Ludexv2026.11.01-65114139Warfighter ModernOfficial rulebook ↗

Visitors

Loading…

Cards & Components

Every Warfighter Modern card type with the rulebook's numbered anatomy, every counter, every card face of DVG's updated sheets for Expansions 1, 6 and 7, and what is known about each other pack.

Card-type pictures are the numbered anatomy figures of DVG’s Universal Rulebook (several show World War II cards: the Universal book uses one example per type for every era, and Modern cards have the same parts in the same places). The Event picture is a Modern card from the New Recruit Manual, p. 7. Individual card faces are from DVG’s January 2020 updated card files for Modern Expansions #1, #6 and #7. All card art © Dan Verssen Games.

Printed card text beats the rulebook when they disagree (Universal p. 9). The explanations below are paraphrases: read the physical card for exact wording.

Boards

To be added.

Cards

Card types

The numbers in the explanations are the numbers printed on each picture.

CardHow to read it
Mission card anatomy, numbered 1 to 9Mission — your starting Location. 1 title (flavour), 2 Region, 3 Entrance cost, 4 Resources (team budget), 5 Time (turns on the timer), 6 Objective (path space for the Objective), 7 Loadout modifier for every Player Soldier, 8 Engage in Hand to Hand cost (knife symbol), 9 special notes. The mission path FAQ FAQ
Objective card anatomy, numbered 1 to 4Objective — the last Location and the win condition. 1 what you must do (Keywords such as Keep Clear or Eliminate Hostiles are on the Keyword sheet), 2 Reinforce values, 3 Engage in Hand to Hand cost, 4 Hostiles table: points of Hostiles drawn when you activate it, by team Resource value. Escape missions still use the normal initial Location and reinforcement draws; the Escape rules change other parts of the route. Activate the Objective FAQ
Location Marker cardLocation Marker — shuffled into the Action deck. When drawn, discard it and take a card from the mission’s Location deck instead (Expansion #1 updated face). Hand size and refilling
Location card anatomy, numbered 1 to 6Location — one step of the route. 1 name, 2 Reinforce (exact Hostile values that can arrive each Hostile turn, or None), 3 Entrance cost in Action-card discards, 4 cost to play and Keywords (Free to play, an Action, or XP; Nature, Environment…), 5 Engage in Hand to Hand cost, 6 Hostiles table by team Resource value. On a reinforcement check, draw one candidate: if its value misses, discard it and stop. Re-entering a played Location does not repeat its initial draw, though reinforcement checks still happen. Playing the next Location FAQ FAQ FAQ FAQ
Player Soldier card anatomy, numbered 1 to 9Player Soldier — holds an Action hand and buys its own gear. 1 Nation flag, 2 name (one copy per mission), 3 Resource cost, 4 Movement (arrow: cards it need not discard to enter), 5 Terrain Cover (arc: what a Hostile must roll on a d6), 6 Health (also hand size), 7 Loadout, 8 Hand to Hand modifier, 9 included Skills, Abilities, XP and Hardy. Printed starting XP is yours to spend; it is not an attack value or a reward for defeating the Soldier. Look up named Skills on their own card. Buy Soldiers FAQ FAQ FAQ
Non-Player Soldier card anatomy, numbered 1 to 9Non-Player Soldier (NPS) — fixed gear, no hand. 1 Nation, 2 name, 3 cost (gear included), 4 Movement, 5 Terrain Cover, 6 Health/Actions table (top row = current Health, bottom row = Actions it gets), 7 its Weapons and Equipment, 8 Skills, 9 Hand to Hand modifier. Player Soldiers discard cards for its entrance costs. Suppression also costs an Action for a Soldier to clear, one counter at a time. [Buy Soldiers] FAQ(../mission-preparation/#buy-soldiers)
Squad Soldier card anatomy, numbered 1 to 7Squad Soldier — cheap, uses only its card. 1–5 as above, 6 Health/Actions/Attacks table (hit numbers per Range for each Health level), 7 special ability. It never runs out of Ammo; with no HtH row it uses its Range 0 row. Ordinary attacks FAQ FAQ
