a time. When this happens, roll for all of themseparately.

When you play a Mission in a Region withEnvironmental conditions on the Locationcards, use the Hardy counters to record eachSoldier’s remaining Hardy. Soldiers begin with

0 Hardy, unless otherwise noted on their cards.

Example: Missions taking place in Russia have the “Cold”Environmental condition.

Additional Hardy counters can be gained through ServiceRecord cards, Equipment cards, and Skill cards.

Once allocated, you cannot move Hardy counters to adifferent Soldier.

Ent 1Stream

JungleRein: 0-1

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LOCATION

Free to play.Environ: Fever 4+.

Nature. Alwaysdraw for Rein.

Hostiles

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2

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Regardless of how many Soldiers are in the game,only one new Location card can be placed duringeach Soldier Turn.

At the start of the game, if there are no Player Soldierswith a Location Marker card, you must spend Actionsto Discard and Draw until someone draws a LocationMarker card.

Play each Locationcard on the TacticalDisplay Sheet,adjacent to the front-most Location cardplayed along the path.

You can play aLocation card as longas there is a Soldier in

the front-most Location card.

PLACING HOSTILESWhen you play a Location card, immediately drawHostile cards based on the team’s current ResourcePoint value and place them in the new Location card.Some Hostiles have Keywords that will place them inother Location cards.

Example: A Hostile has the “Front-most” keyword.Place this Hostile in the Location with the Front-mostSoldier.

Example: A Hostile has the “Place in Targeted”Keyword. Place the Hostile in the same Location asthe Soldier it is Targeting.

Some Hostiles have Keywords that will place them ina Location space that does not have a Location card.Place them, and move them as normal.

Example: A Hostile has the “Place 2 Beyond Front-most” keyword. Place the Hostile 2 cards in front ofthe Front-most Soldier.

If a Hostile is to be placed Behind the Mission card,place it in the Mission card. If a Hostile is to be placed

Beyond the Objective card, place it in the Objective card.

ASSIGNING HOSTILESWhen you draw a Hostilecard, draw a HostileTargeting counter fromthe cup to see which

Soldier the Hostile will be Attacking.The Hostile will target that Soldiereach Turn until the Hostile (or theSoldier) is Killed.

If the Soldier being targeted by the Hostile card moves out ofthe Hostile’s Range, the Hostile card will not Attack until it isback in Range.

A Soldier can be targeted by more than one Hostile card.

If a Soldier is Downed, remove all the Soldier’s HostileTargeting counters from the cup. Draw a new targetingcounter for each Hostile that was targeting the DownedSoldier.

Example: You have 3 Soldiers in the Mission. You play aLocation and draw a Machine Gun Team, Flankers, Ambushers,and an Officer. You draw 1 Hostile Targeting counter from thecup for each Hostile.

Immediately place the Flankers in the Rear-most Soldier’sLocation.

You draw a counter “#1” for the Machine Gun Team, a “#2” forthe Officer, a “#3” for the Flankers, and another “#1” for theAmbushers.

Now that we know whom the Ambushers are Targeting, placethem in Soldier 1’s Location.

During the Hostile Attack step, your Soldier #1 is Downed.Remove the #1 counters from each Hostile card and the cup.Redraw those counters. The Machine Gun Team is nowTargeting Soldier #3, and the Ambushers is now TargetingSoldier #2. The Officer continues to Target Soldier #2. TheAmbushers now move into Soldier 2’s Location.

When you Kill a Hostile, return its Targeting counter to the cup.

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ENTERING A LOCATION

Your Soldier can only Move into a Location card that isadjacent to your Soldier’s current Location.

Spend 1 Action to Move into an adjacent Location card.

Each Soldier can only Move once during each Soldier Turn.

You must discard the Location card’s Entrance cost in Actioncards to move into it.

Pay the Location’s Entrance cost before entering the Location.

Your Soldier’s Movement value, Equipment, and Action cardsmay reduce the number of cards that you need to discard.

Example: The Advance Actioncard adds 3 to your Movementvalue. If you have a Movementvalue of 2, and you play theAdvance Action card, you nowhave a Movement value of 5.

The Action cards that a Player Soldier discards for movementcan only come from the Soldier's own hand of Action cards.

The Action cards to be discarded for a Non-Player Soldier orSquad Soldier can come from any Player Soldier’s hand ofAction cards.

Only draw Hostile cards when a new Location card is placed.Do not draw new Hostile cards when you move into apreviously placed Location card.

Example: All the Soldiers are in the Stream Location card. Youplay the Light Jungle Location card, adjacent to the Streamcard. You draw Hostiles.

Example: Duncan is in the Mission card, and NPS Nurke is inthe adjacent Stream Location card. When Duncan moves intothe Stream Location card, do not draw Hostile cards.

Hostile PenaltiesSome Hostile cards add to a Location’s Entrance discardcost.

Example: The Stream Location has an Entrance cost of 1.There is a Machine Gun Team in the Location. The MachineGun Team adds 2 more to the Entrance cost. A Soldier mustdiscard 3 cards to enter the Location.

As a Hostile card suffers Suppressions and Hits, itsEntrance penalty is reduced. The numbers separated byslashes relate to the Hostile card’s Attack chart columns.

Example: When the MachineGun Team does not haveany Suppresses or EKIAs, ituses the “4-3” column. Italso adds +2 to theEntrance cost.

When the Machine GunTeam suffers 2 Suppressionor EKIA, it uses the “2-1”column. It now adds +1 tothe Entrance cost.

This makes it vital toSuppress or Hit certain

Hostiles before entering their Location, to reduce theEntrance cost.

4‐3 2‐1Roll Roll Attack (Range 0‐2)5‐ 7‐ Miss

6‐8 8+ 2 Wounds9+ 2 Wounds, Again

+2/+1 Entrance cost.Penetration 1.

Screened by (0‐1).

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DoorsSome Fortification cards have a “Doorto Interior” note. Doors first appearedin WWII Expansion #45. You canAttack the Fortification card as normal,

rolling against its Defeat Cover, or you can attempt to Breachits Door.

One way you can Breach a Door is by Attacking it. A Soldiermust be in the Fortification’s Location card to Attack its Door.The Door’s Cover and Hits needed to Destroy it are listed onthe Hostile card. Do not add the Hostile’s Size when Attackinga Door.

Example: The Elite Observation Posthas a Cover value of 12. You can Attackit as normal and attempt to overcomeits Cover value, or you can move aSoldier into its Location and have theSoldier Attack the Observation Post’sDoor, which only has a Cover of 9. Ifyou inflict 2 Hits on the Door, youBreach the Door. The Door allows youto perform Interior Attacks against theObservation Post. The ObservationPost’s Interior only has Cover value of2.

Instead of inflicting Hits on the Door,some Doors can be Breached with asuccessful “Pick” roll. Such Doorshave the “Pick x+” notation in theirtext. To Pick, move a Soldier with thePick ability into the Fortification’sLocation. Once in the Location, spendan Action to Pick the Door’s lock. Ifsuccessful, you Breach the Door. Youcan attempt to Pick the lock multipletimes. Some locks have a modifier to

your Pick roll.

BreachedOnce the Door is Breached, Soldiers in the Location mayAttack the Fortification using the much lower Cover valuenoted in the Door information.

Example: The Elite Barracks’ Door hasa Pick notation, so it can be Picked.You move a Soldier with Pick 9+ intothe Barracks’ Location. The Door has“Pick +0”. You roll to Pick the Door’slock. You will succeed on a roll of 9 orhigher. You roll a 9, and succeed. YouThrow a couple Grenades into theBarracks’ Interior, Defeating its InteriorCover of 1, and inflicting the 6 Hitsneeded to Eliminate the Barracks.

Once Breached, you may performRange 0 Attacks, or pay Actions as normal to Engage in Handto Hand combat.

Vehicle and Aircraft Attacks must always Defeat the Hostile’snormal Cover value.

Beneficials (Success)You can gain a beneficial effect fromsome Locations. They include the word“Success” and have a notation similarto:

“Controls (Hack +1), Success: Add 1to...”.

The first word offers a generaldescription of the type of activity beingperformed, but does not affect game

play. Common descriptions include: Controls, Console,Repair, etc.

The “Hack” notation on Location cards usually refers torepairing or operating a complex device. To gain the notedeffect, you must have a Soldier with the noted ability in theLocation card, and the Soldier must spend an Action andperform a successful ability roll with the noted modifier. Thefirst time any Soldier succeeds in the roll, you gain the notedeffect.

Example: A Location card has: “Repair (Hack +3), Success:Add 2 extra Turns to the Mission Time.” Your Soldier mustsucceed with a Hack roll, and gets to add 3 to their roll. If theroll is successful, you get 2 extra Turns to complete yourMission.

If the Hack or Pick results in a Noise increase, advance theNoise counter as normal. If there are Hostiles in that Location,roll on the Noise Track to determine if any Hostile heard theNoise.

Free to play.Structure. Isolated.Controls (Hack +1),

Success: Retreat MeltdownProgress counter by 8.

Adjacent “Engine Room”.

Rein. Roll: 1-5

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Obstacles (Fail)Some Locations have a detrimentaleffect that is initiated when the firstSoldier enters the Location card. Theyinclude the word “Fail’ and have anotation similar to:

“Booby Trap (Pick, Detect +x,Disarm +x), Fail: Inflict...”.

The first word offers a generaldescription of the type of obstacle

encountered, but does not affect game play. Commondescriptions include: Booby Trap, IED, Locked Hatch, etc.

The “Pick” notation on Location cards usually refers to a taskto be performed that requires manual dexterity. When the firstSoldier Enters the Location, that Soldier must immediatelyattempt to Detect the Obstacle with the noted ability roll, andnoted Detect modifier, to Detect the threat. This does notrequire an Action. If the Soldier fails their roll (or does not havethe noted ability), they set-off the threat and suffer the notedeffect.

If the Detect roll succeeds, before you perform any otherActions or activities, you may immediately attempt to eitherDisarm the threat, or freely move the Soldier back to theprevious Location and discard the Location.

Example: You place a Location with an Obstacle, and Move aSoldier into the Location. You immediately roll to Detect theTrap, and you succeed. Before you place Hostiles, Activate theObjective, or anything else, you must decide whether to Disarmthe Trap and roll for success, or retreat the Soldier to theprevious Location and discard the Location.

If you Detect the threat, you may immediately attempt toDisarm it. To do so, make a successful ability roll, with thenoted Disarm modifier. This does not require an Action. If theSoldier fails their roll, the Soldier suffers the noted Fail effect,and you may choose to keep or discard the Location card. Ifthe roll succeeds, the threat is Disarmed and eliminated, andthe Location card remains in play.

Example: A Location card has: “Booby Trap (Pick, Detect +3,Disarm +1), Fail: Inflict a Kill on 1 Soldier in this Location.” YourSoldier gets to add 3 to their Pick roll to Detect, and 1 to theirPick roll to Disarm. The Soldier rolls to Disarm, and fails. Youmust inflict a Kill on the Soldier.

Example: A Location card has: “Booby Trap (Pick, Detect +3,Disarm +1), Fail: Inflict a Kill on 1 Soldier in this Location.” YourSoldier gets to add 3 to their Pick roll to Detect, and 1 to theirPick roll to Disarm. The Soldier rolls to Detect, and succeeds.You decide to retreat the Soldier and discard the Location card.

Example: A Location card has: “Locked Hatch (Hack +1),Fail: Move the Objective 1 Location Beyond its currentLocation.” Your Soldier gets to add 1 to their Hack roll toovercome the Locked Hatch. If the Soldier fails the Hack roll,move the Objective card 1 Location further along theLocation path.

Once you resolve the Detect and Disarm rolls, you drawHostile cards, Activate the Objective, and perform otherActions and activities as normal.

If the Hack or Pick results in a Noise increase, advance theNoise counter as normal. If there are Hostiles in thatLocation, roll on the Noise Track to determine if any Hostilesheard the Noise.

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A Soldier can spend 1 Action to Attack any Hostilecard that is within Weapon Range.

You can use the same or a different Weapon witheach Attack.

You can target the same or a different Hostile cardwith each Attack as long as the Hostile card is withinRange of the Weapon.

Each Attack can only inflict 1 EKIA or 1 Suppressresult, no matter how many Attack dice are rolled.

Squad Soldiers use their Attack Chart to roll 1Ranged Attack die and 1 Defeat Cover die. Unlessnoted otherwise on their card, all Squad SoldierAttacks are Ranged Attacks.

ATTACK MODIFIERSIf a modifier adjusts an Attack roll, it modifies all of theAttack die rolls.

Example: A SteadyAim card adds 2 toyour Attack roll. Ifyou fire in AutoMode, it adds 2 toeach of your 3 dierolls.

ATTACK AND DEFEAT COVERTo Attack with a Weapon, roll thenumber of 10-sided dice basedon your Attack Mode as well asone 6-sided die to Defeat thetarget's Cover. You roll only one 6-sided die for Defeat Cover,

regardless of how many Attack dice you roll.

When attacked, thetarget has a chanceof getting behindcover. To overcome atarget’s Cover, theattacker must rollequal to, or above,

the target’s Cover value on a 6-sided die.

There are 3 possible results when performing anAttack:

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Kill: If any of your adjusted Attack rolls is equal toor exceed the Weapon’s Hit number for the Range,and your Defeat Cover roll equals or exceeds theHostile’s Cover number, you Kill the Hostile. Place

an EKIA (Enemy Killed in Action) counter on the Hostile cardto record the Kill.

Suppress: If any of your Attack rolls is equal to orexceed the Weapon’s Hit number for that Range,or your Defeat Cover roll equals or exceeds theHostile’s Cover value, but not both, you Suppress

the Hostile. Place a Suppress counter on the Hostile card.Place only 1 Suppression counter, even if the Attack inflictsmore than 1 Hit.

No Effect: If all of your Attack rolls are less than the Weapon’sHit number for that Range and your Defeat Cover roll is lessthan the Hostile’s Cover number, the Hostile suffers No Effect.

To show the relation between the Attack die roll and the DefeatCover die roll, here is the Attack chart from the Tactical DisplaySheet:

Example: You have an M1918A2 Machine Gun and you areshooting at Hostile Lone Soldier at Range 0 (he is in yourLocation).

You will need an Attack roll of 7 or higher and a Defeat Coverroll of a 1 or higher due to the Weapon’s Penetration 1 attackbonus.

Roll Attack (Range 0‐1)7‐ Miss8+ 1 Wound

Penetration 1.

Lone Soldier

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Attack Example #1 - You select AutoMode, roll 3 Attack dice, and get a 2, 8,and 9. You also roll a Defeat Cover roll ofa 5 +1 Penetration, for a 6. You Hit withyour Attack, and you have defeated theHostile’s Cover. You have also rolled thisWeapon’s Reload result meaning to firethis weapon in the future you must

spend an Action to Reload. You inflict 1 Kill on the Lone Soldiercard. Place 1 EKIA counter on the card. You eliminated thisHostile. Remove the card. Due to the Hostile’s 0 XP value, youdo not earn any XP for Eliminating this Hostile.

Attack Example #2 - Youselect Semi Mode. You roll a4, missing with your Attack,but you roll a Defeat Cover of4 (+1), defeating the Hostile’scover. You Suppress theLone Soldier. Place aSuppress counter on theLone Soldier card.

Each Reticle number on a Hostile card represents one Hostile.

If a Hostile card has multiple Hostiles, only one Hostile isSuppressed with each Suppress result or Killed with a Killresult.

When you Kill a Hostile, you can either place an EKIA counteron the card, or replace a previously placed Suppress counterwith an EKIA counter, until all Hostiles on the card have anEKIA counter.

Example: A Machine Gun TeamHostile card currently has oneEKIA counter and one Suppresscounter. You inflict a Kill. Youcan either place an EKIAcounter on the Machine GunTeam card, or replace theSuppress counter with an EKIAcounter.

Each Hostile on a card can only have one EKIA or oneSuppress counter. If you inflict a Suppress and all the Hostilesalready have an EKIA or Suppress counter, your Attack has noeffect.

Example: A Hostile card has the number 4 in its Reticle,indicating 4 Machine Gun Team Hostiles. The card already has2 Suppress counters and 2 EKIA counter. Your Attack inflicts aSuppress. It has no effect.

If your Attack inflicts the final Kill on a Hostile card, discard theHostile card and gain the number of Experience Points notedon the Hostile card. Place the Experience counters on theSoldier card that performed the final Kill.

Each Star on an Experience Point counter is equal to 1Experience Point.

Example: Duncan inflicts the 4th andfinal Kill on a Machine Gun Team card.Discard the Machine Gun Team cardand add 4 Experience Points toDuncan’s Soldier card.

RELOADINGIf any of your Attack rolls are equal to or less than theWeapon’s Reload number, your Weapon has run out of Ammoduring the Attack. You cannot use the Weapon again until youReload it.

