Ludexv2026.11.01-65114139Warfighter ModernOfficial rulebook ↗

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Learn Warfighter Modern

Learn the game in 5 short steps. Everything links to the full rules.

A Team, a Route, an Objective

Warfighter Modern is cooperative: equip a team, cross a route of Locations and complete the Objective before the timer expires. The system controls your enemies. Success is shared; there is no standard final victory-point race.

The Mission is your starting Location and sets the budget, time, route length and Player Soldier Loadout modifier. The Objective occupies its specified numbered slot. Soldier counters show where you are; Hostiles sit above their Locations. Range 0 is the same Location, Range 1 one space away.

Read the Objective before purchasing anything. Does it require clearing enemies, destroying a target with specified attacks, or escaping? Its exact text determines your plan. Printed card text overrides a conflicting general rule. This guide’s base organization follows Modern fourth edition; check corrected cards if you have an older collection.

Start with the setup checklist, then use Teach the Game as a short read-aloud overview. Sources: Universal rules, pp. 8–10, 50–51; New Recruit Manual, pp. 3, 9–10, 14.

Buy the Team for the Job

Choose the mission region and matching Location/Hostile material. Place Mission and Objective, set Time, and mark a standard Objective inactive. Escape missions use a different start; leave those until you have read their special procedure.

Buy at least one Player Soldier. Player Soldiers have flexible purchases and separate Action-card hands. Non-Player Soldiers are pre-equipped. Squad Soldiers use their printed action and attack profiles. Human player count does not multiply the Mission’s Resource budget.

Keep three limits distinct:

LimitWhat it controls
ResourcesTeam’s purchases; the Mission lists the maximum, but spending less is legal.
LoadoutGear each Player Soldier carries after applying the Mission’s modifier. Skills cost no Loadout.
ActionsWhat each Soldier can do during a turn; counters refresh later.

Give Weapons their printed Ammo and Equipment its consumables. Extra firearm Ammo costs 1 Resource and 1 Loadout for another printed allotment. Track each Soldier’s identifiers and starting benefits, then draw each Player Soldier a hand equal to Health. Replace any drawn Location Marker immediately with a Location from the Location deck.

See mission preparation for national restrictions, included Gear, purchase duplicates and targeting counters. Sources: Universal rules, pp. 8–9, 27–31, 34.

Turn Cards into a Route

At the beginning of the Soldier turn, refresh Actions and resolve any Environment effects. Soldiers then act in any order. An Action normally pays for moving, attacking, reloading, clearing one Suppress, or discarding and drawing.

A Player Soldier can discard any number of cards and refill to current Health for one Action. Card effects can draw above that limit; merely holding extra cards is legal. Free Action cards can still be played while suppressed, but paid Actions must first remove all Suppress counters.

Play a Location from a Player Soldier’s hand when a Soldier occupies the frontmost played Location. Pay its printed play cost, place it in the next space and draw Hostiles according to current team value. The whole team can play only one new Location per Soldier turn.

Moving into that Location is a separate Action. Meet its Entrance Cost using Movement benefits and eligible discards, including applicable penalties. A Player Soldier pays from its own hand; Player Soldiers can help pay for Non-Player/Squad movement. Each Soldier may Move once per turn.

See Locations & Movement and Turns, Cards & Health. Sources: Universal rules, pp. 29–36.

Attack, Suppress, Survive

Spend an Action to attack one in-range Hostile with a usable Weapon. Roll its firing-mode d10 dice and one d6 against Cover. Equal to a threshold succeeds. Check Reload against raw attack dice before adding bonuses.

Ordinary attackResult
A hit die succeeds and Cover is defeatedOne Enemy killed in action EKIA
Only hit or Cover succeedsOne Suppress (on a Hostile) Suppress
Neither succeedsNo effect

Multiple ordinary hit dice still give only one result. Explosion and Spray resolve each attack die separately using one shared Cover roll, so they can place several results on the target card. Results never spill to a different Hostile card.

Each reticle holds one EKIA or Suppress. Eliminate a Hostile card by turning every reticle into EKIA; the final killer gets its printed XP. Partial suppression can reduce the attack chart without stopping every attack. Any Suppress prevents that card’s ordinary movement.

After the Soldier turn: draw reinforcements, resolve in-range Hostile attacks, close range, remove one Suppress from each Hostile card, then advance the timer. Hostiles ordinarily attack before moving. Wounds reduce Health; keep wound counters separate for treatment.

See Combat Reference before introducing Body Armor, Suppressed Weapons or edition-sensitive melee rules. Sources: Universal rules, pp. 40–49.

Complete the Objective Together

From the Location adjacent to an inactive Objective, any Soldier may activate it during the Soldier turn. Pay any printed activation cost, remove Inactive, and immediately resolve its initial Hostiles. Mark all Hostiles drawn toward that Objective value even if a keyword places them elsewhere.

For Eliminate Hostiles, destroy all marked Objective Hostiles and leave no Hostiles in the Objective at the end of the Soldier turn. A marked enemy that moved away still matters. Destroy/Kill objectives specify what attacks work and how much damage each target needs; excess damage does not spill between separately targeted objects.

The mission succeeds when its complete condition is fulfilled at the specified timing. You need not gather every Soldier on the Objective unless instructed. Time below 1 or the final Soldier Downed means failure; completing the Objective in the same Action that Downs the last Soldier still succeeds.

Before the next mission, check these common errors:

  • One new Location per team per Soldier turn, not one per Soldier.
  • Each Soldier’s ordinary Move is once per turn, even with spare Actions.
  • Reload checks use raw dice; a bonus does not undo an empty magazine.
  • Remove one Hostile Suppress per card at the recovery step, not all of them.
  • Current team value selects future Hostile draws; the original maximum budget is not always that value.

Use Objectives & Mission Results for the precise victory conditions and Escape procedure. Sources: Universal rules, pp. 10, 32–36, 41, 48–51.

Rules

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