Weapon card anatomy, numbered 1 to 10Weapon — 1 name, 2 Nation flag, 3 Keyword (Ranged, Thrown, Melee), 4 Resource cost (a separate Loadout weight is printed below it when different), 5 Ranges it can fire at, 6 Reload number per Range, 7 Hit number per Range, 8 Fire Modes and dice, 9 Ammo type and starting counters, 10 special rules and Keywords. During ordinary fire, loaded Ammo lasts until a raw die triggers Reload; then spend a reload Action to expose the next counter. Mid-mission, 1 RP buys 6 Ammo counters to distribute legally. Fire modes FAQ FAQ FAQ FAQ FAQ FAQ
Melee Weapon card anatomy, numbered 1 to 4Melee Weapon — usable only in Hand to Hand. 1 Melee keyword, 2 special rules, 3 Modes (Strong, Combo, Aimed) with dice (Rs), Stumble (St), Hit (H) and Penetration (P), 4 attack details. Hand to hand
Equipment card anatomy, numbered 1 to 3Equipment — 1 title, 2 Resource cost and Loadout weight, 3 effect and what you pay to use it. Equipment printed on a Soldier card is included in its cost but still weighs against Loadout. You may buy multiple Equipment or Weapon copies even if the box has fewer cards; Rails removes attachment Loadout, not its RP cost. Ammo and Equipment FAQ FAQ
Armor card anatomy, numbered 1 to 6Armor — 1 type, 2 cost and Loadout, 3 equipping limits (a Soldier card that names an Armor must wear it), 4 Body Locations covered and their Cover value, 5 special rules, 6 one Armor per coverage type. Body Armor
Skill card anatomy, numbered 1 to 3Skill — 1 name, 2 Resource cost (no Loadout weight), 3 effect. One copy of each Skill per Soldier; cannot be passed. Resources and Loadout
Steady Aim Action cardAction card — played from a Player Soldier’s hand, normally in the Soldier Turn and for that Soldier only. Text in brackets is the Upgunned version for 1 XP; “you [any Soldier]” lets the upgunned card help another Soldier. Experience and upgunning FAQ FAQ FAQ
Take Cover Action cardReaction Action card — Take Cover is played when its condition happens, here during a Hostile’s attack. Only cards that say so can interrupt the Hostile Turn. Turn sequence
Sniper Support Action cardSupport Action card — the number beside “Support” is the discard cost, paid only from the playing Soldier’s hand. Stays in play while you pay its Retain cost in XP at the end of each Soldier Turn. Support and Retain FAQ
Hostile card anatomy, numbered 1 to 8Hostile — 1 title, 2 Reticle (how many Hostiles on the card), 3 value (XP for the final kill; also counts toward Hostile draws), 4 Elite/Frontline level (not used for Modern decks), 5 Event notation (World War II only), 6 Range and attack chart by number of active Hostiles, 7 Cover your d6 must beat, 8 special notes and Keywords. A partly suppressed card can still attack with its active reticles; it uses that active-reticle column. A destroyed Hostile’s targeting counter returns to the cup, and Hostiles normally keep their assigned target until a rule retargets them or that Soldier is Downed. Reticles and XP, Hostile attacks FAQ FAQ FAQ FAQ FAQ FAQ FAQ
Everyday Life Event cardEvent — in Modern, Events are shuffled into the Hostile deck. Their top-right value counts toward Hostile draws and Reinforce checks, but resolving one earns no XP. Drawing Hostiles
On Your Own Sitrep cardSitrep (expansion card type) — optional situation chosen with the Mission and Objective. It tells you how many Resource Points you pay or gain for taking it; some scale with the Objective’s path position. Mission types

Reading the expansion faces

Soldier cards: cost top right, Movement under the arrow, Terrain Cover in the arc bottom left, the small code (such as 1-1a) is the card number. An NPS table such as “4-3 → 3, 2 → 2, 1 → 1” means 3 Actions at Health 4 or 3, 2 Actions at Health 2, 1 at Health 1; its starting Health is the highest number. Mission, Objective and Location cards show the Hand to Hand cost beside the knife symbol under the photo. Skills and Weapons named on a Soldier are separate cards; where that card is not in these sheets, its effect is not described here.