Example: The M1918A2 Machine Gunwill Hit a Hostile at Range 0 on a roll of 7or higher. If the Hostile is at Range 1, youmust roll 8 or higher. If either roll is 2 orless on any Attack roll, the Weapon runsout of Ammo during the Attack.

Example: Your M1918A2 runs out ofAmmo on a roll of 2 or less on any Attackdie. You fire in Auto Mode at an Officer,

and roll a 1, 4, and 9 for your Attacks, and you roll a DefeatCover roll of 5. You Kill the Officer, and your M1918A2 runs outof Ammo.

Attack modifiers do not adjust your roll until after you checkfor Reload.

Example: Due to Skills,Equipment, and Actioncards, you haveaccumulated a +6 onthis Attack roll against the

Lone Soldier with your M1918A2 atRange 0. You fire in Semi Mode androll a 2, and a Defeat Cover roll of a 3.

First you check for Reload. You rolled a 2 or lower, so you willrun out of Ammo. Next, you apply the +6 modifier to bring yourAttack roll to a 8. The result of your Attack is 1 EKIA, and youalso run out of Ammo.

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EXPLOSION AND SPRAYWeapons that explode, like hand grenades, have the“Explosion” Keyword. Weapons that fire streams of bullets,like Machine Guns, have the “Spray” Keyword.

Roll the indicated number of Attack dice for an Explosion orSpray Weapon. Regardless of how many Attack dice you roll,only roll 1 Defeat Cover die.

Unlike other Attacks, each Explosion and Spray Attack die hasa chance to inflict a Miss, Suppress, or Hit. Resolve eachAttack roll separately against the Hostile card.

Suppressions and Kills do not spill over to affect other Hostilecards.

Example: You throw a Grenade ata Mortar Team card with 4Hostiles. You roll a 5 for yourDefeat Cover (+1 for Penetration,increasing it to a 6), which issuccessful. Your Attack rolls are:2, 7, 6, and 9. You inflict 2 Killsand 2 Suppressions.

Example: You throw a Grenade ata Sniper Team card with 2

Hostiles. Your Defeat Cover roll is a 1 (+1 for Penetration,increasing it to a 2), and fails. Your Attack rolls are: 2, 10, 7, and9. You inflict 3 Suppressions, but the third Suppression has noeffect because there are only 2 Hostiles.

SUPPRESSED WEAPONSSome Weapons have theSuppressed keyword. TheseWeapons make less noisewhen fired.

When you inflict an EKIA on aHostile with a SuppressedWeapon Attack, in addition toplacing an EKIA counter, alsoplace a Suppressed counter onthe Hostile card. This

represents the confusion the enemy suffers from beingattacked by an unseen attacker.

Hand to Hand CombatThere are two types of Hand to Hand Combat: Unarmed andMelee.

Unarmed combat takes place when a Soldier does not have aMelee Weapon.

Melee combat takes place when a Soldier is using a MeleeWeapon to Attack, such as a Knife or Bayonet.

The same rules apply to both types of Attacks.

In order to perform a Hand to Hand Attack, your Soldier mustbe in the same Location card as the Hostile (Range 0).

In addition to being in the same Location, youmust select a Hostile card in your Location andpay the number of Actions indicated by the

Location’s Hand to Hand (HtH) combat value to Engage theHostile in HtH combat (Unarmed or Melee).

Place the Hand to Hand counter with yourSoldier’s number on the Hostile card you haveEngaged. A Soldier can only Engage 1 Hostile inHtH at a time.

Example: You pay 1 Action and discard as normal to Enter aLocation. The Location has a Hand to Hand cost of 1, so youpay 1 Action, select the Hostile, and place your Hand to Handcounter on the targeted Hostile card. This uses both yourActions. On your next Turn, you perform a Hand to Hand Attackand Kill the last Hostile on the card. If you wish to Engageanother Hostile card in that Location, you must pay theLocation’s 1 Action HtH Engage cost again.

You may put aside Actions to accumulate and pay the Hand toHand cost. These cannot be used for anything else. You losethe set aside Actions if you perform any other Actions whilethey are being saved. Once you pay a Hand to Hand cost, youlose any remaining set aside Actions.

Soldiers and Hostiles cannot perform Hand to Hand Attacksagainst Squad Soldiers, Structures, Aircraft, and Vehicles. If aHostile’s text has it Attacking in HtH against a Squad Soldier,Structure, Aircraft, or Vehicle, it instead conducts its Attacks atRange 0.

Example: You are using the Vehicle expansion, and a Hostilecard with the text “Engages in HtH” Targets one of yourVehicles. Move the Hostile into your Vehicle’s Location andconduct a Range 0 Attack.

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Attacking

The Unarmed Combatreference card is provided asan easy way to look up yourUnarmed Combat options.

If you spend an Action toperform an HtH Attack, selectyour Mode of Attack: Strong,Combo, or Precise, and thenroll 10-sided dice and a 6-sideddie as normal.

Rs - The “Rs” column indicatesthe number of Attack dice youroll.

St - If any of the Attack rolls are equal to or less than thenumber in the “St” column before modifiers, you “Stumble”.

H - If one of more of the Attack rolls are equal to or greaterthan the number in the “H” column you score a Hit.

P - The number in the “P” column is your Attack’s Penetration.

Add the Soldier’s HtH modifier to your Attack rolls.

AttacksHand to Hand Attacks use the same process as all the otherSoldier Attacks. If the Attack and Defeat Cover rolls aresuccessful, you inflict an EKIA. If one or the other issuccessful, you inflict a Suppress. If neither is successful,there is no effect from the Attack.

StumbleIf you roll the Weapon’s Stumble number or lower, beforeapplying any Modifiers, or any of your Attack rolls, you haveStumbled during the Attack.

You immediately suffer 1 Suppress when you Stumble.

It is possible with a Combo Attack to successfully Hit with oneroll, while Stumbling with the other roll.

As with any other Suppress, you cannot perform any Actionsuntil you pay an Action to remove the Suppress.

Example: A Player Soldier with HtH +1 is in the same Locationwith a Hostile. The Location has a Hand to Hand Action cost of2. The Soldier’s Rifle is out of Ammo. He saves his last Actionduring his Turn and declares that he is setting it aside to usetoward paying a Hand to Hand cost. The Hostile Attacksanother Soldier during the Hostile Turn, and Misses.

During the Soldier’s next Turn, he spends 1 Action and his 1saved Action to pay the Location’s Hand to Hand Action cost of2. He places his Hand to Hand counter on the Hostile card. Hepays 1 Action to perform an Unarmed Attack, selects StrongMode, and rolls his Attack, gets lucky and rolls a 7 (+1 due tohis HtH to make it an 8) for his Attack and a 5 (-4 for a StrongHtH Attack) for his Defeat Cover. The Hostile has a Cover of 1.He places 1 EKIA counter on the Hostile.

Later in the Turn, another Soldier moves into our Soldier’sLocation. The new Soldier has a Bayonet. He gives the Bayonetto our Soldier, who attaches it to his Rifle.

During the next Soldier Turn, our Soldier Attacks the sameHostile card, but this time with a Bayonet. Since the Soldier isAttacking the same Hostile, he does not need to pay theLocation’s Hand to Hand Action cost again. He chooses“Combo” Mode, and rolls 2 Attack dice getting a 3 and 10, androlls 1 Defeat Cover die getting a 4. He has an HtH modifier of+1. Due to the Combo Attack Mode, he needs to roll a 7 orhigher to Hit with either Attack die. The 10 is successful. HisDefeat Cover roll of a 4, -2 for performing a Combo Attack, isalso successful. Because he has one or more successfulAttack rolls, and a successful Defeat Cover roll, he inflicts 1EKIA on the Hostile card.

The “Aim” Keyword is not used in WWII or Modern-eraWarfighter, but is referenced in other eras of Warfighter. Where“Aim” appears, treat the number after Aim as adding to yourPenetration.

Example: The Bayonet’s Aimed Attack has a Penetration 0 withan Aim 1. Treat the Aimed Attack as having Penetration 1 inWWII and Modern-era.

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As you draw Hostile cards, place them face up on theTactical Display next to their Location card.

1 - Title: The name of Hostile.

2 - Reticle: The Number of Hostiles on a card.

Example: You must inflict 4 Kills to eliminate the Banzaicard.

3 - Hostile Value and Experience Points: The numberin the upper right corner shows the Experience Pointvalue of this Hostile card. Use this value when you aredrawing Hostiles for a new Location card, or forReinforcements. Also, a Soldier gains this number ofExperience Points from Killing the last Hostile on thecard.

You must Kill all the Hostiles on the card before youcan claim the Experience Points for the card.

4 - Hostile Level: At the start of a Mission, choosebetween Frontline Hostiles (F) and the more difficultElite Hostiles (E). All Hostiles in your Hostile deck mustbe the same level.

5 - Event: When you place a Hostile with the Eventnotation, immediately draw a card from the Eventdeck. Add the Event to the Hostile’s Location.

6 - Attack Range and Attack Chart: Hostiles use thechart on their card to Attack their targeted Soldier.

Example: The Banzai use the “4-3” column whenAttacking, if no Hostiles are Suppressed or Killed. Theyuse the “2-1” column if 2 or 3 Hostiles are Suppressedor Killed.

Some Hostile cardshave an effect, but nodie roll or Attack chart.This text is only active ifthere is at least oneHostile that is notSuppressed or Killed onthe card and the Hostileis within the noted

Range.

Example: If the Large Truck is within Range 2 of itsTargeted Soldier, draw a Reinforcement card for theLarge Truck during the Reinforcement Draw step. If thecard drawn has a Reinforcement value of 0, 1, 2, or 3,place the Hostile in the Truck’s Location. If the Hostile’svalue is 4 or more, discard it.

Range 0‐2.Reinforce (0‐3).

1939+. Vehicle. Immobile 1.

Large Truck

2

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Shadows Ability (Hand to Hand)Some Soldiers have the“Shadows” Keyword printed ontheir cards.

Only Soldiers with the Shadows ability can attempt to performShadow Attacks or Shadows rolls.

Shadow AttacksAt any time during the Soldier Turn, the Soldier can roll a 10-sided die. If you roll the Soldier’s Shadows value or higher, theSoldier has successfully moved out of sight of the enemy. Ifyou roll less than the Soldier’s Shadows ability, you Attack asnormal. Some Hostiles modify your Shadows roll.

If you make a successful Shadows roll, add the Weapon’sStealth modifier to your HtH Attack rolls for the remainder ofthe Soldier Turn.

Example: You make a successful Shadows roll and your Ka-Barknife has Stealth +4. You decide to perform a Combo Attack.You get to add 4 to both of your Attack rolls.

If you make a successful Shadows roll, add 2 to your StealthWeapon’s Penetration for the remainder of the Soldier Turn.

Example: You add 4 to your Ka-Bar’s Attack rolls, and 2 to itsDefeat Cover roll.

Thrown AttacksAll Thrown Attacks have anAttack Range of 0.

If you Attack using a Weapon’sThrown mode, you cannot usethe Weapon again until thatHostile card is Eliminated, andyou are still in its Location.

Example: You Throw your M3Knife at a Hostile card at Range0. Regardless of the outcome ofyour Attack, you cannot use thatKnife again until that Hostilecard is Eliminated and you are

still in its Location.

Self-Defense WeaponsYou can use Weapons with theSelf-Defense keyword toperform Attacks in HtH combat.

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1 - Name of Event - Forflavor only.

2 – Game Effect – Somegame effects are resolvedwhen the card is drawn,whilst others continue toapply in that Location.

World War II Event CardsWarfighter World War II Event cards are located intheir own deck, separate from the Hostile card deck.

Draw an Event card immediately after drawing aHostile card with the Event notation. If the Eventaffects a Location, place the Event card next to theLocation it was drawn for. Only draw an Event cardif the Hostile enters play.

Modern Event CardsWarfighter Modern Event cards are located withinthe Hostile deck.

The Event card’s Experience value counts towardthe total Hostile value when drawing Hostile cardsfor the Location. Treat the card's Experience valueas normal when calculating for the Location'sReinforcement card draw.

Modern ShadowWar Event CardsWarfighter Modern ShadowWar Event cards are

located within the Hostile deck, and act similarily toModern Day Event cards. When placed,immediately Reveal and resolve the Event.

General RulesSome Event cards note that you can payExperience Points to cancel the Event. These XPmust be paid immediately after all Hostile and Eventcards are drawn.

Resolve all Events for a Location before conductingSoldier Actions.

You do not gain XP for resolving Event cards.

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Some Hostile cards have aReinforce effect in addition toan Attack chart. This text isalways active if there is atleast one Hostile that is notSuppressed or Killed on thecard.

Example: The Officer’sReinforce and Inspire is activeunless he is Suppressed. TheScreened by effect is alwaysactive.

7 - Cover: Soldiers must roll this number or higher on a 6-sided die to Defeat the Hostile’s Cover during an Attack.

Example: When attacking the Hostile, the Soldier must roll a10-sided die to perform the attack, and a 6-sided die todefeat the Hostile’s Cover. If the 6-sided die roll is 3 orhigher, the Hostile’s Cover has been defeated.

8 – Special Notes: SomeHostile cards have SpecialNotes and Keywords at thebottom of their cards. Thistext is only active if there isat least one Hostile that isnot Suppressed or Killed on

the card. Some Keywords remain active even if all of acard’s reticle are suppressed. These Keywords are sonoted on the Keyword’s sheet.

Example: You must place the above Hostile card in theLocation of the Front-most Soldier and the Hostile cardTargets a random Soldier in that Location.

Additional Keywords can also be found here, such as:Fearless, Rear-most, etc. An explanation of Keywords canbe found in the Keyword Sheet.

Roll Attack (Range 0)4‐ Miss5‐7 1 Wounds8‐9 2 Wounds10+ Kill

Screened by (0‐1).Reinforce (0‐2).

Fearless. Inspire.

Officer

4

3

F

WP-230

1

4‐3 2‐1Roll Roll Attack (Range 0)2‐ 4‐ Miss3‐7 5+ 2 Wounds8+ 2 Wounds, Again

+3/+1 Entrance Cost. Place inFront‐most. Target Front‐most.

Banzai

3

2

E

4

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Soldiers may only interrupt the Hostile's Turn to playAction cards, use Weapons, or use Equipment whichspecifically state that the card can be used during theHostile Turn.

REINFORCEMENT DRAWDraw one Hostile card for each Location card with aSoldier, and for each Location with an AlwaysReinforce keyword.

Each Hostilecard has a valuein its upper rightcorner. When youdraw a Hostile

card, compare its valueagainst the Reinforcevalue on the Locationcard.

If they match, add the Hostile card to that Location.

If the point value does not match, do not drawanother Reinforcement card.

Example: Your Location card’s Reinforce value is 0-1.When you draw a Hostile Reinforcement card, checkits value. If it is a 0 or 1, add that Hostile card to yourLocation card and draw its Hostile Targeting counter. Ifit is not a 0 or 1, discard the Hostile card.

Example: The Stream Location has a Reinforce valueof 0-1. You draw an Officer with a value of 3. Discardthe Officer card.

Example: The Stream Location has a Reinforce valueof 0-1. You draw Recruits with a value of 1. Add theRecruits card to the other Hostile cards in the StreamLocation card, and draw a Hostile Targeting counterfrom the cup for the Recruits.

Officer

4

3

F

1

Ent 1Stream

JungleRein: 0-1

LOCATION

2

Do not draw a card for Locations that have a “None” Reinforcevalue.

HOSTILES ATTACKResolve Attacks for all Hostile cards that are in Range of theirtargeted Soldiers.

Example: A Hostile has a Range of “0-2”. The Hostile will Attackits targeted Soldier when the Soldier is at Range 0, 1, or 2.

Hostile cards roll dice to Attack. Consult their Attack chart todetermine the effects of their Attack roll.

Hostile cards that have numbers greater than one on theirReticle have multiple columns on their Attack chart. Thenumbers at the top of each column represent the number ofremaining Hostiles that have not been Killed or Suppressed.

Example: If you have Suppressedone Hostile on an Ambushers card,they will attack using the column for2-1 remaining Ambushers. AnAttack roll of 10+ inflicts 2 Wounds.

No more than one Suppresscounter can be placed on a cardfor each Hostile. If all Hostiles onthe card already have an EKIA orSuppress counter, ignore anyadditional Suppress resultsinflicted on the Hostile card.

Example: If 3 Ambushers are alive and Unsuppressed whenthey attack, the Ambushers inflict 2 Wounds on a roll of 8+.

Example: If 1 Ambusher is Killed and 1 is Suppressed, there isonly 1 active Ambusher. The Ambushers inflict 2 Wounds on aroll of 10+.

Example: If 1 Ambusher is Killed and 2 more are Suppressed,there are no active Ambushers on the Hostile card. TheAmbushers card does not attack during this Turn.

Weapon Range and Attack ChartWhen a Hostile Attacks aSoldier, roll a 10-side die for theAttack, and roll a 6-sided die toDefeat the Soldier’s Cover.

Each Hostile card has a unique Attack chart.

Use the Attack chart to determine the result of the Attackbased on the success of the die rolls.

Roll Attack (Range 0)4‐ Miss5‐7 1 Wounds8‐9 2 Wounds10+ Kill

Screened by (0‐1).R i f (0 2)

Officer

4

3

F

1

ho

st

il

e t

ur

n

Roll Attack (Range 0)4‐ Miss5‐7 1 Wounds8‐9 2 Wounds10+ Kill

Screened by (0‐1).Reinforce (0‐2).

Fearless. Inspire.

Officer

4

3

F

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Resolving a Hostile AttackUpdate: With the addition of Body Armor to the game, this rulesection now has a “Defeat Body Armor” step.

Attack Roll and Terrain Cover RollRoll a 10-sided die for the Hostile’s Attack, and a 6-sided diefor the Hostile’s Defeat Terrain Cover roll.

Compare the Attack roll to the Hostile’s Attack chart todetermine the number of Wounds inflicted on the Soldier.

Compare the Defeat Terrain Cover roll to the Soldier’s Covervalue. If the roll is equal to, or greater than, the Terrain Covervalue, the Attack defeats the Terrain Cover. If the Defeat Coverroll does not defeat the Soldier’s Terrain Cover, do not roll forthe Soldier’s Body Armor.

Body Armor RollIf the Defeat Cover roll defeated the Soldier’s Terrain Cover,roll a 20-sided die for Body Location and a 6-sided DefeatBody Armor die to determine the Attack defeats the Soldier’sBody Armor.

If the Body Location roll results in a Body Location notprotected by the Body Armor, the Body Armor is defeated.

If the Body Location roll results in a Body Location protectedby the Body Armor, and the Defeat Cover roll is less than theBody Armor’s Cover for that Body Location, the Body Armor issuccessful.

If the Soldier is not Equipped with Body Armor, do not roll todefeat the Body Armor. The Attack automatically defeats theBody Armor.

Result of the AttackEach Attack has 1 of 3 results:

Wounding - The Attack roll indicates 1 or more Wounds onthe Hostile Attack chart, and the Defeat Terrain Cover rolldefeated the Soldier’s Terrain, and the Soldier’s Body Armorwas unsuccessful. Place a Wound counter on the Soldier’scard equal to the Wounds inflicted.

Example: The Hostile’s Attack roll inflicts 3 Wounds, the DefeatTerrain Cover roll is equal to, or greater than, the Soldier’sTerrain Cover, and the Defeat Body Armor roll defeats theSoldier’s Body Armor. The Soldier suffers 3 Wounds.

Suppress - Either the Attack roll inflicted 1 or more Wounds orboth Defeat Cover rolls were successful, but not both. Place aSuppress counter on the Soldier card.

Example: The Hostile’s Attack roll indicates 2 Wounds, but itsDefeat Terrain Cover roll fails to Defeat the Soldier’s TerrainCover. Do not roll to Defeat Body Armor because the DefeatTerrain Cover roll failed. The Soldier suffers a Suppress.

Example: The Hostile’s Attack roll indicates 1 Wound, itsDefeat Terrain Cover roll defeats the Soldier’s Terrain Cover,but the Defeat Body Armor roll fails to defeat the Soldier’sBody Armor. The Soldier suffers a Suppress.

Example: The Hostile’s Attack roll indicates a Miss, theDefeat Terrain Cover roll is equal to, or greater than, theSoldier’s Terrain Cover, and the Defeat Body Armor rolldefeats the Soldier’s Body Armor. The Soldier suffers aSuppress.

No Effect - The Attack roll inflicted 0 Wounds, and at leastone of the Defeat Cover rolls failed. The Attack has no effecton the Soldier.

Example: The Hostile’s Attack roll indicates a Miss, and theDefeat Terrain Cover roll fails to defeat the Soldier’s TerrainCover. The Soldier suffers no effect.

Example: The Hostile’s Attack roll indicates a Miss, theDefeat Terrain Cover roll defeats the Soldier’s Terrain Cover,but the Defeat Body Armor roll fails to defeat the Soldier’sBody Armor. The Soldier suffers no effect.

SummaryIf the Attack roll and both Defeat Cover rolls are successful,the Soldier suffers Wounds.

If only 2 of the 3 Attack and Defeat Cover rolls aresuccessful, the Soldier suffers a Suppress.

If 0 or 1 of the 3 Attack and Defeat Covers rolls aresuccessful, the Soldier suffers no effect.

HOSTILES CLOSE RANGEIf a Hostile card has 1 or more Suppress counters, it cannotMove.

All Hostile cards that are out of Range move one Locationcard closer to their targeted Soldier. If a Hostile card is inRange of its target, the Hostile card does not move.

Example: The Flankers have targeted Soldier #2, NPS Nurke,but Nurke is at Range 2 from the Flankers. Move the Flankers1 Location closer to Nurke during the Close Range step.

Example: The Flankers, who have a Range of 1, havetargeted Soldier #2 Nurke, but Nurke is at Range 2 from theFlankers. The Flankers have a Suppressed counter on theircard. The Flankers cannot Attack because they are out ofRange, and they cannot Move because they have a Suppresscounter.

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Each Wound suffered by a Soldier reduces the Soldier’sHealth and Hand Size by 1.

Example: Your Soldier starts with a Health of 6. This meansyour Hand Size is 6, and you can hold at most 6 cards inyour Hand after performing a Discard and Draw Action.

Your Soldier then suffers a 2-point Wound. This reducestheir Health and Hand Size to 4. You can hold at most 4cards in your Hand after performing a Discard and DrawAction.

Place a Wound counter on your WoundedSoldier card equal to the number of Woundsinflicted by the Attack. Each time your Soldiersuffers Wounds, place a separate Wound

counter on the Soldier’s card.

Example: Duncan suffers a1-point Wound from a SniperTeam’s Attack and a 2-point Wound from anAttack by Flankers. Place 2separate Wound counters onDuncan, a counter with a 1and a counter with a 2.Duncan must be Treated foreach Wound separately.

Mid-Mission HealingThere are several cards that give you the abilityto Heal Soldier Wounds in the middle of aMission, such as a First Aid Kit. You can onlyattempt to Heal each Wound once during a

Mission. Before rolling to Heal, declare which Wound youare attempting to Heal.

A “Heal 1” effect reduces aWound by 1 point. A “Heal2” reduces a Wound by 2points.

If a Heal result completelyHeals a Wound, discard theWound counter.

If a Heal resultdoes notcompletely Heala Wound

counter, replace the Wound

WP-173

2First Aid Kit

4Bandages

Pay 1 Action and Expend 1Bandage to roll for Healing.

Roll Heal Result6‐ Heal 17‐10 Heal 211+ Heal 3

so

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ou

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s

There are situations when a Hostile is in Range, butcannot Attack the Soldier, due to an Obstructed Locationor other card text. In such situations, the Hostile Movescloser to the Soldier.

Some Hostiles do notAttack your Soldiers, butinstead apply adetrimental effect. If thetargeted Soldier is out ofthe Hostile’s Range (andthe Hostile does not havea Suppress), move theHostile one Location cardcloser to its targetedSoldier.

Example: The Large Truckdraws a Reinforcementeach Turn during the

Reinforcements Draw step. If it is more than 2 Locationcards away from its targeted Soldier, it does not draw aReinforcement card. Move the Large Truck one locationcloser to its targeted Soldier during the Close Rangestep.

No Location CardThere will be times when a Hostile is Placed in, or Movesinto, a Location space that does not yet have a Locationcard.

Place and Move the Hostile cards as normal as if there isa Location card present.

REMOVE SUPPRESS COUNTERSRemove one Suppress counter from each Hostile card.

ADVANCE MISSION TIMERMove the Timer counterone space down theMission Timer Track.

If you move the counterpast the “1” space, youhave run out of Time,and your Mission endsin failure.

Range 0‐2.Reinforce (0‐3).

1939+. Vehicle. Immobile 1.

Large Truck

2

3

F

16-52

3

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counter with a Treated Wound counter. The Treated Woundcounter shows that the Wound cannot be Treated, Reduced,or Removed again.

Disregard any unused Heal points left over.

Example: Nurke has suffered a 2-point Wound. Duncan useshis First Aid Kit and Heals 1 point of Nurke’s Wound.

Replace the 2 Wound counter with a 1point Treated Wound counter. Thisshows he is still suffering from 1Wound, and the Wound cannot beTreated, Reduced, or Removed again

during the Mission.

Example: A Soldier suffers a 2-point Wound. Later in the game,you play a Walk It Off Action card to reduce it to a Treated 1-point Wound. The 1-point Wound cannot be Treated,Reduced, or Removed again.

Example: A Soldier has a 1-point Treated Wound.You cannot play a Walk It Off Action card to removethe Treated Wound.

Outside of Mission HealingSoldiers participating in a Campaign, or a series oflinked Missions, can receive Healing betweenMissions as specified in those rules.

Out of Mission Healing is not limited to once per Woundcounter. Such Wounds can be Healed multiple times until fullyHealed.

Example: A Soldier is injured in a Private Military Contractor(PMC) Campaign. At the end of each Week, you roll to see ifyour Infirmary is able to Heal the Wounds. Continue rollingeach Week until all the Wounds are Healed.

DOWNEDIf a Soldier is reduced to 0 Health or less, the Soldier is Downand any Wounds can no longer be Healed, Reduced, orRemoved. A Downed Soldier can no longer participate in theMission. Immediately remove the Soldier's counter from theTactical Display Sheet, and discard any Action cards held bythe Soldier.

A Downed NPS or Player Soldier leaves behind all of hisWeapons, Equipment, and Ammo in his Location which canbe picked up by other Player Soldiers.

You may also voluntarily Remove a Soldier who has beenreduced to 2 or 1 Health from the Mission.

You may Remove Soldiers from the Mission at any time duringthe Soldier Turn.

Recalculate your team’s Resource point value each time aSoldier is Downed or Removed from the Mission.

Example: If a 20-Resourcepoint Non-Player Soldier isDowned, your team, whichstarted with 52 ResourcePoints, would now be worth 32Resource Points. Whendrawing Hostiles for the StreamLocation card, you would onlydraw until there are 4 or moreHostile Experience Points ofHostile cards in the Locationcard.

Take into account theResource Point value of all thePlayer Soldier’s Weapons andEquipment during the

recalculation.

Example: If you started the Mission with 4 Grenades, theywould have been worth 4 Resource Points. If you have 2Grenades when you recalculate, count them as being worth2 points.

REMOVED SOLDIER OUTCOMEWhen the Mission is over, roll to determine the status ofeach Downed or Removed Soldier. If you are playing a one-time Mission, this is for player interest only.

If you are playing in a series of Campaign Missions, this willdetermine the Soldier’s future participation in theCampaign.

If a Soldier receives an “Able to return to Duty” result, heremains in the Campaign. Any other result removes himfrom the Campaign.

d10 Soldier’s Status8+ Able to return to Duty6-7 Medical Discharge5- KIA

Mod. Soldier’s Condition+4 Removed with 2 Health.+2 Removed with 1 Health.+0 Removed with 0 Health or less.+2 If the Objective was completed

Ent 1Stream

JungleRein: 0-1

WP-42

LOCATION

Free to play.Environ: Fever 4+.

Nature. Alwaysdraw for Rein.

Hostiles

29- 330-49 450-74 575-99 7100-124 10125+ 13

2

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During the Soldier Turn, any Soldier in the Locationcard adjacent to the Objective card can freely“Activate” the Objective card by declaring it as thenext Location.

Remove the Inactive counter from the Objective whenyou Activate it.

Example: During a River Crossing Mission, theObjective will be in the 6th space. If your Soldier is inthe Location in the 5th space, you can Activate theObjective card.

Activating the Objective card is the same as playing anew Location card. Immediately draw the Objective’sHostile cards when you Activate the Objective card.

Each Objective card specifies what you need to do towin.

Your team does not have to be in the Objective cardto win the game.

Your team does not have to be together in the sameLocation card to win the game.

Objective Hostile CardsPlace an “Objective Hostile” counter oneach Hostile card drawn toward theObjective card’s Hostile value.

If the Objective has the Eliminate Hostiles Keyword, you mustEliminate all such Hostile cards, even if they were Placedoutside the Objective, or Moved out of the Objective. Also, tofulfill the Eliminate Hostile’s Keyword condition, there can beno Hostile cards in the Objective at the end of the SoldierTurn.

Hostile cards can leave the Objective card as normal duringthe Close Range step.

Examples:

You draw a Hostile card as part of the Objective’s Hostile cardswhen Activating the Objective. Place an Objective Hostilecounter on the Hostile even if it is Placed outside the Objective.

You draw a Hostile card for a Location, and it is to be Placed inthe Objective. Do not place a Objective Hostile counter on theHostile, but to complete the Eliminate Hostiles Keyword, youmust Eliminate the Hostile.

A Hostile card Moves into the Objective. Do not place aObjective Hostile counter on the Hostile, but to complete theEliminate Hostiles Keyword, you must Eliminate the Hostile.

Objective TargetsSome Objectives have a single targetthat must be Destroyed to completethe Mission. For these targets, allSuppress and Hit results produced byan Explosion Attack inflict Suppressesand Hits on the target.

Example: You throw a Grenade at theSupply Dump and inflict 2 Hits and 2

Suppresses. Both Hits inflict damage on the Supply Dump.TheSuppresses have no effect.

Other Objectives note a specific number of targets, each ofwhich must be Destroyed with separate Attacks.

Example: The Supply HutsObjective notes there are 4 Hutsthat must be Destroyed. The cardalso notes that you must inflict 2Hits on each Hut, with ExplosionAttacks, to Destroy them, and thatall Hostiles in the Objective mustbe Suppressed or EKIA’d in orderto target the Huts.

After Killing the Objective’sHostiles, you throw a Grenade ata Hut and inflict 4 Hits. You onlyDestroy 1 Hut. The last 2 Hitshave no effect. You must targeteach of the 4 Huts with a different

Attack to Destroy them.

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Another Soldier then fires a Flamethrower at a Hut and inflicts 3Hits. He Destroys the Hut. Your Team must Destroy 2 more Hutsto complete your Mission.

Rule Change: Some Action cards can be used to targetHostile cards, including attacking the Hostiles as well as theTarget in an Objective card. (Previous versions of this ruleallowed Action cards to only attack Hostiles, but not theTarget.)

Treat these Objective card Hostiles as being a Hostile cardwith reticles.

Example: Treat the Supply Huts as being a Hostile card with 4reticles, one for each Hut.

SuccessThe game immediately ends in success when you completethe Objective card’s requirements.

The game ends in failure if you run out of Game Turns, orwhen the last member of your team is Downed.

If your last Soldier is Downed in the same Action that youcomplete the Objective, the game ends in success.

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Use all the standard Warfighter rules whenconducting a Shadow War night Mission, with thefollowing exceptions and additions. Shadow Warreplaces the night combat cards and rules appearingin the Warfighter Modern Footlocker storage box.

In Shadow War, attacking and movement generateNoise. The Hostiles can hear this Noise, becomeaware of your presence, and go into normal combatmode. You want to do your best to keep your Noise toa minimum, because if they are unaware of you, theywon’t attack you, or intentionally move toward you,and you get very beneficial targeting bonuses whenyou attack them.

Once they become aware of your presence, they willmobilize and deploy reaction forces to hunt youdown, making your mission much more difficult.

Set-UpWhen you select your Mission and Objective cards,also select an Insertion and Extraction card. Place thecards on the indicated spaces on the Tactical DisplaySheet.

Any RPs spent on Insertion and Extraction cards stillcount toward your overall RP value for the Mission.

Example: You have a maximum of 50 RPs to spendfrom the Mission card. You spend 40 RPs on Soldiersand Gear, and 8 RPs on Insertion and Extraction cards.Your team has an RP value of 48.

EquipmentNight Gear is highlyrecommended whenconducting a Shadow WarMission. This Gear will helpyou to negate Night Entrancepenalties, Reveal Hostiles, aswell as accomplish otheruseful functions.

VehiclesYou may not include Soldier Vehicles or LightVehicles in Shadow War Missions.

New Card TypesInsertion

Details the team’s method of arrivingat the target.

Apply the Insertion card’s text at thestart of the Mission. Each card notesany costs and limitations to yourMission. Soldiers begin the Mission inthe Mission card as normal.

On The GroundShows any unexpected circumstancesat the target.

Most of these cards have a positiveand a negative adjustment to theMission.

These cards are not in the ShadowWar core game box, but they can befound in the Shadow War expansionsets.

Mission CardsShadow War Mission cards have twonew pieces of information: Activity andConfusion.