M01 Reloading cards

The 18 pages of DVG’s January 2020 update for Reloading, one card each. The pack itself has more cards (see other packs).

CardWhat it does
ZembiecZembiec (Player Soldier, US) — 33 RP, Movement 3, Cover 3, Health 8, Loadout 13, HtH +1. Comes with 5 CX (draws 5 extra Action cards at the start of each Soldier Turn, then discards down to hand size) and the Veteran Skill. CX
PaulPaul (Player Soldier, US) — 18 RP, Movement 1, Cover 3, Health 6, Loadout 12, HtH +0. Comes with an M203 Carbine (M4), which still counts against his Loadout. Buy Soldiers
MinyardMinyard (Player Soldier, US) — 12 RP, Movement 0, Cover 2, Health 7, Loadout 11, HtH +1. No included gear. Buy Soldiers
MittonMitton (NPS, US) — 19 RP, Movement 5, Cover 4. 3 Actions at Health 4–3, 2 at 2, 1 at 1. Fixed gear: M203 Carbine (M4), ACOG Sight and Red Dot Sight; HtH +0. Buy Soldiers
AndersonAnderson (NPS, US) — 17 RP, Movement 4, Cover 3. 3 Actions at Health 4–3, 2 at 2, 1 at 1. Fixed gear: M249 SAW Machine Gun; HtH +1. Buy Soldiers
AguirreAguirre (Squad, US) — 4 RP, Movement 3, Cover 2. 1 Action at Health 2 or 1; hits at Range 1 on 7 (8 when at Health 1) and Range 0 on 6 (7). Ordinary attacks
BartonBarton (Squad, US) — 6 RP, Movement 3, Cover 3. 1 Action at Health 2 or 1; attacks only at Range 0, hitting on 4 (5 at Health 1). Ordinary attacks
Helo InsertHelo Insert (Mission, Middle East) — 54 Resources, 13 turns, Objective in space 6, Loadout −1, Hand to Hand cost 2, Entrance 0. The mission path
Bomb ShopBomb Shop (Objective, Middle East) — Reinforce 0–3, Entrance 3, HtH 2. Destroy the shop: it is a Structure that only Explosion attacks can hurt, with +3 Size, Cover 5 and 2 Kills needed. Its Hostiles screen it, so they must be suppressed or killed first. Hostiles 3/4/5/7/10/13 by team value. Attacking Objective targets, Screens, Size
Debris FieldDebris Field (Location, Middle East) — Reinforce 0–1, Entrance 3, HtH 3. Free to play; Nature. The next Location played gets +2 to its Hostile value. Hostiles 3/4/5/7/10/13. Drawing Hostiles
River ApproachRiver Approach (Mission, Jungle) — 31 Resources, 11 turns, Objective in space 5, Loadout 0, HtH 2, Entrance 0. Every Location and the Objective draws Hostiles worth 1 less. The mission path
ShowboatShowboat (Objective, Jungle) — Reinforce 0–6, Entrance 2, HtH 2. An Escape mission; Nature. Locations whose Reinforce is None count as Reinforce 0 instead, so they draw reinforcements. Hostiles 2/3/4/6/9/12. Escape missions
Location MarkerLocation Marker — discard it and draw a card from the mission’s Location deck. Hand size and refilling
Red Dot SightRed Dot Sight (Equipment) — 2 RP, Loadout 1. Attaches to a Rifle, Carbine, SMG or Machine Gun: +1 to that Weapon’s Defeat Cover rolls. One per Weapon; does not help grenade-launcher rolls. Ordinary attacks
Hydration PackHydration Pack (Equipment) — 1 RP. Use it to draw 1 Action card or gain 1 Hot Hardy; 6 uses per mission, once per turn, one per Soldier. Environment and Hardy
ACOG SightACOG Sight (Equipment) — 2 RP, Loadout 1. Attaches to a Rifle, Carbine, SMG or Machine Gun: +1 to that Weapon’s Attack rolls. One per Weapon; not for grenade-launcher rolls. Ordinary attacks
AmbushersAmbushers (Hostile, Jungle Cartel) — value 3, three Hostiles, Cover 3, attacks at Range 0–1: with 3 active it wounds 1 on 5+, with 2 on 6+, with 1 on 7+. Placed in its target’s Location. Its card offers a choice: pay 2 XP, or every Soldier in that Location takes a Suppress — the face does not say when; check against the physical component and the Keyword sheet. Placing Hostiles
Ambushers, second copyAmbushers (second copy, card 1-56) — identical to the one above. Placing Hostiles