ActivityActivity is a measure ofthe target’s generalNoise and Activity levelduring the Mission.

The higher the Activity value, thebetter it is for you. When adjusting the Noise counter at theend of each Turn, retreat the Noise counter a number ofspaces on the Noise Track equal to the Activity value.

Some Mission cards have a negative Activity value. NegativeActivity values advance the Noise counter, instead of retreatingit.

As you place Location cards, the Activity value decreases.When determining the Activity level, use the Location of theright-most Location card placed, or the Objective, if it hasbeen Activated. The Activity value for each set of Locationcards is shown on the Mission cards.

Example: Using the card shown above, if the right-mostLocation is the Mission card or Location #2, the Activity has avalue of 3. If there is a Location card placed in Location #3 or#4, the Activity has a value of 2.

Entrance 0NORTH KOREA

=NIG

HT M

ISSI

ON=

MOVE OUT+0

S-24

0Resources: 42Time: 10Objective: #4Loadout: +0

M/#2 Activity: 3#3/#4 Activity: 2

Confusion: 8

Decrease all Location Entrance costs by 2.

0M/#2 Activity: 3#3/#4 Activity: 2

Confusion: 8

Adds 3 extra Turns to the Mission Time.May only perform

Noise 0 or 1 Attacks.

=NIG

HT I

NSER

TION

=

HELO (DEFIANT)

S-17

TABQA AIRBASE

For the 1st 5 Turns of the Mission:Add 1 to Activity, and

Add 1 to Hostile Alarm values.For all remaining Mission Turns:

Subtract 1 from Activity, andSubtract 1 from Hostile Alarm

values (minimum 1 Action).

GUARD CHANGE

23-8

=ON

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ConfusionConfusion is a measure of how much time ittakes the enemy to react once the alarm issounded. The higher this value, the better it

is for you. Once the enemy goes On Alert, you will reduce theNoise counter by this number of spaces on the Track.

Location CardsEvery Night Location hasan additional Entrancepenalty printed under thenormal Entrance cost. This

is the Location’s Night Entrancepenalty. A Soldier must pay thispenalty in discards if he has notnegated the Night Entrance penalty.Movement skill and standard Actioncards, such as Advance, cannot be

used to pay Night Entrance penalties. Only card effects thatspecifically note “Night Entrance penalty” can be used to paythe Night Entrance cost.

Example: I Move a Player Soldier intothe Location card shown above. Hehas a Move value of 4. This pays forthe Entrance cost of 3, but does notcarry over to the Night Entrancepenalty. He then discards a card to usehis Night Goggles to pay the 2discards of the Night Entrance penalty.

Rein. RollDuring the Hostile’s Turn, resolve a Rein.Roll for each Location with a Soldier.

Night Locations use “Reinforce Roll” rules instead of thenormal Reinforce rules, and have “Rein. Roll” instead of“Reinforce” printed along their tops.

Roll a die during the Reinforcement Draw step instead ofdrawing the next Hostile card. Roll a die during theReinforcement Draw step, then draw the next Hostile card.Add the Hostile card’s value to the die roll. If the Hostile’svalue plus the roll falls into the card’s Rein. Roll range, drawthe Hostile card and put it into play.

Example: The Location’s Rein. Roll is 1-4. The next Hostile’svalue is 1. If you roll a 1, 2, or 3, draw the Hostile.

If the Hostile’s value plus the roll does not fall into the card’sRein. Roll range, discard the Hostile.

NRein. Roll: 1-4

=

1 Action to play.Nature.

Add 2 to the Entrancecost for each Hostilecard in this Location.

NORTH KOREARein. Roll: 1-4

=NIG

HT L

OCAT

ION=

Hostiles29- 030-49 150-74 275-99 4100-124 7125+ 10

FIELD+2

S-33

2

Entrance 3

+2Entrance 3

#3/#4 Activity: 2Confusion: 8

Example: The Location’s Rein. Roll is 1-3. The next Hostile’svalue is 3. You cannot roll a 0, so you automatically discard theHostile card.

Distraction Location CardsSome Locationshave the“Distraction (x)”

notation. When you have a Soldier inone of these Locations, the Soldiermay deploy Triggered Weapons tocreate a future Distraction. You musthave the minimum number of rolls ofTriggered Weapons in the Location tocreate a Distraction. Placing the

Weapons is not an Action. Placing more than the minimumnumber of Weapon dice has no additional effect. Place theWeapon counters on the Location card to note theirplacement.

Example: The Location has a “Distraction (2)” notation. Toperform a Distraction, you must leave at least 2 Attack dice ofTriggered Gear in the Location. You leave a Triggered Gear with3 Attack dice.

You may Trigger the Weapons in a Location at any time. EachLocation’s Weapons are separately Triggered. Triggering aWeapon is not an Action, and is not considered to be anAttack. When you Trigger a Weapon, Eliminate a number ofrandom Hostile cards in that Location equal to the Location’snoted Distraction dice. Gain XP from these Hostiles as normal.Treat the Noise generated as normal.

Example: I play the Engine Room Location card in a Missionagainst the Golden Nori. The Location has the Distraction (2)Keyword. I have an M18 Claymore with me. After entering theLocation, I place my M18 Claymore. My Claymore has 4 rolls ofExplosions, which is more than the 2 rolls needed by thisLocation’s Distraction value. The Claymore’s 2 extra rolls willhave no effect.

Later, I decide to Trigger my Claymore as a Distraction. Thereare 3 Hostiles in the Location. 2 random Hostile cards in theEngine Room are Eliminated. I gain XP for the 2 Hostile cards.Placing my Claymore, Triggering my Claymore, and EliminatingHostile cards cost no Actions.

I move the Noise counter by 20 spaces up the Noise Track, 5noise for each Explosion die on the Claymore card. This movesthe Noise counter into the Alarm Sounded circle.

3 Actions from anySoldiers to play.

Structure.Distraction (2).

NORTH KOREARein. Roll: 1-5

=NIG

HT L

OCAT

ION=

Hostiles29- 130-49 250-74 375-99 5100-124 8125+ 11

OVERSEER HUT+3

S-32

0

Entrance 1

Structure.Distraction (2).

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Reaction Force Hostile CardsSeparate these special Hostile cardsand place them off to the side forpossible later use.

Reaction Force Hostiles only enterplay when the target goes On Alert.

Reaction Forces Move and Attack asregular Hostiles.

Extraction CardsDetails the team’s method of leavingthe target.

The Extraction card is treated as beingadjacent to the Objective card.

Each Extraction card notes costs andlimitations to your Mission. YourSoldiers must meet the conditions onthe Extraction card to end the Mission.

Standard ExtractionTo perform a Standard Extraction you must first complete theObjective. Once the Objective is completed, Soldiers canenter the Extraction card from any Location cards, as well asMoving between the Extraction card and any Location cards.You may meet, or attempt to start meeting, the Extractioncard’s condition once all Soldiers are in the Extraction card.

Example: There are 4 Soldiers in the Mission. Near the end ofthe Mission, 1 Soldier is in the Objective card in Location #5, 2Soldiers are in Location #4, and 1 Soldier is in Location #3.

The Soldier in the Objective completes the Objective.

All Soldiers can now Move directly to the Extraction card.

Abort Mission ExtractionYou may only declare an Abort Mission Extraction if theObjective has not been completed. Once you declare an AbortMission Extraction, the Objective cannot be completed. If yousomehow complete the Objective after declaring an AbortMission Extraction, ignore the completed result. Once youdeclare an Abort Mission Extraction, Soldiers can enter theExtraction card from any Location cards, as well as Movingbetween the Extraction card and any Location cards. You maymeet, or attempt to start meeting, the Extraction card’scondition once all Soldiers are in the Extraction card.

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New Counter TypesNoise

Used to track thecurrent Noise level.

Place the Noise counteron the lowest circle of the Noise Track.

Unaware/PausesUsed to show each Hostile card’sawareness of your presence.

Unaware TargetDrawn from a cup when you declare a RangedAttack against an Unaware or Pauses Hostile.

Do not draw these counters for Hand to HandAttacks.

Enemy Mobilization Status CounterUsed to show the alert status of the enemy forces.

MobilizedUsed to indicate which Locations have beenMobilized.

Going For AlarmUsed to indicate Hostiles that areaware of your presence, and aretrying to sound the alarm.

New Ammo TypesShadow War introduces two kinds of Ammo, in addition to thestandard Ammo: Black and Subsonic. These Ammo types canbe used in non-Shadow War Missions, although there is nopractical reason to do so.

Standard AmmoThe standard Ammo used in Warfighter. There areno adjustments.

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Black AmmoThis Ammo is optimized for night combat. Theseare heavy subsonic rounds. This Ammo makesless Noise when fired. Pay 1 RP for each BlackAmmo counter you select.

This Ammo may only be used for: Pistols, SMGs, Carbines,Rifles, and Machine Guns.

Subsonic AmmoThis Ammo has a lower velocity, and thus lowerPenetration. This Ammo also makes less Noisewhen fired, but it suffers from a -2 Penetrationmodifier.

This Ammo may only be used for: Pistols, SMGs, Carbines,Rifles, and Machine Guns.

Ammo SelectionYou may now select the individual Ammo counters assignedto each Weapon. Select whichever counter you want loadedinto the Weapon at the start of the Mission.

When you perform a Reload, you may select from any of theWeapon’s remaining Ammo counters.

You may also perform a Reload to exchange the currentAmmo counter for a different Ammo counter. In this situation,do not discard the Weapon’s Ammo counter.

Example: Your Weapon has 6 Ammo counters. You decide topurchase 2 Black Ammo counters for 1 RP each, 2 SubsonicAmmo counters at no cost, and 2 standard Ammo counters atno cost. You then decide to start with a Black Ammo loaded.

Non-Player SoldiersYou may select and purchase any of the 3 Ammo types foryour Non-Player Soldiers.

Example: Your NPS’s Weapon has 4 Ammo counters. Youdecide to purchase 2 Black Ammo counters for 1 RP each, and2 standard Ammo counters at no cost. You then decide to startwith a Black Ammo loaded.

Starting with Special AmmoSome Soldiers have a number of Black or Subsonic Ammocounters that they start the Mission with noted on their cards.

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Shadow War Hostiles do not know of your presenceuntil you make enough Noise to attract their attention.Hostiles have several escalating levels of awarenessof your presence. In the final stage of awareness, theyMove and Attack like a regular Hostile card.

Until the Shadow War Hostiles are aware of you, theyMove randomly and will not Attack.

Shadow War Soldiers are usually lighter armed thandaylight Soldiers. Try to attract as little attention aspossible, to keep the Hostiles unaware of yourSoldiers for as long as possible. If you are forced intoa stand-up fight, the Mission will go badly in a hurry.

Hostiles

Unrevealed Side Revealed Side

Shuffle the Hostile cards as normal, and place thecards with their Unrevealed sides face up on theTactical Display Sheet.

The Unrevealed side of Hostile cards are more deadlythan the Revealed sides. Unaware sides tend to havea higher Cover, more Reticles, deadlier Attackinformation, and so on.

It is almost always a good tactic to Reveal Hostilecards as soon as possible.

StatusHostiles have 4 status levels. These descriptions arefor informational purposes only.

Unaware – They have no clue that yourSoldiers are in the area.

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Pauses - They stop because they think they heardor saw something.

Going For Alarm - They know your Soldiers arenearby, and they are trying to alert the others.

Mobilized - They are fully aware of your nearbySoldiers and act like regular Hostiles.

Unaware or Pauses Hostile ActionsHostiles perform Actions based on their respective status.

Unaware - The Hostile does not perform Close RangeMovement or Attack. It performs Random Movement.

Pauses or Going For Alarm - The Hostile does not performClose Range Movement, Random Movement, or Attack.

Aware - The Hostile performs Close Range Movement andAttacks as normal.

Reaction Force - The Reaction Force Hostile performs CloseRange Movement and Attacks as normal.

Whether a Hostile is Unrevealed or Revealed does not affectits Move and Attack Actions.

<- X-X -> Random Hostile MovementRoll a die for each Unaware Hostile.

If the roll is less than the number rangeshown on the Hostile’s card, Move theHostile 1 Location to the left.

If the roll is in the number range, don’t Move the Hostile card.

If the roll is greater than the number range, Move the Hostilecard 1 Location to the right.

Example: For the Hostile card above, you roll a 2. Move theHostile card 1 Location to the left.

If you had rolled a 6, the Hostile would not Move.

If you had rolled a 9, the Hostile would Move 1 Location to theright.

If a Hostile Moves to the left of the Mission card, or to the rightof the Extraction card, remove it from the Mission, and do notgain XP. If it has a Going For Alarm counter in play, the counterremains in play and advances as normal.

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Do not Move Hostile cards with a “Stationary” RandomMovement notation.

Do not Move Hostile cards with an “Objective Hostile” counterout of the Objective card due to Random Hostile Movement.

Hostile Targeting CountersNormally, you draw Hostile Targeting counters forHostile cards when they enter play. In ShadowWar, you do not draw a Hostile Targeting counterfor a Hostile until it becomes Aware.

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You perform the same basic Actions as for a daytimeMission. In addition to your normal Actions, you willalso Reveal Hostiles to get a clear picture of the threatthey represent, and do your best to avoid making toomuch Noise.

Avoiding Hostiles is also handy. When they are closeby, the Noise level increases due to their inherentsearch abilities. If too many Hostiles spend too longin close proximity, they will discover you sooner orlater.

Placing and Revealing Hostiles

During the Mission, draw Hostile cards as normal.The Unrevealed sides are deadlier. They have moreReticles, higher Defeat Cover ratings, and betterAttacks.

When placing a new Hostile card, place it with itsUnrevealed side face up, and place an Unawarecounter on it.

If a Hostile card is to be placed to the left of theMission card, place it in the Mission card. If a Hostileis to be placed to the right of the Extraction card,place it in the Extraction card.

Revealing HostilesRevealing a Hostile is the act of flipping its card fromits Unrevealed side to its Revealed side. The Hostilecard keeps any counters already on it when it isRevealed.

You Reveal Hostile cards by using your NightEquipment. Each Equipment card specifies the roll orcost needed to Reveal a Hostile card. When youReveal a Hostile card flip it from its Unrevealed side toits Revealed side.

Unless noted as being an Action, Revealing a Hostiledoes not use an Action.

Movement Noise (Shadows Skill)When a Soldier declares an Action to Move to adifferent Location, roll for the Soldier’s Shadows Skill.If the Soldier makes a successful Shadows roll, theAction generates 0 Noise. If the roll fails, the Actiongenerates 1 Noise.

Example: A Soldier has Shadows 8+. You Move herinto an adjacent Location card and roll a 9 for herShadows Skill. A success. She does not make anyNoise.

Example: A Soldier has Shadows 8+. You Move him into anadjacent Location card and roll a 7 for his Shadows Skill. Afailure. He makes 1 Noise.

Attacking HostilesTo Kill a Hostile card, you need to do any 1 of 3 things,depending on its status:

(1) If Unrevealed, EKIA all its Unrevealed Reticles.

(2) If Revealed, EKIA all its Revealed Reticles, as normal.

(3) If you have placed EKIAs on an Unrevealed Hostile andyou then Reveal it, it might be immediately Killed. This isbecause while the EKIAs are not enough to Kill all theUnrevealed card’s Reticles, they are enough to Kill all theRevealed card’s Reticles. In this situation the Soldier whoReveals the Hostile card gets the XP.

Example: You have been attacking an Unrevealed Hostile cardwith 4 Reticles. You have inflicted 3 EKIAs. You then use NightGoggles to Reveal the Hostile card. The Revealed side hasonly 2 Reticles. Immediately Kill the Hostile card, and theRevealing Soldier gains its XP.

Attacking an Unaware or Pauses HostileWhen a Soldier declares, and pays for, an Attackagainst a Hostile card with an Unaware or Pausescounter, draw an Unaware Target counter fromthe cup

Do not draw an Unaware Target counter when targeting aVehicle, Structure, Door, Inanimate, or Aircraft, unless theHostile has the Vulnerable Keyword. Draw an Unaware Targetcounter as normal against Vulnerable Hostile cards.

Unaware Target counters have the following effects on yourAttack:

No Shot – The Soldier cannot perform this Attack. The Actionis wasted. The Soldier can declare and pay for a new Attack.

+X, +X – Add the top number to the Soldier’s Attack rolls, andthe bottom number to the Soldier’s Defeat Cover roll.

EKIA, No Roll – Place an EKIA on the Hostile card for eachAttack die to be rolled. No rolls needed. Do not roll to checkfor Reloading.

1 XP, EKIA, No Roll – The Soldier must pay 1 XP to performthis Attack. If you choose to, place an EKIA on the Hostile cardfor each Attack die to be rolled. No rolls needed. Do not roll tocheck for Reloading.

EKIA, No Roll, GFA - Place an EKIA on the Hostile card for

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each Attack die to be rolled. No rolls needed. Do not roll tocheck for Reloading. If there is a Hostile in the Soldier’sLocation, or the Target’s Location, change a random Hostile’sstatus in those Locations to Going For Alarm (GFA). If thereare no Hostiles in either Location, do not place a Going ForAlarm counter.

After drawing the Unaware Target counter, you may choose toresolve the Attack as normal, or you may choose not toperform the Attack. If you choose not to Attack, the Actionremains paid for, and it still counts as an Action, albeit awasted one.

Example: You declare an Attack, and draw an Unaware Targetcounter. It is a “+3 / +0”. You may perform the Attack and add3 to your Attack die rolls, or you may choose not to do theAttack, and waste the Action.

Use the Unaware Target Attack Charton the Shadow War Tactical DisplaySheet to determine the outcome of theAttack.

If the Attack results in an EKIA or Going For Alarm, but doesnot Eliminate the last Reticle on the Hostile card, place aGoing For Alarm counter on the Hostile card and the GoingFor Alarm Track.

Example: The Hostile card has 3 Reticles. You Attack it andinflict 1 EKIA. Place 1 EKIA and 1 Going For Alarm counter onthe Hostile card.

After resolving the Attack, or choosing to not perform theAttack, return the Unaware Target counter to the cup.

Attacking an Aware HostileHostiles that do not have an Unaware or Pauses counter areAware Hostiles.

Hostiles that do not have an Unaware or Pauses counter, donot draw an Unaware Target counter. Resolve the Attack asnormal.

Use the Normal Target Attack Chart on the Tactical DisplaySheet to determine the outcome of the Attack.

Attack NoiseAfter resolving the Attack, advance the Noise counter alongthe Noise Track. See the Soldier Actions Chart on the TacticalDisplay Sheet for the Noise generated by each type of Attack.

Black Ammo and Subsonic Ammo generate 5 Noise foreach Attack die rolled. Normal Ammo generates 10 Noisefor each Attack die rolled. A Suppressed Weapon reducesthe Noise generated by each Attack die.

Example: A standard M4 Carbine firing standard Ammocreates 10 Noise with each Attack die rolled.

Example: Subsonic or Black Ammo creates 5Noise per Attack die, and a Suppressed M4Carbine reduces the Noise by 3 for each die.This results in each M4 Black Ammo Attack die

generating 2 Noise.

Explosion Attacks generate 5 Noise for each Attack dierolled.

Example: You throw a 4-die Grenade at a Hostile card. Itgenerates 20 Noise.

Example: You use a 2-die Trigger device as a Distraction. Itgenerates 10 Noise.

A Hand to Hand Attack that inflicts an EKIA generates 0Noise. Any other Hand to Hand Attack result generates 1Noise.

Evading HostilesSoldiers can pay XP to Evade Hostiles using the normalEvasion rules.

Example: The Hostile card has an “Evade (3 XP)” notation.You can pay 3 XP during the Soldier Turn to discard theHostile.

Soldiers can pay to Evade a Hostile that has a Going ForAlarm counter. When you do so, discard the Hostile card.The Hostile’s Going For Alarm counter remains on the trackand advances as normal.

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As you generate Noise with your Actions, and as theHostiles search for you, the Noise counter advancesup the track. The higher it gets, the better the chanceof the Hostiles discovering you.

Once a Hostile notices your presence and goes forthe alarm, you have only a handful of Actions toEliminate the Hostile card before it alerts all theenemy forces.

Noise Track

The Noise Track is divided into 6sections. Each section lists thedie roll ranges for Going ForAlarm and Pauses.

The lowest section has None forGoing For Alarm and 1- forPauses.

The next section has None forGoing For Alarm and 3- forPauses.

The next section has 2- for GoingFor Alarm and 3-5 for Pauses.

And so on up the Track.

If the die roll does not fall into thePauses or Going For Alarm dieroll ranges, it has no effect.

If an Action generates 1 or moreNoise, advance the Noise counteron the Noise Track the number ofspaces equal to the Noise

generated by the Action.

Each time a Soldier performs anAction that generates Noise,advance the Noise counter along theNoise Track.

If an Action ends up having anegative value because of modifiers,it generates 0 Noise.

Example: A Pistol Attack generates 0Noise, and there is another card ineffect that subtracts 1 from all Noisegenerated. The Pistol creates 0Noise.

If there is a Hostile card in the Soldier’s Location, or theTargeted Hostile’s Location, roll on the Noise Track. If theresult is Pauses, flip a random Hostile’s Unaware counter inthe Soldier’s Location or the target’s Location to its Pausesside.

If the result is Going For Alarm, replace a random Hostile’sPauses or Unaware counter in the Soldier’s Location or thetarget’s Location with a Going For Alarm counter.

Example: Your Soldier Moves into a Location, fails his Shadowsroll and generates 1 Noise. You advance the Noise counter by1 space along the track. The Noise counter is now in themiddle space of the third section (Going For Alarm 2- andPauses 3-5) from the bottom. You roll a 1. This means a randomHostile in the Soldier’s new Location is Going For Alarm.

If you had rolled a 4, a random Hostile in the Location wouldPause.

If you had rolled a 7, there would have been no effect toadvancing the Noise counter.

Example: A Soldier in Location #3 Attacks a Hostile card inLocation #5. The Black Ammo generates 5 Noise, less 2 Noisefor the Suppressed Weapon’s Noise reduction, for a total of 3Noise. You advance the Noise counter 3 spaces. If there areany Hostiles in Location #3 or #5, roll to see if any of themPause or Go For Alarm. If one is Pausing or Going For Alarm,randomly determine which Hostile in Location #3 or #5 isdoing so.

If an Unaware Hostile receives aPauses result, flip its Unaware counterto its Pauses side.

If a Hostile already has aPauses counter, and it isabout to gain a secondPauses counter, instead,

replace its Pauses counter with a Going For Alarm counter.

If a Hostile already has a Going For Alarm counter,any additional Going For Alarm counters to beplaced on the Hostile card are ignored.

Anytime you place a Going For Alarmcounter on a Hostile, also place aGoing For Alarm counter with thesame number on the Going For Alarm

Track. Each Hostile card notes which space on the track toplace its Going For Alarm counter.s

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Example: A Hostile card is Going For Alarm. You place a GoingFor Alarm #1 counter on the Hostile card, and a second GoingFor Alarm #1 counter on the Going For Alarm Track.

A second Hostile also starts Going For Alarm. Place #2counters on the Hostile card and track.

When you Eliminate a Hostile card, discard its Unaware,Pauses, and both of its Going For Alarm counters.

Reaction ForcesReaction Force Hostile cards do not have an Unrevealed side.Do not place an Unaware counter on them.

Going For Alarm TrackShadow War resolves some activities Action byAction, such as Hostiles Going For Alarm. To clarify,an Action is still counted as an Action, even if theSoldier did not have to pay an Action to perform it.

Example: A Soldier plays a Snap Shot card to perform an Attackwithout paying an Action. You still advance the Going For Alarmcounters after resolving the Action.

Example: Due to the Noise an Action generated, a Hostilereceived a Going For Alarm counter. A Hostile card has an“Alarm 4” notation. You place a “Going For Alarm 1” counter onthe Hostile, and on the Going For Alarm Track on the “4”space. One of your Soldiers performs an Attack. After resolvingthe Attack, you advance the Hostile’s Going For Alarm counterto the 3 space. A Soldier Moves. You advance the counter tothe 2 space. A Soldier performs a Discard and Draw. Youadvance the counter to the 1 space. A Soldier attempts toAttack the Hostile, but draws a “No Shot” counter. You advancethe counter to the “Alarm Sounded” space.

After resolving an Action, advance each counter on the GoingFor Alarm Track by 1 space. If any Reticles on a Hostile cardare Suppressed, do not advance its counter.

Example: The Hostile card has 2 Reticles. You inflict 1Suppress on the card. Since the Hostile card has 1 or moreSuppress counters, do not advance its Going For Alarmcounter on the track.

Hostile Movement and AttacksIf a Hostile does not have an Unaware, Pauses, or Going ForAlarm counter, it Moves and Attacks as normal.

Hostile AttacksMove the Enemy Mobilization Status counter to the On Alertspace if a Hostile performs an Attack.

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As you go farther into the Location cards, the enemyactivity decreases, and it becomes easier for them todetect you. Once the Noise counter or a Going ForAlarm counter enters an Alarm Sounded space on thetracks, the enemy will quickly track you down.

Once the alarm sounds, the enemy forces go througha brief period of confusion. This makes it easier foryou to perform Actions and not be noticed.

However, once the alarm is sounded, if you doanything that would cause a Hostile to Pauses or GoFor Alarm, the Hostile instead becomes aware of youand acts like a regular Hostile.

Also, once the alarm sounds, a wave of alert andmobilized Hostiles forces rises up from the firstLocation cards and begins sweeping through theLocations in search of you.

Night Activity

Flip all Hostile Pauses counters back to their Unawaresides.

Advance all Going For Alarm counters 1 space on thetrack.

Adjust Noise CounterEach Hostile has 1 to 3 Searchratings printed on its card. Fromleft to right, these numbers are

the Hostile’s Search value at Range 0, Range 1, andRange 2 from the Soldier. Advance the Noise counterthe indicated number of spaces when at Range 0,Range 1, and Range 2.

If there are Soldiers at more than one Range from theHostile, use the Range with the highest Search value.

Example: The Hostile shown above advances theNoise counter 2 spaces at Range 0, 6 spaces atRange 1, or 4 spaces at Range 2. There is a Soldier atRange 0, and a second Soldier at Range 1. Advancethe Noise counter 6 spaces because that is the higherof the two Search numbers.

Example: There are 2 Hostiles at Range 0 to yourSoldiers. They have Range 0 Search values of 2 and 3.There are also 3 Hostiles at Range 1 from the nearestSoldiers with Range 1, 2, and 3 Search values of 0, 2,and 1. You would advance the Noise counter 8 spaces(2 + 3 + 0 + 2 + 1).

If there are Soldiers at more than one Range from theHostile with a negative Search value, use the Range withthe lowest Search value.

The Mission card’s Activity valueindicates the number of spaces toretreat (move downward) the Noisecounter on the Noise Track based

on the position of the right-most Location card in play.

After taking into account all Noise modifiers, adjust theNoise counter on the track.

Example: Due to Hostile card Search values, you advancethe Noise counter by 8, but due to the Activity value of theright-most Location, you retreat the Noise counter by 3.Overall, you only advance the Noise counter by 5.

Alarm SoundedIf the Noise counter enters its Alarm Soundedcircle, or a Going For Alarm counter enters itsAlarm Sounded square, move the EnemyMobilization Status counter to the On Alert

space on the Tactical Display Sheet.

Once the Enemy Mobilization Status counter enters the OnAlert square, it remains there for the remainder of theMission.

Once the Enemy Mobilization Status counter is in the OnAlert space any time a Pauses or Going For Alarm counteris to be placed on a Hostile card, do not place the counter,and remove all Unaware, Pauses, and Going For Alarmcounters from the Hostile card. The Hostile is now Aware.

Discard Suppress CountersDiscard the Suppress counters from all Hostile cards.

Alarm SoundedFirst Turn On Alert

If this is the first Night Activities step that theEnemy Mobilization counter is in the On Alertspace, perform the following steps.

Place Mobilized counters on the Mission cardand Location #2.

Remove all Unaware, Pauses, and Going For Alarmcounters from all Hostiles in the Mission card and inLocation #2.

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Place a Reaction Force Hostile card in Location #2. Do notplace an Unaware counter on the Reaction Force.

ConfusionAfter the Alarm Sounds, retreat the Noise counter down thetrack a number of circles equal to the Mission card’sConfusion value.

After First Turn On AlertIf the Turn started with the Enemy Mobilization Status counterin the On Alert space, perform the following steps.

Place a Mobilized counter and Reaction Force Hostile card inthe Location to the right of the right-most Location that alreadyhas a Mobilized counter. Do not place an Unaware counter onthe Reaction Force. The number of Reaction Force Hostiles inthe deck do limit the number of Reaction Forces that can be inplay at the same time.

Do not place a Mobilization counter or Reaction Force card inthe Extraction card.

Remove all Unaware, Pauses, and Going For Alarm countersfrom all Hostiles in all Mobilized Locations.

Extended ExampleThe Objective card is in Location #5. You have Soldier Smithin Location #4, Soldier Murphy in Location #3, and SoldierJones in Location #2.

Soldier Murphy makes a Melee Attack against a Hostile in hisLocation, and inflicts an EKIA on 1 of the Hostile’s 3 Reticles.You place the EKIA counter, as well as a Going For Alarm #1counter on the Hostile because you inflicted an EKIA orSuppress on the Hostile, but all the Reticles on the card are notsuffering an EKIA or Suppress. The Hostile has an “Alarm 3”, soyou also place a Going For Alarm #1 counter on the “3” spaceof the Going For Alarm Track.

Smith is out of Actions and Jones only has a Range 0 SMG and1 Action remaining.

You Move Jones into Location #3. Since an Action has beenresolved, you advance the Going For Alarm counter from the“3” to “2”.

Smith, however, does have a Snap Shot Action card. You playthe card, Smith performs an Attack on the Hostile, but Misses.You advance the Noise counter. You also advance the GoingFor Alarm counter to “1”.

This ends the Soldier Turn, and you begin the Hostile Turn.

During the Hostile Turn, the Hostile still retains its Unawarecounter, which means the Hostile cannot Move or Attack.

You perform Random Movement for all Hostiles that are notSuppressed, Pausing, or Going For Alarm.

You advance the Going For Alarm counter to the AlarmSounded space. You then move the Enemy Mobilizationcounter to the On Alert space.

You proceed to the Night Activities portion of the HostileTurn.

Since this is the first Night Activities step in which the EnemyMobilization counter is in the On Alert space, you placeMobilized counters in the Mission card and Location #2.You place a Reaction Force in Location #2. You also removethe Unaware, Pauses, and Going For Alarm counters from allthe Hostiles in the Mission card and Location #2.

You then retreat the Noise counter 10 spaces because theMission card has a Confusion value of 10.

You then resolve the next Soldier Turn.

Smith takes another shot at the Hostile card, and inflicts anEKIA. It also inflicts a Suppress on the third Reticle since itwas a Suppressed Attack. You would normally place a GoingFor Alarm counter on the Hostile due to the Attack. However,since the enemy is On Alert, you instead remove all of theirUnaware, Pauses, and Going For Alarm counters. TheHostile is now Aware.

Smith’s Attack generated 2 Noise, so you advance the Noisecounter 2 spaces and roll to see if a Hostile in Location #3noticed the Attack.

There are three Hostile cards in Location #3: the one youhave been Attacking, plus two more. You roll a Pausesresult. You then roll to see which of the three Hostiles in thatLocation Pauses. You roll, and one of the two Hostiles thathave not been Attacked Pauses. However, since the enemyis On Alert, instead of Pausing, you remove their Unawarecounter. That Hostile is now Aware.

You resolve the remainder of the Soldier Turn. Murphy andSmith Move from Location #3 to Location #4.

You resolve the Hostile Turn.

The Reaction Force in Location #2 Closes Range toLocation #3.

When you resolve the Night Activities steps, since the EnemyMobilization counter was in the On Alert space at the start ofthe Turn, and the right-most Mobilized Location is Location#2, you place a Mobilized counter in Location #3. Youplace a Reaction Force in Location #3. You also remove theUnaware, Pauses, and Going For Alarm counters from all theHostiles in Location #3.

The Mission continues.

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A Campaign is a series of linked Missions that takeplace in a specific setting. Not all eras will haveCampaigns. Select the Campaign sheet you wish toplay and place it next to the Tactical Display Sheet.

1 – Title: The Campaign’s title, whether you will beplaying an Offensive or Defensive Campaign, andhistorical information.

2 - General Information: Designates your Nation,your starting Resource Points to create Squads, theenemy Nation, the Region type, the number of Weeks(Campaign Turns) the Campaign runs, and anyExpansions needed to play the Campaign.

3 – Mission / Location Cards: Lists the Mission orLocation cards you will need for the Campaign.

4 – Objective / Location Cards: Lists the Objective orLocation cards you will need for the Campaign.

5 – Rules: The special rules used by the Campaign.Where Campaign rules conflict with the rulebook,Campaign rules take precedence.

6 – Map: The Campaign map. The arrow-headed linesshow the direction of travel between Missions.

7 - Victory: The Victory Chart that shows how well you didduring your Campaign.

SQUAD CREATIONPurchase your Soldiers, Skills, and Gear as normal using theCampaign sheet’s starting RP limit.

Divide your Soldiers into 1 or more Squads.Assign each Squad a Squad counter. YourSoldiers and the Gear they have will remain withinthese Squads throughout the Campaign.

Campaigns limit the RP you begin with and the maximumnumber of Squads you may start with. This is based on thenumber of START squares on a Campaign sheet.