M06 UK cards

The 20 pages of DVG’s January 2020 update for UK. All are British (Union flag) cards, so their gear is limited to British Soldiers.

CardWhat it does
CooperCooper (Player Soldier) — 10 RP, Movement 2, Cover 2, Health 5, Loadout 12, HtH +0. Buy Soldiers
HarrisonHarrison (Player Soldier) — 13 RP, Movement 1, Cover 3, Health 6, Loadout 10, HtH +1. Comes with a First Aid Kit. Wounds and healing
MitchellMitchell (Player Soldier) — 12 RP, Movement 3, Cover 2, Health 5, Loadout 11, HtH +0. Buy Soldiers
PhillipsPhillips (Player Soldier) — 16 RP, Movement 1, Cover 2, Health 7, Loadout 10, HtH +0. Comes with an L110A1 Machine Gun. Buy Soldiers
WatsonWatson (Player Soldier) — 12 RP, Movement 1, Cover 3, Health 6, Loadout 11, HtH +0. Buy Soldiers
ThompsonThompson (Player Soldier) — 11 RP, Movement 0, Cover 1, Health 7, Loadout 10, HtH +1. Comes with the Close Combat Skill. Buy Soldiers
SmithSmith (NPS) — 14 RP, Movement 2, Cover 4. 3/2/1 Actions at Health 3/2/1. Fixed gear: L85A2 Rifle with grenade launcher; HtH +1. Buy Soldiers
HillHill (NPS) — 8 RP, Movement 5, Cover 3. 2 Actions at Health 2, 1 at Health 1. Fixed gear: L85A2 Rifle; HtH +0. Buy Soldiers
EvansEvans (NPS) — 15 RP, Movement 3, Cover 4. 3/2/1 Actions at Health 3/2/1. Fixed gear: L129A1 Sniper Rifle and ACOG Sight; HtH +0. Buy Soldiers
RobinsonRobinson (NPS) — 5 RP, Movement 2, Cover 2. 2 Actions at Health 3–2, 1 at Health 1. Fixed gear: L85A2 Rifle; HtH +0. Buy Soldiers
EdwardsEdwards (NPS) — 14 RP, Movement 3, Cover 3. 3 Actions at Health 4–3, 2 at 2, 1 at 1. Fixed gear: L131A1 Pistol, HK53 SMG and Red Dot Sight; Close Combat Skill; HtH +1. Buy Soldiers
NewcastleNewcastle (NPS) — 7 RP, Movement 3, Cover 3. 2 Actions at Health 3–2, 1 at Health 1. Fixed gear: L85A2 Rifle; HtH +0. Buy Soldiers
HughesHughes (NPS) — 10 RP, Movement 3, Cover 2. 3/2/1 Actions at Health 3/2/1. Fixed gear: L131A1 Pistol and 2 L109A1 grenades; Point Blank Skill; HtH +1. Buy Soldiers
MP5K SMGMP5K SMG (Weapon, Ranged) — 2 RP, Loadout 1. Range 0 only: Reload 2, hits on 6; Semi 1 die or Auto 3 dice; 8 × 9 mm Ammo. Self-Defense. Someone on the team must have the Close Combat Skill to buy it. Fire modes, Self-Defense, Team Pre-Req
FIM-92 StingerFIM-92 Stinger (Weapon, Ranged) — 2 RP, Loadout 4. Fires at Range 1/2/3, hitting on 9/11/14, as an Explosion of 3 dice with Penetration 3; +7 to Attack rolls against Aircraft. Expended (one use); labelled MANPADS; ammo type SAMs. Explosion and Spray, Expend
MBT LAWMBT LAW (Weapon, Ranged) — 5 RP, Loadout 10. Range 1/2, hits on 6/7, Explosion of 6 dice, Penetration 9; Expended. Each rocket costs 2 RP and 3 Loadout. Needs the Explosives Skill somewhere on the team. Explosion and Spray, Team Pre-Req
Rural MissionRural Mission (Mission, Middle East) — 49 Resources, 11 turns, Objective in space 5, Loadout 0, HtH 2. At most one Structure Location may be played in this mission. Structure
Evac TruckEvac Truck (Objective, Middle East) — Reinforce 1–3, Entrance 0, HtH 2. An Escape mission; Nature; “+1 Location card”: per the Keyword sheet the Objective sits one Location card farther from the Mission card than the Mission card says. Once per Soldier Turn, if every Soldier pays 1 Action, the Mission card moves one Location closer. Hostiles 5/6/7/10/13/17. Escape missions
High ExpectationsHigh Expectations (Mission, Jungle) — 62 Resources, 13 turns, Objective in space 6, Loadout −1, HtH 2. Every Hostile card killed gives 1 XP less. Reticles and XP
Medevac LZMedevac LZ (Objective, Jungle) — Reinforce 1–2, Entrance 2, HtH 2. Nature; Keep Clear 2: after activating it, end two Soldier Turns in a row with no Hostiles on it. Hostiles 2/3/4/6/9/12. Keep Clear