Fill out the Campaign Log Sheet.

Each Squad performs 1 Mission each Week.

Example: You are playing an Offensive Campaign with 3Squads. During a Week of the Campaign, Squad #1 runs aMission to attack an Artillery Position. Squad #2 attacks anAirfield, and Squad #3 attacks Bunkers.

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OFFENSIVE CAMPAIGNS

Set-UpPlace the Enemy Heldcounters in all the squareson the map.

Place your Squad counters in the noted Startingsquares. Your Squads start in squares with EnemyHeld counters. Limit of 1 Squad per Startingsquare.

Start of Each WeekConduct a Mission for your current Objective’s square.

Use the Objective card noted in the square.

Draw a random Starting Location card and place it in Locationspace #1. This serves as the first Location of your Mission,instead of a Mission card. The Location card starts the Missionin play. You do not have to pay its Entrance and Action/XPcosts to play it. Also, do not draw Hostiles when placing theStarting Location card.

StartingLocations:

Warm JungleSteep Rise

Brick BuildingRoad

Muddy SlopeKilling Ground

Objectives:Shore

InstallationBunkers

Sniper HuntArtilleryPosition

Japan35 RP

=Hostiles=United States

=Region=Jungle

=Weeks=5

=Expansions=14 and 15

Special Rules‐ You cannot select any Soldiers with an RP value

greater than 16.‐ If you do not complete at least 1 Objective during

the 1st Week, the Campaign ends with a Shamefulresult.

‐ Completed Objective: Gain 4 RP of Soldiers, Skills,and/or Gear.

‐ Did not Complete Objective: Gain 2 RP of Soldiers,Skills, and/or Gear.

Objs Evaluation4 Outstanding3 Well Done2 Solid Work1 Questioning0 Shameful

SniperHunt

Arty.Position

Bunkers

Wake Island Invasion 1941 (Offensive)The Japanese attack on Wake Island began simultaneously with theirattack on Pearl Harbor. Defending the island were 850 marines and 50Marine aviators of VMF‐211 along with 68 Navy sailors and six coastalguns. Crushing the first enemy attack, the Japanese launched a second onDecember 23rd which captured the island.

START

ShoreInstall.

You do not use a Mission card for Offensive Missions. Roll onthe following chart to determine the Location space of theObjective, the number of Turns you have to complete theObjective, and other information and other Effects asstipulated.

Roll Location# Turns Effect2- 4 7 Add 3 to the Hostile value of the Objective

3-4 5 9 Add 1 to the Entrance cost of each Location5-6 6 10 No adjustment7-8 7 12 Gain 1 Squad Soldier (7 RP or less)9+ 8 15 Gain 12 RP of Soldiers and Gear

Conduct MissionsConduct a Mission for each Squad using the Starting Locationcard and Objective card pairing.

Recalculate each Squad’s RP at the start of each Mission forpurposes of the Hostile charts on Location and Objectivecards.

Your Squad regains the number of Resource Points it lost orexpended during the Mission. You may use these RP topurchase new Soldiers, Gear, and Skills.

Example: Your Squad began the Mission with 27 RP. After theMission, due to Downed Soldiers and Expended Gear, theSquad is only worth 15 RP. The Squad regains 12 RP.

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If You Complete the ObjectiveYour Squad gains the Resource Points listed on the Campaignsheet for completing the Objective. You may purchaseSoldiers, Gear, and Skills.

Flip the Enemy Held counter to its Friendly Heldside.

Move the Squad along a line leading out of itssquare to an adjacent square. Squads can freely movethrough Friendly Held squares without stopping.

If You Did Not Complete the ObjectiveYour Squad gains the Resource Points listed on the Campaignsheet for not completing the Objective. You may purchaseSoldiers, Gear, and Skills.

Do not flip the Enemy Held counter.

Do not move the Squad counter out of its square.

Your Squad will attempt the same Mission next Week with anew Starting Location card and a new roll on the Mission chartabove.

End of Each WeekMark off the current Week Completed on the Campaign LogSheet.

Determine if the Campaign is completed. If it is, go to the Endof Campaign rules. Do not perform any other End of EachWeek actions.

If the Campaign is not CompletedRemove all XPs from the Soldiers. They begin the next Missionwith their normal starting number of Mission XPs.

Soldiers Heal all Wounds suffered during the Mission.

Weapons freely regain the Ammo printed on their cards. AllExpendables, such as Grenades and Rockets, may berepurchased. Ammo beyond that printed on the Weaponcards may also be purchased.

Update the Campaign Log Sheet based on your purchases.Determine the new Resource Point totals for each Squadbased on their current Soldiers, Weapons, and Gear.

End of CampaignCompare the number of Objectivescompleted to the Campaign’s VictoryChart to determine your level ofsuccess (or failure).

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DEFENSIVE CAMPAIGNS

Set-UpPlace your Squad counters in theindicated Starting squares.

Draw a random Mission card and arandom Starting Location card, foreach battle from those listed on theCampaign sheet.

Defensive Campaign Missions are much like Escape Missions.Treat each Mission card as having the “Escape Mission”Keyword and using the Escape Mission rules.

Your Goal... EscapeThese Missions do not use Objective cards. Your goal in everyDefensive Campaign Mission is to Move backward throughLocation cards and Enter the Mission card.

Place the Mission card in its normal place on the TacticalDisplay Sheet. Place the Starting Location card in theObjective space printed on that Mission card. You do not haveto pay its Entrance and Action/XP costs to play it. You musthowever draw the Hostiles for the Objective card after theAdvance Mission Timer step (see the Escape Mission rules onpage earlier in this Rulebook).

Missions:City Combat

Combat SweepLong WayHard SlogLimitedSupport

Just AnotherDay

StartingLocations:

PastureRuins

HousesRoadLane

Final Locations:Traffic Hub

United Kingdom70 RP

=Hostiles=Germany

=Region=Europe

=Expansions=2, 7,

and EuropeanCore Game

=Weeks=3

Special Rules‐ Never Surrender!: All Soldiers begin each Mission

with extra XP equal to the current Week of theCampaign.

‐ Automatically use Traffic Hub as the final Objectivefor all Squad Missions.

RP Evaluation57+ Outstanding

41‐56 Well Done26‐40 Solid Work10‐25 Questioning

9‐ Shameful

Dunkirk 1940 (Defensive)After Allied counterattacks failed at Arras on May 21, German forces advancednorthwards towards the channel coast, potentially trapping the British Armybefore it could be withdrawn to England. French and British forces engaged ina rear guard action while 330,000 soldiers were evacuated from the port cityof Dunkirk.

TrafficHub

TrafficHub

TrafficHub

Place 1Squad Here

Place 1Squad Here

Place 1Squad Here

Example: The Mission card specifies the Objective card beingin Location #6. Place the Starting Location card in the Location#6 space on the Tactical Display Sheet.

The Mission ends when any of the following occurs:

- All Soldiers are in the Mission card.

- When the Mission Time runs out.

- When the player decides to end the Mission.

Any Soldiers not in the Mission card when the Mission endsare captured by the enemy and are removed from theCampaign.

Conduct MissionsConduct a normal Escape Mission for each Squad.

Recalculate each Squad’s RP at the start of each Mission forpurposes of the Hostile charts on Location cards.

End of Each WeekMark off the current Week Completed on the Campaign LogSheet.

Determine if the Campaign is completed. If it is, go to the Endof Campaign rules, and do not perform any other End of EachWeek actions.

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If the Campaign is not CompletedRemove all XPs from the Soldiers. They begin the next Missionwith their normal start of Mission XPs.

Soldiers Heal all Wounds suffered during the Mission.

Weapons freely regain the Ammo printed on their cards. Anyunused Expendables such as Grenades carry over to the nextMission.

Move each of the Squads along a line to the next square.

Roll on the following chart to determine the adjustment thataffects the next Mission.

Roll Effect2- Purchase 3 RP of Gear

3-4 Gain 1 Squad Soldier (6 RP or less)5-6 Gain 4 RP of Grenades7-8 -1 Location from next Objective9+ Subtract 2 from the Hostile value of the Objective

Update the Campaign Log Sheet based on your purchases.Determine the new Resource Point totals for each Squadbased on their current Soldiers, Weapons, Skills, and Gear.

End of CampaignCompare the RP value of yoursurviving Soldiers, Skills, and Gear(not Medals) to the Campaign’sVictory Chart to determine your levelof success (or failure).

MEDALSIf you are using the Medals expansion, your Soldiers earnMedals as normal during the Campaign Missions.

The RP value of Medals is only used when drawing Hostilecards for Location and Objective cards.

Example: You are playing an Offensive Campaign. Your Squadstarted the Mission worth 30 RP, plus 5 RP of Medals. Duringthe Mission, you treat the Squad as being worth 35 RP whendrawing Hostile cards. At the end of the Mission, your Squad isonly worth 20 RP due to losses, not counting Medal RP. YourSquad gains 10 RP to make purchases (30 RP of startingSquad value - 20 RP of ending Squad value = 10 RegainedRP).

RP Evaluation57+ Outstanding

41‐56 Well Done26‐40 Solid Work10‐25 Questioning

9‐ Shameful

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SET-UPSeparate the Medal cards by Nation. You will only need theNation cards for the specific Nation you are commandingduring a Mission. Place all the other Medal cards off to theside.

Shuffle your Nation’s Medal cards and place the deck facedown next to the Tactical Display Sheet.

THE MISSIONAlways use Elite Hostiles when you are using the Medalsexpansion.

Drawing a Medal CardDraw the top card when the Mission meets the conditionspecified on the back of its card. Draw only one card even ifthe next card in the deck has the same condition.

Example: A Medal card’s back has the condition “Draw whenyou play a Location.” You play a Location card and draw theMedal card. If the next card also has the “Draw when youplay a Location” condition, do not draw it until you playanother Location card.

Potential Medal RecipientOnce you draw the Medal card, randomly determine whichof your Soldiers is in a position to receive the Medal. AllSoldier types (Player Soldiers, Non-Player Soldiers, andSquad Soldiers) may receive Medals.

Earning the MedalIf the Soldier completes the requirements listed on theMedal card, the Soldier gains the noted benefit.

Immediately apply the benefit to the Soldier. It is possible fora Soldier to earn a benefit they would not normally beeligible for.

Example: A Squad Soldier earns a benefit that awardshim 2 RP of Skills. Select 2 RP of Skills for that Soldier.

Example: An NPS earns a Medal that allows him to“Once per Mission, Find 1 Grenade.” Even though heis an NPS and his Gear is normally pre-determined, hecan Find, and use, the Grenade.

The Medal cards come with sheets of Medal stickers.Peel off the appropriate Medal sticker and apply it tothe Soldier card.

Each Medal has an RP value. Take this into accountduring Soldier RP checks, such as when Lighteningthe Load.

These stickers stay with the Soldier until he suffers aDowned or KIA result. Take into account the RP valueof Medals when selecting Soldiers for futureMissions.

“Eliminate”Some Medals have the “Eliminate” condition. Thismeans the Soldier must be the only Soldier to inflictall Suppression and EKIA results on the Hostile card.If any other Soldier, or card played by anotherSoldier, inflicts a Suppression or EKIA on the Hostilecard, the Soldier is no longer eligible to receive theMedal for that Hostile card.

Example: To receive a Medal, the Soldier mustEliminate an enemy Sniper card. If any Soldier, otherthan the selected Soldier, inflicts a Suppress or EKIAon the Sniper, the Soldier is no longer eligible toreceive the Medal.

If the Medal specifies a Turn limit, and the condition isnot met within the noted limit, shuffle the Medal backinto its Nation’s draw deck.

Example: The French’s “Military Medal” specifies that2 EKIA must be placed on a Rifle Team this turn. If theSoldier only places a single EKIA this turn, the Medalis discarded, with the Hostile remaining in play.

“Draw and leave face down...”Draw the card, but leave it face down. Move it off tothe side. Reveal it, when the condition is met.

“Draw a Hostile...”If the Hostile does not have Place instructions, Placeit in the Front-most Location card. The Hostile TargetsSoldiers as normal.

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Squad Vehicle cards, Anti-Vehicle Hostilecards, and Driving cards first appeared inWWII Expansions #36, #37, #38, and#39.

You can now purchase and operate Squad Vehiclesas part of your team. This added capability isbalanced by the presence of Anti-Vehicle Hostiles thatappear during the Mission.

Every Nation has its own set of Squad Vehicle cards,Anti-Vehicle cards, and Driving cards, which can beidentified by the Nation’s flag.

Treat Vehicle cards as being Squad Soldier cards forthe purposes of card effects, unless specifiedotherwise on the card.

Example: If a Hostile card Targets the Soldier with thehighest RP value, include Vehicle cards in theselection.

Example: A card inflicts 1 Wound on a random Vehicle.Do not include non-Vehicle Soldiers in the randomselection.

Treat Vehicles as being the same as Soldiers whendrawing Hostile Targeting counters for standardHostile cards.

Light VehiclesIf the only Soldier Vehicles included in the Mission areLight Vehicles, ignore the Noise and Anti-Vehicle cardrules. If any standard Vehicles are included in theMission, treat Light Vehicles as normal Vehicles.

Example: The only Vehicle in your Mission is an SUVfrom the PMC game. The SUV is a Light Vehicle, so

you would not use the Noise rules or the Anti-Vehicle cards.

Interior MissionsSome Mission cards have the “Interior” Keyword. You may notuse Light Vehicles or Vehicles in these Missions.

When drawing Hostile cards, ignore and redraw for anyVehicle Hostile drawn

SQUAD VEHICLE CARDSYou purchase and use Squad Vehicle cards the same way asyou purchase and use Squad Soldier cards. Each Vehiclecard represents a specific Vehicle. Each Vehicle’s values varyslightly to take into account the skills of that specific crew aswell as the quirks of that specific Vehicle. The new aspects ofSquad Vehicle cards are detailed below.

1 - Noise: The amount of Noise the Vehicle creates. Thehigher the number, the more Noise it creates. In general: 1 =Jeeps, 2 = Half-tracks, 3 = Light Tanks, and 4 = Medium andHeavy Tanks.

2 - Cannon: Some Vehicles are equipped with a Cannon. Usethe Attack Chart and Keywords as normal. The new Keyword“Prox” for “Proximity” appears for many Cannons, and isdefined on the Keywords Sheet.

Example: A Cannon has the Keywords “Single Shot, Pen 3.,Ranged Attack”. This means it can only use the Cannon onceper Turn, it has a Penetration of 3, and it is a Ranged Attack.

3 - MG: Many Vehicles are equipped with a Machine Gun. Usethe Attack Chart and Keywords as normal.

Example: A Machine Gun has the Keywords “Auto: 3 dice,Spray, Pen 2., Ranged Atk”. This means that when it Attacks, itwill perform a 3-die Auto Attack and you check each die roll to

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see if it inflicts a Hit. It has a Penetration of 2, and makes aRanged Attack.

4 - S. Arms: Some Vehicles are able to carry Soldiers whichcan perform Small Arms Attacks. Use the Attack Chart andKeywords as normal. The new Keyword “Atks = Health”appears for all Small Arms. This means the Vehicle canperform a number of Small Arms Attacks each Soldier Turnequal to its current Health, without spending Actions.

Example: A Half-track has a Health of 4 and has a Small ArmsAttack Chart with the “Atks = Health” Keyword. Every Turn, theHalf-track can perform 4 free Small Arms Attacks. If the Half-track suffers 2 Wounds, it can then only perform 2 Small ArmsAttacks each Turn.

5 - Keywords: Squad Vehicle cards introduce several newKeywords, which are defined on the Keywords sheet.

Loadout - The Vehicle can carry the indicated number of GearLoadout points. Purchase this Gear as normal. You may passthe Gear to other Soldiers as normal.

ANTI-VEHICLE CARDSAnti-Vehicle cards represent theenemy’s anti-vehicle capabilities.These cards are speciallydesigned to engage your SquadVehicles in combat.

During Set-Up, shuffle the enemyNation’s Anti-Vehicle cards toform a deck, and place it next tothe Tactical Display Sheet. AllAnti-Vehicle cards are Elitedifficulty.

Example: You set-up a Mission and select Japan to be theHostile Nation. Shuffle the Japanese Anti-Vehicle cards andplace them next to the Tactical Display Sheet.

6 - Noise Range: During theHostile Reinforcement Draw stepof each Turn, draw an Anti-Vehiclecard for each Squad Vehicle. Ifthe Squad Vehicle’s Noise ratingfalls into the Anti-Vehicle’s Noiserange, then place the Anti-Vehiclein its specified Location. The Anti-Vehicle card automaticallyTargets the Vehicle it was drawnfor. If the Squad Vehicle’s Noiserating does not fall into the Anti-

Vehicle’s Noise range, then discard the Anti-Vehicle card.