M07 Russian Federation cards

The 25 pages of DVG’s January 2020 update for Russian Federation. All are Russian-flag cards.

CardWhat it does
BelyakovBelyakov (Player Soldier) — 14 RP, Movement 1, Cover 2, Health 6, Loadout 15, HtH +1. Buy Soldiers
VedeninVedenin (Player Soldier) — 11 RP, Movement 1, Cover 1, Health 6, Loadout 10, HtH +1. Starts with 4 XP and the Close Combat Skill. Experience and upgunning
GorelovGorelov (Player Soldier) — 16 RP, Movement 3, Cover 1, Health 6, Loadout 14, HtH +0. Starts with 2 XP. Experience and upgunning
YevseyevYevseyev (Player Soldier) — 20 RP, Movement 2, Cover 2, Health 7, Loadout 12, HtH +0. 1 CX; comes with an RPK-74. CX
ZharkovZharkov (Player Soldier) — 10 RP, Movement 1, Cover 1, Health 5, Loadout 11, HtH +2. Starts with 4 XP. Experience and upgunning
IvankovIvankov (Player Soldier) — 16 RP, Movement 2, Cover 3, Health 6, Loadout 12, HtH +0. Comes with a First Aid Kit. Wounds and healing
KasyanovKasyanov (Player Soldier) — 15 RP, Movement 3, Cover 3, Health 5, Loadout 11, HtH +0. Buy Soldiers
KarginKargin (NPS) — 14 RP, Movement 4, Cover 2. 3 Actions at Health 4–3, 2 at 2, 1 at 1. Fixed gear: AK-74 Rifle; Shooter and Marksman Skills; HtH +1. Buy Soldiers
LarionovLarionov (NPS) — 11 RP, Movement 4, Cover 1. 3 Actions at Health 4–3, 2 at 2, 1 at 1. Fixed gear: S12 Shotgun with Forward Grip (the card’s font makes the S look like a 5) and a Breaching Charge; Shooter Skill; HtH +0. Buy Soldiers
DomninDomnin (NPS) — 9 RP, Movement 2, Cover 2. 3 Actions at Health 4–3, 2 at 2, 1 at 1. Fixed gear: AK-74 Rifle; HtH +0. Buy Soldiers
YeninYenin (NPS) — 6 RP, Movement 4, Cover 1. 2 Actions at Health 3–2, 1 at Health 1. Fixed gear: AK-47; HtH +1. Buy Soldiers
BogomolovBogomolov (NPS) — 14 RP, Movement 4, Cover 4. 2 Actions at Health 3–2, 1 at Health 1. Fixed gear: PKM Machine Gun; HtH +1. Buy Soldiers
ZhurovZhurov (NPS) — 7 RP, Movement 3, Cover 3. 2 Actions at Health 3–2, 1 at Health 1. Fixed gear: AK-47; HtH +0. Buy Soldiers
IshutinIshutin (NPS) — 6 RP, Movement 3, Cover 2. 2 Actions at Health 3–2, 1 at Health 1. Fixed gear: AK-74; HtH +1. Buy Soldiers
KaverinKaverin (NPS) — 9 RP, Movement 2, Cover 4. 2 Actions at Health 3–2, 1 at Health 1. Fixed gear: AK-74 and 1 RGO grenade; HtH +0. Buy Soldiers