Example: You are drawing an Anti-Vehicle card for an M4Tank Vehicle with a Noise rating of 4. You draw the Anti-TankRifle Team Anti-Vehicle card with a Noise range of 2-3. Since4 is not in the range 2-3, you discard the Hostile.

If you had drawn the Anti-TankGun with a Noise range of 3-4,you would have placed the Anti-Tank Gun 2 Location cardsbeyond the Front-mostLocation.

7 - XP: The XP gained fromDestroying the Hostile.

8 - Keywords: Anti-Vehiclecards introduce several newKeywords, which are definedon the Keywords Sheet.

Driving CardsDriving cards are part of the Anti-Vehicle deck of cards.Instead of being an enemy group of Soldiers or a Vehicle,these represent random Vehicle-rated events.

1 - Nation: As with the other cards, these cards are alsoNation specific.

2 - Noise Range: This works the same as the Noise Rangeon Anti-Vehicle cards.

3 - Card Text: Each card has text detailing the card’s effect.

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Warfighter Private Military Contractor (PMC) makesyou the boss of a private security company headingoff to make the world a better place in the Iraqi GoldRush days of 2003 and onward. You hire operators,build up your Office and Iraqi Compound, bid oncontracts, and use the Warfighter tactical system toresolve engagements with the local hostiles. Alongwith fighting hostiles, you also need to turn a profit!You have bills to pay, so get out there and startmaking some money!

VICTORYYour goal is to make as much money as possibleduring a 6-Month Campaign. The different Victorylevels are shown on the Business Form for each typeof Business.

If the Money in your Company’s Bank Account evergoes below $0, you immediately lose the Campaign.

NEW RULESPMC uses all the standard Warfighter rules, exceptwhere noted below. PMC adds a strategic campaignlevel to your Warfighter missions. You run a company,and manage all the financial details of the company,and use the Warfighter tactical system to resolveengagements that occur at your contract sites.

PMC NationPMC is a Nation in Warfighter, and usesall the standard Nation rules.

PMC / SoldierThese terms are usedinterchangeably when referring toyour personnel.

The cards and rules refer to “RP”.This refers to the Printed cost onthe Soldier’s card, and does notinclude Skills and Gear.

Many Soldier cards note an “-or-” for their Weaponselection. When you purchase a Soldier, or theyPromote to a higher Level, decide which Weaponthey will Equip for that Level.

Example: When Smith Promotes to Level 3, he must decidewhether to Equip the AR-15 Carbine or the M4 Carbine.

Example: Smith chose to Equip the AR-15 Carbine when hePromoted to Level 3. When Smith Promotes to Level 4, hedecides to Equip the M4 Carbine. The AR-15 Carbine isremoved from him, and placed back in the Weapon deck.

Example: Level 5 Smith was able to choose between the AR-15Carbine and the M4 Carbine, and he chose to Equip the AR-15Carbine. You also purchased for him an MP5 SMG and M9Pistol. When he Promotes to Level 6, he decides to Equip theM4 Carbine. He removes the AR-15 Carbine, but keeps theMP5 SMG and M9 Pistol.

DurationEach PMC Campaign has a 6-Month duration.

ReputationYour company starts with 0 Reputation. You willgain and lose Reputation during a Campaign. Asyour Reputation increases, you will receiveadvantages. Place Reputation counters for your

Company’s current Reputation on the Reputation area of theTactical Display. If you do badly, your Reputation can go below0 and into the negatives.

Red/Green TextSome cards have text printed in red or green. Red textdenotes some kind of restriction or penalty.

Example: A Contract card has red text of “Must have Rep 5+.”If you have Reputation 4 or less, you cannot Bid on thisContract.

Green text denotes a bonus or advantage of some kind.

Example: A Contract card has green text of “If Rep 9+, -1Comp.” If you have Reputation 9 or higher, randomly removeone Competitor from Bidding on this Contract.

“Remove from Campaign” Remove the card or set of Soldier cards from the Campaign.They cannot be used again.

If a PMC is Downed, remove their cards from the Campaign. Ifyou hire a PMC, then later decide not to pay them at the startof a Month, remove their cards from the Campaign.

VehiclesIf a Vehicle is rendered Immobile, and youcomplete the Objective, you may retrieve andfreely repair the Vehicle. If you do not completethe Objective, discard the Vehicle card. It may be

repurchased.

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OverwatchAt the start of a Mission, divide your Soldiersbetween the Tactical and Overwatch groups. Youmust have at least one Player Soldier in theTactical group.

Place the Overwatch Soldiers off to the side of the TacticalDisplay. They do not travel through the Location cards.

Treat the Tactical Soldiers as normal.

For each Overwatch Soldier, draw 1 random Overwatchcounter for every 10 RP, or fraction of 10 RP, of the Soldier’sPrinted RP value. Do not add additional Skills, and Gear. Placeeach Soldier’s Overwatch counters on the Soldier’s card.

Example: You place a 12 RP Soldier, with an additional 4 RP ofSkills, and 8 RP of Gear on Overwatch. Draw only 2 Overwatchcounters for the Soldier (RP 12), as their additional Gear andSkills do not count toward Overwatch counters.

You may expend each Overwatch counter during the Missionto gain the noted effect. Discard any unused Overwatchcounters at the end of the Mission.

Overwatch CountersGain 3 XP – At any time, add a total of 3 XP to any Soldiers.

Cancel val 0-2 Hostile Arrival – When you draw a HostileReinforcement card with a value of 0 to 2, Discard it.

Adjust Mission Turns 1 – After adjusting the Timer counterduring the Advance Mission Timer step, adjust the Timercounter by 1 space in either direction.

Eliminate a val 0 Hostile – During the Soldier Turn, Eliminate1 Hostile card with a value of 0.

Draw 3 Cards – At any time, draw a total of 3 Action cardsand add them to a Player Soldier’s hand.

Cancel Attack, Down – After rolling a Hostile’s Attack andDefeat Cover dice, Down the Overwatch Soldier to cancel theAttack.

Gain 1 Action – During the Soldier Turn, give 1 Action to anySoldier. This Action is temporary, and is removed at thebeginning of the next Soldier Turn.

Cancel val 0-4 of Hostile Moves – During the Hostile CloseRange step, select a total value of 0 to 4 Hostile cards in oneLocation. Do not Move them.

Dollars and Resource PointsPMC measures costs and income inDollars. When purchasing Warfightercards, $1000 dollars = 1 ResourcePoint.

Example: The M4 Carbine has an RP cost of 3, it costs $3000to purchase for a Player Soldier PMC.

You do not have to buy Ammo for Weapons. It is included aspart of the purchase cost. You do need to repurchaseExpended Gear that is used.

Example: I purchase 3 M67 Grenades. I use 2 of them in aMission. I do not freely get those back, and may re-purchasethem next Month.

Purchase vs. OverheadAll purchases are a one-time purchase unless noted asOverhead. You pay Overhead costs at the start of each Monthduring the Accounts Payable step.

Example: Smith at Level 6 has an RP value of 22, which is anOverhead of $22,000. I decide to purchase the MP5 SMG for$2000 and give it to Smith. Smith’s Overhead is still $22,000.

PMC Stress CardsPMC Stress cards are a newcard type. These cardsrepresent the stressful effects ofcombat on people who are not

trained to military standards.

Shuffle these cards into the Action carddeck.

Each card is divided into 3 sections:

Top - Declares which PMC Soldiers can be affected by thecard. Many cards also give you the option of paying XPinstead of suffering the effects of the card.

Middle - Details the ill affects on the PMC Soldier.

Bottom - Details the benefit gained by the PMC Soldier.

All of these rules remain unchanged if you are playing a

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Mission with a mix of PMCs and standard military Soldiers.However, if you draw a PMC Stress card for a non-PMC PlayerSoldier, discard and redraw. Also, when determining whichSoldier is affected by a Stress card, only select from PMCSoldiers - do not include non-PMC Soldiers in the selection.

You must use these cards if you are playing a Mission withone or more PMC Soldiers.

Hostile CardsPMC includes three types of Hostile cards. All Hostile cardsfunction as normal Warfighter Hostiles, however, Epic andLegendary Hostile cards are more powerful versions of thestandard Hostile. Shuffle the Epic cards. Shuffle theLegendary cards. Place their decks off to the side for later use.

BUSINESS SET-UPForming Your Business

You begin a PMC Campaign by creatingyour business. To do so, fill out theBusiness Form provided. You can alsodownload these forms from the DVGwebsite.

Fill in the information for your CompanyName, Owner’s Name, City and Country,Slogan, and Logo. These do not affect

game play, and are for personal flavor.

Select the size of your Business. From smallest to largest, youcan select from: Sole Proprietor, Partnership, LLC, orCorporation. LLCs and Corporations are found in the PMCExpansion decks. We recommend starting with a SoleProprietor business.

Each Company card notes yourStarting Money. Collect Starting Moneycounters and place them on the BankAccount area of the Display Sheet.

You must select an Office card and a Compound card. TheOffice card is where your company is located in your homecountry. Your Compound card is your company’s facility inIraq’s Green Zone.

You may select Enhancement cards for your Office andCompound. Most of these card types have three levels:inferior, normal, and superior. Inferior cards actually save youmoney each Month, but you do suffer some kind of penalty.Normal cards have no adjustments, and no cost. They areassumed to be part of your Company’s Overhead. Superiorcards have a Monthly Overhead cost, and provide you with abenefit. The cost of an Enhancement is based on your Officeor Compound card’s Enhancement value.

Example: If you had anOffice with the LawyerEnhancement, you wouldpay: x1 $Enh which wouldbe $8,000 due to theOffice’s Enhancementnote.

Example: If you had theCompound with thePrimitive Infirmary, youwould pay: -x1 $Enhwhich means yourOverhead is reduced by$6,000 due to theCompound’s

Enhancement note.

Record all of these choices on your Business Form. Now thatyou have created your Company’s structure, you can startmaking purchases.

PurchasesYou may purchase the following items in any order. All of thisis part of the Business Set-Up step.

You always have the Federal Firearms License, and mustfollow the limitations that come with it. You may purchaseother Licenses which will remove some of these limitations.These are one-time purchases. Once you purchase a License,you have it for the remainder of the Campaign.

Select the PMCs you wish to hire. PMCs come in levels from 1to 6, with Levels 1 and 2 being Squad Soldiers, 3 and 4 beingNon-Player Soldiers, and 5 and 6 being Player Soldiers. EachSoldier can only have one card in the Campaign at any time.You may hire a PMC at any of their 6 Levels. During theCampaign, your PMCs will earn Hero Points by going onMissions. The Hero Points needed for a PMC to Promote tothe next Level is noted on each PMC’s card for Levels 1 to 5.PMCs cannot Promote higher than Level 6.

PMCs come with the Gear and Skills listed on their cards at nocost. You cannot purchase a PMC if you do not have theproper Licenses for all of their Gear. If you have hired a PMCand they Promote to a card that has Gear you are not licensedfor, you must Remove the PMC from the Campaign. You maypurchase additional Gear for Player Soldiers. You may notallocate a PMC’s Gear to other Soldiers. If the PMC has an -or-for a choice between multiple Weapons, you must Equip themwith a Weapon you have Licenses for, or they leave yourCampaign.

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When a PMC Promotes to the next higher Level, they freelygain the Gear listed on their new card, and lose any Gear thatwas printed on their old card.

Each PMC has a Salary noted on their cards. As youallocate Hero Points to a PMC, and they Promote tohigher Levels, their Salary remains the same as whenyou hired them. However, PMCs have a Reputationand Raise noted on their cards. If your Company doesnot meet the Reputation needed by the PMC, youmust give the PMC a Raise from the Salary you hiredthem at, to the Salary listed on their current card. The

Salaries of your PMCs are part of your Monthly Overhead.

Example: You hired a Level 2 PMC costing 5 RP ($5000) andrequiring Reputation 3. Your company had Reputation 4. Later,the PMC Promoted to Level 3 with 8 RP and Reputation 5. Yourcompany by then had Reputation 6, so you did not have to givethem a Raise. Now, the PMC has Promoted to Level 4 with 11RP and 7 Reputation. Your company still has a Reputation of 6.You must either give them a Raise to $11000, or they will leaveyour company.

Select and purchase any Weapons and Gear you areLicensed for. This Equipment belongs to your Company andyou may allocate it Week by Week to any Player Soldiers.Record this Gear in the Company Inventory section of theForm.

Select and purchase Skills for Soldiers as normal.

Record all this information on yourBusiness Form.

Place Money counters equal to yourOverhead in the Overhead area of theDisplay Sheet. This is not your Money. It isjust an easy reminder of your MonthlyOverhead.

Whenever you earn Money, add the Money counters to theBank Account space on the Display Sheet. Whenever youspend Money, Subtract the Money counters from your BankAccount.

Black Market GearSome Gear has the Black MarketKeyword. See the Keywordssheet for details. You maypurchase this Gear even if youdon not have the proper License.Each time you purchase a BlackMarket item, roll a die. If you roll

the Risk number or lower, you do not pay for the item, you donot receive the item, and you must pay the noted fine.

Example: For the M67 Grenade Black Market: Roll a die foreach Grenade you purchase. On a roll of 1 or less, you do notpay for the Grenade, or get the Grenade, but you do need topay a $25,000 fine. If you roll a 2+ you receive the item.

CompetitorsDraw 2 Competitor cards. TheseCompetitors remain in play throughout theCampaign.

Cards and CountersPlace the Month counter in the “1” square of the Months track.Place the Hostile cards and Contract cards in their spaces onthe Display Sheet. Place your PMC, Skill, and Gear cards offto the side.

Sort the Location cards (Baghdad, Baghdad Embassy, etc.)into their individual Region and place them off to the side.

GAME PLAYYou are now ready to begin bidding on Contracts, runningMissions, and making the world a better place! All whilemaking a buck or two.

MONTHLY SEQUENCEEach Month, you perform the following Monthly Sequence ofsteps.

AcquisitionsDecide whether to keep the PMCs you have previouslyselected, or you may fire any of them, and Remove them fromthe Campaign.

Select any new PMCs, Gear, and Licenses you would like topurchase and pay for them out of your Bank Account.

Purchase and adjust any of your Office and CompoundEnhancements.

Adjust the Money counters in the Overhead area as needed toreflect your new Overhead.

Accounts PayableBegin by paying your Overhead expenses. This includes yourOffice, Compound, PMC Salaries, and Enhancements. To doso, reference the Money counters in your Overhead area onthe Display Sheet, and deduct that much Money from theBank Account area on the Display Sheet.

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You pay Overhead for the following cards:- Soldier cards. Only pay for the Soldier card’s Printed RPvalue. Do not pay Overhead for their Skills or Gear.- Office card.- Compound card.- Office and Compound Enhancement cards.- Any other cards that have an Overhead notation.

Bid on ContractsShuffle the Contract cards and drawthe number noted on yourCompany card. Place them face-

up. You may Bid on them in any order. If aContract has a Term extending beyond theend of your Campaign, discard it and drawuntil you draw a Contract that does notextend beyond the end of your Campaign. If

a Contract has Bidding requirements, and you don’t meet therequirements, you cannot Bid on the Contract.

Select the Contract you want to Bid on. Roll a die for each ofyour Competitors. If their roll is equal to, or higher than, theBid roll noted on each Competitor card, they are also in theBidding. If all the Competitors fail their Bid rolls, you win theContract.

If at least one Competitor made their Bid roll, then the Biddinggoes to a new round. Reduce the amount of the Contract bythe amount shown on the Contract card. You may now decideto continue Bidding, or drop out. If you drop out, discard theContract.

If you decide to stay in the Bidding, roll a die for each of theCompetitors that remained in the Bidding. Since this is the firstfollow-up round of Bidding, subtract 1 from their die rolls.

Repeat the Bidding rounds until only you remain, or you dropout. Subtract 1 from their rolls for each round after the firstround of Bidding, and continue to subtract the noted amountof the Contract’s Bid Money for each round of Bidding.

Example: You have Darkwater and Pointy End as your 2Competitors on a $40000 Contract with a $4000 BiddingReduction. On the first round of bidding, Darkwater needs toroll a 6+ and Pointy End needs an 8+. Darkwater rolls an 8and Pointy End rolls a 3. Pointy End drops out of Bidding andDarkwater stays in for a 2nd round. You decide to stay in aswell, and now Darkwater has a -1 modifier. They roll a 6 whichis not high enough, as they needed a 7+, so they also drop outof bidding, making the Contract yours for $36000.

If you win the Contract, place the Money counters on theContract equal to the amount it was worth when you won theBidding. Also, place a “Contract” counter on the Contractcard, as well as the same numbered Contract counter on the“Weeks of Contract” track in the space equal to the Contract’s

Term in Weeks. You will receive this Money if you successfullycomplete the Contract.

Repeat for each Contract you wish to Bid on. Discard anyContracts you do not wish to Bid on.