ZiminZimin (Squad) — 16 RP, Movement 4, Cover 3. 3/2/1 Actions at Health 3/2/1. A long-range shooter: hits at Range 2 on 4/5/6, Range 1 on 6/7/8 and Range 0 on 8/9/10 (for Health 3/2/1). Ordinary attacks
AK-47 Rifle with grenade launcherAK-47 Rifle with grenade launcher (Weapon, Ranged) — 9 RP, Loadout 6. Rifle: Range 0/1, Reload 2, hits on 7/9, Semi 1 die or Auto 3; No Jam, Penetration 1; 4 × 7.62 mm Ammo. Launcher (tracked separately): Range 1/2, hits on 6/8, Explosion 4 dice, Penetration 1, Single Shot, Expended, not against Aircraft; 3 × 40 mm grenades. Fire modes, Single Shot
AK-74 Rifle with grenade launcherAK-74 Rifle with grenade launcher (Weapon, Ranged) — 9 RP, Loadout 6. Same as the AK-47 version except the rifle has no Penetration and carries 5 × 5.45 mm Ammo. Fire modes, No Jam
RPG-7 LauncherRPG-7 Launcher (Weapon, Ranged) — 1 RP, Loadout 6, starts with 0 rockets. Range 0/1/2, hits on 5/7/10, Explosion 3 dice, Penetration 5, Single Shot. Each rocket costs 2 RP and 2 Loadout and is expended when fired. Explosion and Spray
RPG-28RPG-28 (Weapon, Ranged) — 4 RP. Range 1/2, hits on 6/8, Explosion 5 dice, Penetration 8; Expended. Needs the Explosives Skill somewhere on the team. Team Pre-Req
Strela-3Strela-3 (Weapon, Ranged) — 2 RP, Loadout 3. Range 1/2/3, hits on 10/12/15, Explosion 3 dice, Penetration 3, +6 to Attack rolls against Aircraft; Expended; labelled MANPADS. Aircraft
Hidden Cache, Middle EastHidden Cache (Location, Middle East) — Reinforce None, Entrance 3, HtH 2. Costs 3 XP to play; Structure. The first time a Player Soldier enters, Find 5 RP worth of Gear. Hostiles 2/3/4/6/9/12. Find
Hidden Cache, JungleHidden Cache (Location, Jungle) — the Jungle version of the card above, with the same values and effect. Find
Bugging OutBugging Out (Objective, Jungle) — Reinforce 0–3, Entrance 3, HtH 2. An Escape mission; Nature; Locations with Reinforce None count as 0. Hostiles 3/4/5/7/10/13. Escape missions
Reinforce OutpostReinforce Outpost (Objective, Middle East) — Reinforce 0–1, Entrance 0, HtH 2. Structure; Keep Clear 3: after activating it, end three Soldier Turns in a row with no Hostiles on it. Hostiles 2/3/4/6/9/12. Keep Clear