Week to WeekEach Month, allocate your PMCs and Gear to each of yourContracts, and then roll for the Week to determine if there isan Engagement for each of your Contracts. You repeat thisallocation and Engagement process for each of the 4 Weekseach Month.

Freely Allocate your PMCs and Gear to each Contract. Youmay rearrange your PMCs at the start of each Week. EachTeam must have at least one Player Soldier, or you fail theMission and fail to complete the Contract. If you fail tocomplete a Contract, discard the Contract card, its Moneycounters, and its Contract counters. Also, suffer any Failurenotes on the Contract card.

EngagementsRoll a die for eachContract’s Threat. If theroll is less than or equalto the Contract’s Threat,an Engagement occurs.Draw a Mission card fromthat Contract’s notedMission deck. Find the

Objective in that deck with the same title. The Region andHostiles are listed on each Mission card.

When an Engagement occurs, immediately collect Moneycounters equal to the Contract’s Engaged Money, and addthem to your Bank Account on the Display Sheet. Do this foreach Engagement, for each Contract, each Week.

EscalationIf you roll the Contract’s Threat value or lower,resolve the Mission as normal.

If your roll is higher than the Threat value, noMission occurs. Instead, draw an Escalation counter from thecup and place it on the Contract card. These counters modifyfuture Threat rolls for the Contract as well as your rewardswhen a Mission does occur for the Contract.

Continue to accumulate Escalation counters on the Contractcard until a Mission occurs or the Term of the Contract ends.

Once a Mission occurs, discard all Escalation counters fromthe Contract. Before resolving the Mission, add the notedEngagement Money counters, Escalation Money, and

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Reputation counters to your business. You gain theseregardless of the Mission’s success.

Bonus ReputationIf the total RP of Soldiers is equal to one-half or less of theMission card’s Hostile value, you gain 1 Reputation at the endof the successful Mission. Overwatch Soldiers do not counttoward the Mission’s RP limit when calculating a Mission’sReputation bonus.

Example: Your Mission card notes 40 RP. An Escalation counterincreases RP by 20 RP to 60 RP. You allocate 27 RP of Soldiercards to the Mission. You successfully complete the Missionand earn 1 Reputation point.

Resolve the MissionUse the total RP value of the Mission card plus Escalationcounters when drawing Location Hostile cards, and for othercards that reference a Location’s Hostile value. Do not useyour Team’s RP value.

Example: The Mission lists 20 RP, and the Mission has a +20RP Escalation counter. You allocated 67 RP of Soldiers to theContract. When drawing Hostile cards for Locations, use the“30-49” range on the Location cards.

Resolve the Mission as normal.

Allocate the Mission card’s Hero Points to the PMCs that areLevel 1 to 5 that survived the Mission. You must allocate all theHero Points if possible, and a PMC must Promote if they havethe required number of Hero Points. You cannot allocate HeroPoints to a Level 6 Soldier.

If you failed the Mission, then you failed to complete theContract, immediately discard the Contract card and its BidMoney counters.

Repeat these steps for each Contract. Resolve each Missionas normal.

Advance the Contract counters by one space on the “Weeks”track on the Tactical Display.

Accounts ReceivableA Contract successfully ends when you have successfullyresolved all its Missions during its Term. At the end of theMonth, collect the successfully completed Contract’s BidMoney counters from the Contract card and add them to yourBank Account.

Successfully completing, or failing to complete, a Contractmay have other effects noted on the Contract cards.

Once a Contract ends, discard the Contract card and itsContract counters.

PaperworkAs with any business, it is now time to do the paperwork.

Adjust your Company Reputation and record the new valueon your Business Form. You can also place Reputationcounters on the Tactical Display totalling your newReputation. Some cards adjust your Reputation as noted.

Add 2 Epic Hostile cards and 1 Legendary Hostile card tothe Hostile deck, and re-shuffle the deck. The Hostilesbecome more challenging during each passing Month ofthe Campaign.

End of MonthThis completes the Month. Advance the Month counter byone space. Each Month ends at the end of 4 Weeks.

At the end of Months 1 to 5, start the cycle again with theAccounts Payable step. At the end of Month 6, end theCampaign. Some Contracts will not be complete at the endof a Month. Continue the Contracts next Month.

End of CampaignEnd the Campaign after resolving 6 Months of activities.Compare the Money counters in your Bank Account to theVictory chart on the Business form to determine your levelof success.

LINKED CAMPAIGNSYou can link 2 or more 6-month Campaigns to form alonger company history.

Start the Linked Campaign with a Sole ProprietorCampaign, and play the Campaign as normal.

Next CampaignAfter the first Campaign, if you have enough money tomeet the Starting Money of a Partnership, then start a newCampaign using the Partnership Business card. If youdon’t have enough money for a Partnership, play the nextCampaign as a Sole Proprietorship. Repeat this process inthe following Campaigns for upgrading to LLCs andCorporations.

Pay $100,000 for each Reputation point you would like tokeep from your previous Campaign.

You may rehire PMCs that did not die from the previousCampaign. Perform Reputation checks to check for Raisesat the start of the Campaign if your Reputation decreased.

Perform all the standard start of Campaign set-ups andpurchases. Play the Campaign as normal.

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This section details the rules for playing the gamewith a supernatural flavor, featuring undead enemies,as introduced in WWII Expansion #42. If this is of nointerest to you, you may skip this section.

BACKGROUNDNazi experimentation into the occult has releasedhorrors upon the world. Axis soldiers have risen fromthe dead, unleashing a new phase of WWII across theglobe!

NEW MECHANICSExpansion #42 introduces new rule mechanics to theWarfighter world.

Double-ReticlesSome Undead Hostiles have a new typeof Reticle with 2 numbers. These cardshave 2 or more powerful Hostiles thatrequire more than 1 Hit each to Destroy.

The large number shows the number of Hits you mustinflict to Destroy each Hostile. The smaller number tothe bottom-right shows the number of Hostiles on thecard.

Example: You must inflict 3 Hits on eachHostile, and there are 2 Hostiles on thecard.

Keep track of the Hits and Suppressionsinflicted to each Hostile separately.

Double-Reticle Hostiles have the “Each”notation on their Attack Charts. Thismeans you draw a Hostile Targetingcounter for each Hostile, and you roll an

Attack for each Hostile.

If a Double-Reticle Hostile card is out of Range to allits Targeted Soldiers, and its Targeted Soldiers are indifferent Location cards, Move the Hostile cardtowards the closest Targeted Soldier during theHostile Move steps. If the Hostile is in Range of aTargeted Soldier, re-draw all Targeting counters forSoldiers that are out of the Hostile’s Attack Range.Keep redrawing until all Targeted Soldiers are in theHostile’s Attack Range.

Draw a new Targeting counter if a Targeted Soldier isDowned. If there are Soldiers within the Hostile’sAttack Range, redraw until you draw a Targetingcounter for a Soldier within Attack Range.

Example: EachImperial Warrior hasa Health of 3, andthere are 2 ImperialWarrior Hostiles onthis card.

The 1st Warrior isTargeting Soldier#1 and hassuffered 2 EKIAs,reducing its Healthfrom 3 to 1. ThisWarrior will nowAttack using the “1” column on itsAttack Chart.

The 2nd Warrior is Targeting Soldier #4, and has suffered 1EKIA. This Warrior Attacks using the “3-2” column on its AttackChart.

Each Warrior rolls on its Attack Chart during the Hostile Attackstep.

If you inflict more than 1 Hit with an Attack (for example, aGrenade), you may distribute the Hits as you like between theHostiles on the card.

SuppressionsTreat each Suppression as an EKIA for purposes of theirAttack column. Also, if a Hostile has suffered a total number ofEKIAs and Suppressions equal to its Health, it cannot act thisTurn.

Example: An Imperial Warrior has suffered 1 Hit and 1Suppression. It Attacks using the “1” column.

Example: An Imperial Warrior has suffered 2 Hits and 1Suppression. It cannot Attack.

Remove all Suppressions as normal at the end of the HostileTurn.

For the purposes of these examples, we are placingSuppressions on the Imperial Warriors. The Undead usuallyhave the Fearless Keyword, making them immune toSuppression.

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DivinitySome Soldiers, such as Clergy,have Divine Powers.

Such Soldiers start each Missionwith the noted number of DivinityPoints.

Clergy can only Equip a limitedselection of Weapons, as notedon their cards. They can useother Gear as normal.

Example: A Clergy has the text“Weapons: Only Blessed with LO

0-1”. This means that the Clergy Soldier can only use BlessedWeapons that have a Loadout of 0 or 1. He can use non-Weapon Gear as normal.

Each Clergy also starts with aSchool of Theology. Select anyone of the Theology cards foryour Clergy Soldier.

Theology cards list your Clergy’sDivine Power cards, and otheradjustments to their Powers andabilities.

Only Clergy Soldiers can selectand use Theology cards.

Each Divine Power Skill cardnotes the number of Divinitypoints expended to use thePower. If a Soldier does not haveenough remaining Divinity to usea Power, the Power cannot beused.

Using a Divine Power costs 1Action.

Some Divine Power cards areused in Reaction.

Each card has the ReactionKeyword and notes thecondition under which it canbe used.

Using a Reaction Power stillcosts Divinity points, but doesnot cost an Action.

The only way to gain moreDivinity Points is to Eliminate Hostiles that have a Divinityvalue.

When the group Eliminates a Hostile with a Divinity value,divide the Divinity between the group’s Clergy Soldiershowever you like. A Clergy Soldier may exceed theiroriginal Divinity Points value.

Example: The Soldiers gain 3 Divinity for Eliminating theImperial Warriors. There are 2 Clergy Soldiers in the Mission.The players decide to give 2 Divinity Points to one ClergySoldier, and 1 Divinity Point to the other.

BlessedSome Weapons have theBlessed Keyword. TheseWeapons have superior valuesand a higher Resource Pointcost.

Blessed Gear can be used asnormal by any Soldiers.

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player CampaignsYou can link several Missions together to form a Campaign.

To do this, select a Region and Hostile type as normal, thenselect the Mission cards you want to use in your Campaign.

Arrange the Mission cards in order from fewest ResourcePoints to most Resource Points. You will conduct the Missionsin that order.

SELECTING SOLDIERSPurchase your Player Soldiers as normal, but there is onerestriction: you cannot purchase Skill cards at this time.

You will use these Player Soldiers throughout the Campaign.

As long as a Player Soldier is fit for duty, he must participate ina Mission.

You are free to purchase Weapons, Ammo, and Equipment asyou like for each Mission after purchasing your PlayerSoldiers. None of their Gear carries over to the next Mission.

You may also purchase Non-Player Soldiers and SquadSoldiers on a Mission-by-Mission basis as normal.

THE FIRST MISSIONShuffle all the Objective cards for your Region and draw thefirst one. You now have the Mission and Objective of your firstMission.

Play through the Mission as normal.

At the end of the Mission, your Player Soldiers earn MissionPoints equal to the Objective’s Location number.

Example: The Objective card is in Location #4, the Team earns4 Mission Points.

You are free to divide these Mission Points however you likebetween the Player Soldiers.

You may only purchase Skill cards with these points. EachMission Point equals 1 Resource Point when purchasingSkills. Each Soldier may also save Mission Points, andaccumulate them to purchase Skills at a later time betweenMissions.

If a Soldier suffers a KIA or Medical Discharge, that Soldiercannot be used again during the Campaign.

THE FOLLOWING MISSIONSAs you complete each Mission, set aside that Mission andObjective card. You will not use them again.

If you fail to complete a Mission, your Campaign ends and youuse the rules below to determine your level of success (orfailure).

Remove all Wounds from your Player Soldiers betweenMissions.

If a Player Soldier, Non-Player Soldier, or Squad Soldier suffersa KIA or Medical Discharge, remove him from the Campaign.

Use the next Mission card, and randomly draw an Objectivecard from those remaining.

When preparing for a Campaign, pay the base Resource costof each Player Soldier, then purchase your Gear, Non-PlayerSoldiers, and Squad Soldiers as normal.

You may also purchase additional Player Soldiers. As with theoriginal Player Soldiers, you cannot purchase Skill cards forthem before their first Mission. After their first Mission, you canbuy Skills for them using Mission Points as normal. TheseSoldiers remain in the Campaign unless they suffer a KIA orMedical Discharge.

MISSION ADJUSTMENTSDo not count the point values of Skill cards towards yourMission Resource limit when you are preparing for a Mission.

Roll a die after each Mission. The result adjusts all theremaining Missions for the Campaign. There is no limit to thenumber of times an effect can be rolled each Campaign.

Roll Adjustment1-2 Move the Objective card 1 Location further

away from the Mission card.3-4 Add 1 to the cost of all future Skill card

purchases.5-6 Subtract 1 from the Mission card Time.7-8 Subtract 1 from the Loadout of all Player

Soldiers.9-10 Add 3 to the Objective card’s Hostile value

LEVEL OF SUCCESSAt the end of your last Campaign Mission, total your VictoryPoints to determine the effect your Campaign had on theworld.

Scoring PointsGain and lose Victory Points (VPs) at the end of each Missionas follows:

• Gain VPs equal to the Objective card’s Location. • Lose 1 VP for each Non-Player Soldier or Squad Soldier thatis Medically Discharged.• Lose 2 VPs for each Non-Player Soldier or Squad Soldierthat is KIA.

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• Lose 2 VPs for each Player Soldier that is MedicallyDischarged. • Lose 3 VPs for each Player Soldier that is KIA.

VPs Reach of Campaign’s Importance6- No effect

7-15 Tactical16-26 Operational27-34 Theater35+ Strategic

Optional rulesYou can choose to use each of these rules at the start of theMission.

SAVING ACTION CARDS TO ENTERYou may put aside Action cards from your hand to pay thediscard cost of the next Location you enter. If you have anysaved Action cards left over after paying the cost, discardthem. These cards do not count toward your Health limit ofAction cards, and they cannot be used for anything else.

WEAPON JAMSWhen using Burst or Auto Fire Mode, if 2 or more of yourAttack rolls are 1 above your Reload number, your Weaponsuffers a Jam and cannot be used again until the Jam iscleared. You must spend 1 Action to clear a Jam.

Example: Your M1918A2 Machine Gun has a Reload number of2. You fire in Auto mode and roll a 3, 6, and 3. It suffers a Jam.

As with Reloads, check for Jams before adding Attackmodifiers. It is possible to have a Weapon Jam, yet stillSuppress or Kill a Hostile with the Attack.

When firing in Auto Mode, it is possible for a Weapon to bothJam and need to be Reloaded.

If you use this rule, gain 1 extra Resource Point for eachSoldier that purchases one or more Weapons with Burst orAuto Fire Modes.

RANDOM MISSION GENERATIONInstead of selecting a Mission card and Objective card, youcan select a random Mission and Objective card from thesame Region.

COMBINING HOSTILE DECKSYou may shuffle together the Elite and Frontline decks for aNation’s Hostile cards to generate a set of Hostiles that areharder to defeat than a Frontline deck, but easier to defeatthan an Elite deck.

CreditsThe following people have graciously contributed their talentsto one or more of the Warfighter games.

Game Design ........................................................Dan VerssenGame Development ....................Holly Verssen, Kevin VerssenGame Research ..............................Leigh Neville, David MakinResearch Assistant and Photos ......................Jonathan NikitasChinese Soldier Photos ..............................................Mr. ChingCampaign Research..................................................Iain MartinRulebook......................................Dan Verssen, Kevin Verssen,

Sarah Eandi, Holly VerssenRules Editors ..............................Benjamin Chee, Hans Korting

Michael NeubauerExpansion Creation ............................................Kevin Verssen,

Sarah Eandi, Holly VerssenCampaign System..................................................Dean BrownArtists ......................Gundus Moot, Thierry Cravatte, Hokunin,

Wan Chiu, Cloud QuinotScenario Book Creation ......................................Kevin VerssenScenario Book Mission Briefing ........................Benjamin Chee

Contributions: Steve Alston, Bridget Fortune, Benjamin Chee,Mikko Kauppinen, Paul Wright, Michael Adams, Gary Loughrans, Tom Konczal, Emery Gallant, Tim Reece,Everett Hammacher, Ric Van Dyke, David Raley, Todd Hughes,Chris Richardson, Kira Verssen, Benjamin Smith, Rhiannon Tylutki

AcknowledgementsKICKSTARTERThis game began as a Kickstarter.com project and we are verygrateful to the backers who pledged their support to fund thegame. Many thanks to all of you!

EXPANSION PACKSYou can add the Expansion packs into the core game to playeven bigger Missions with more variety.

Each card has a small notation in its lower left corner detailingwhich game set it is part of, and its unique card number. Thismakes it easy to separate the cards back to their originaldecks.

“WP” designates a card from the core set of Warfighter Pacificcards. A “14” designates a card from the 14th Expansion, andso on. An “a” indicates that it is a revision of that card andreplaces the original.