Other packs

For every other pack, and for the cards of Expansions #1, #6 and #7 that the updates did not reprint, no publicly available source shows the individual faces. This guide does not guess them: use the physical cards. Card counts are DVG’s own figures from each product page; “not stated” means the product page gives none.

PackCards and faces in this guide
M01 Reloading56 cards — 18 updated faces above. An older player-compiled manifest lists 12 Action, 2 Mission, 2 Objective, 2 Location, 12 Hostile, 8 Soldier, 5 Skill, 5 Equipment, 12 Weapon
M02 Stealth56 cards — not publicly available — check the physical cards. An older player-compiled manifest lists 11 Action, 2 Mission, 2 Objective, 2 Location, 17 Hostile, 7 Soldier, 9 Skill, 5 Equipment, 5 Weapon
M03 Support56 cards — not publicly available — check the physical cards. An older player-compiled manifest lists 13 Action, 2 Mission, 2 Objective, 4 Location, 15 Hostile, 8 Soldier, 7 Skill, 3 Equipment, 6 Weapon
M05 Speedball56 cards — not publicly available — check the physical cards. An older player-compiled manifest lists 2 Mission, 2 Objective, 3 Sitrep, 6 Soldier, 10 Skill, 10 Equipment, 27 Weapon
M06 UK56 cards — 20 updated faces above. An older player-compiled manifest lists 2 Mission, 2 Objective, 1 Sitrep, 25 Soldier, 1 Skill, 5 Equipment, 24 Weapon
M07 Russian Federation56 cards — 25 updated faces above. An older player-compiled manifest lists 2 Mission, 2 Objective, 2 Location, 1 Sitrep, 26 Soldier, 1 Skill, 26 Weapon
M08 Eastern European Adversaries56 cards — not publicly available — check the physical cards. An older player-compiled manifest lists 6 Mission, 6 Objective, 17 Location, 31 Hostile
M14 Israel 156 cards — not publicly available — check the physical cards
M15 Israel 256 cards — not publicly available — check the physical cards
M16 German56 cards — not publicly available — check the physical cards
M17 North Korea Adversaries56 cards — not publicly available — check the physical cards
M18 Combo Soldiers56 cards — not publicly available — check the physical cards
M19 Elite Drug War Adversaries56 cards — not publicly available — check the physical cards
M22 US Airborne56 cards — not publicly available — check the physical cards
M24 Chinese Adversaries56 cards — not publicly available — check the physical cards
M27 Polish Soldiers56 cards — not publicly available — check the physical cards
M28 Australian Soldiers56 cards — not publicly available — check the physical cards
M30 Canada 156 cards — not publicly available — check the physical cards
M31 Canada 256 cards — not publicly available — check the physical cards
M32 African Warlords 156 cards — not publicly available — check the physical cards
M33 African Warlords 256 cards — not publicly available — check the physical cards
M37 K9 & Handler Double Deck112 cards — not publicly available — check the physical cards
M49 Fallujah56 cards — not publicly available — check the physical cards
M50 Kandahar56 cards — not publicly available — check the physical cards
M51 France56 cards — not publicly available — check the physical cards
M52 Italy56 cards — not publicly available — check the physical cards
M53 South Korea56 cards — not publicly available — check the physical cards
M54 Blackhawk Down Double Deck112 cards — not publicly available — check the physical cards
M55 Daytime or Shadow War Medalsnot publicly available — check the physical cards
M58 Female Soldiers56 cards — not publicly available — check the physical cards
M59 Hostage Rescue Skyscraper56 cards — not publicly available — check the physical cards
M60 Jungle Elite Legendary Hostiles56 cards — not publicly available — check the physical cards
M61 Middle East Insurgent Elite Legendary Hostiles56 cards — not publicly available — check the physical cards
M62 Middle East Military Elite Legendary Hostiles56 cards — not publicly available — check the physical cards
M65 Barrasnot publicly available — check the physical cards
M66 Norway and Denmarknot publicly available — check the physical cards
M67 COP Keatingnot publicly available — check the physical cards
M68 Sweden and Finlandnot publicly available — check the physical cards
M69 USMCnot publicly available — check the physical cards
M70 Biohazardnot publicly available — check the physical cards
M71 Belgium and Netherlandsnot publicly available — check the physical cards
M72 Battle of Nasiriyahnot publicly available — check the physical cards
M73 Spain and Portugalnot publicly available — check the physical cards
M74 Missions and Objectivesnot publicly available — check the physical cards
M75 Winternot publicly available — check the physical cards
M09 Footlockernot publicly available — check the physical cards. An older player-compiled manifest lists 69 replacement cards for the base game and Expansions #1–#3 plus 51 new cards (night-combat Locations, Missions, Objectives, Hostiles and Equipment, and 17 Location Markers)
Mixed1 Mixed Era 1 — Soldier & Action Double Decknot publicly available — check the physical cards
Mixed2 Mixed Era 2 — Gear and Skillsnot publicly available — check the physical cards
Mixed3 Mixed Era 3 — Sitrep and Skillsnot publicly available — check the physical cards
Mixed4 Mixed Era 4 — Skills and Gearnot publicly available — check the physical cards
Mixed5 Mixed Era 5 — Critical Hit Decknot publicly available — check the physical cards
Book2 Scenario Book 2 — Modern, Shadow War & PMCnot publicly available — check the physical cards

The player-compiled manifest describes first- and second-wave printings (60 cards per pack) and gives names only; it is not a source for card effects, and later printings differ.

Tiles

To be added.

Tokens & pieces

Counters

CounterWhat it tracks
Mission timerTimer — on the Mission Timer Track at the Mission’s Time; moves down 1 each Hostile Turn. The timer
Inactive ObjectiveInactive — on a standard Objective until a Soldier activates it. Activate the Objective
Soldier identificationSoldier Identification — two per number: one on the Soldier card, one on its Location. Identify the team
Hostile targetingHostile Targeting — four per Soldier number, drawn from a cup to give each Hostile its target. Reinforcements and targets
Action Used ActionAction — one per Action; flip to Used when spent, back at the start of the Soldier Turn. Paid Actions
Loaded ammo Empty ammoAmmo — stacked on a Weapon; a Reload result flips the top one to Empty. Reload
Grenade counter Rocket counterGear and grenade counters — count grenades, rockets and other expendable Gear a Soldier carries. Ammo and Equipment
BandageBandage — four come with each First Aid Kit. Wounds and healing
Hand to HandHand to Hand — placed with the Soldier’s number on the Hostile card it has engaged. Hand to hand
HardyHardy — spent to ignore a failed Environment roll of its type. Environment and Hardy
Experience point Two experience pointsExperience — each star is 1 XP. Experience and upgunning
Enemy killed in action Suppress (on a Hostile)EKIA / Suppress on a Hostile card — one per Hostile on the card. Reticles and XP
Suppress (on a Soldier)Suppress on a Soldier — remove it with an Action before any other paid Action. Paid Actions
Wound Treated woundWound / Treated Wound — one counter per Wound received; the reverse marks what is left after a heal and cannot be healed again. Wounds and healing
Objective HostileObjective Hostile — on each Hostile drawn for the Objective. Eliminate Hostiles

Icons

To be added.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close