Ludexv2026.11.01-65114139Warfighter ModernOfficial rulebook ↗

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Keyword Reference

Paraphrased Warfighter keywords with a link to the publisher’s Keyword sheet page for each.

Using the reference

These entries paraphrase the publisher’s fifteenth-edition keyword sheet, with a page link for every term. They cover ordinary Modern cards and common terms relevant to its expansions. Read the actual card for its numerical values, eligibility and timing. A referenced card title must match exactly.

Words such as Nature, Structure, Aircraft, Vehicle, Ranged, Thrown, War Dog, Minefield, Heavy, Defense and Support may be reference categories. A category has no extra rule merely because its name sounds descriptive; apply any separate rule explicitly attached to it.

See Combat, Movement, Mission Preparation and Cards & Components for the procedures these terms modify.

Active and Acted

Track whether the Hostile, or each separate attack on a multi-attack card, has already acted this turn.

Keywords, p. 1

Add x and Add +x/+y

A single value adjusts Attack dice. A paired value adjusts every Attack die by the first number and the Defeat Cover die by the second.

Keywords, p. 1

Adjacent

When spending a Location Marker, fetch the named adjacent Location instead of drawing randomly, then shuffle. If it is already in play, draw normally.

Keywords, p. 1

Again

The Hostile attacks its target again. If the first attack Downed that soldier, choose a new eligible target for the additional attack.

Keywords, p. 1

Aim

After the dice are rolled, divide the printed Aim bonus among the Attack and Defeat Cover dice. It is one shared pool, not the full bonus on every die.

Keywords, p. 1

Airborne Only

Only a soldier with the Airborne classification may use this gear. See US Airborne.

Keywords, p. 1

Aircraft

An aircraft classification remains present while suppressed. An Aircraft (-x) defense removes x Attack dice; an attack reduced to zero dice fails.

Keywords, p. 1

All

On an attack, affect every soldier in the Location. Compare the shared Cover roll against each soldier separately. Each affected soldier must pay its own cancellation cost. Other card effects may instead use All to mean all Hostiles in play.

Keywords, p. 1

Always Reinforces

Perform this Location’s reinforcement check even without soldiers present. An Objective still needs activation first.

Keywords, p. 1

Any Soldier

The card may be equipped by Player, Non-Player or Squad soldiers meeting its listed condition. Non-Player and Squad soldiers still have zero Loadout unless another permitted card supplies capacity.

Keywords, p. 1

Arrive

Place the named Hostile in this Location when its stated trigger happens. This is a specified arrival, not an arbitrary Hostile draw.

Keywords, p. 2

Attachments

Attach the item only to the weapon or equipment types named on it. A Rifle Attachment requires a Rifle title or classification; unrelated weapons are ineligible.

Keywords, p. 2

Attract

Add the indicated number of figures to that Hostile card. Figures attracted during the Hostile Attack step can also attack that turn. If the text names a card type instead, draw that specified Hostile.

Keywords, p. 2

Be Hit

Apply this modifier to attacks aimed at the card. Suppression does not erase the modifier.

Keywords, p. 2

Behind

Toward the Mission, including its space. If told to place a card x spaces Behind, count that distance toward the Mission, using any applicable insertion/extraction spaces.

Keywords, p. 2

Beyond

Toward the Objective, including its space. If told to place a card x spaces Beyond, count that distance forward, using any applicable insertion/extraction spaces.

Keywords, p. 2

Bipod

Spend an Action to deploy. Deployment lasts until movement to another Location or an Action to fold it away. Use the weapon’s printed deployed benefits.

Keywords, p. 2

Bolt Action

The first attack each turn requires no extra discard. Each later attack also costs an Action-card discard; a Player Soldier may supply that discard for a Non-Player Soldier.

Keywords, p. 2

Breach

Overcome a Door using the permitted attack or skill. The Door’s own requirements determine what is needed.

Keywords, p. 2

Break

Expend the gear when its stated breaking condition occurs. For a die-triggered break, check the unmodified die; pay a cancellation cost only if the card offers one.

Keywords, p. 2

Charge

Each use consumes a charge. A weapon attack still costs an Action. Expend the item when its final charge is used.

Keywords, p. 2

Close Quarters Combat

A Hostile surviving a soldier’s attack counterattacks that soldier if able; resolve the counterattack with its surviving strength. This is additional to its usual turn. Double-reticle cards check the individually affected figures. After paying to enter Striking in a CQC Location, remain there and engage other local Hostiles without paying that entry cost again until leaving or clearing the Location.

Keywords, p. 2

Closest

The eligible soldier or Hostile with the least distance to the referenced card.

Keywords, p. 3

Collateral Damage

In that Location, do not use Explosion, Spray, Auto or Proximity attacks.

Keywords, p. 3

Commander

For every Hostile in play able to attack, roll one additional Attack die and use the higher result.

Keywords, p. 3

Crush

Allows Hand to Hand attacks against vehicles and structures. A Hostile combining Crush and Flying may also attack aircraft in Hand to Hand.

Keywords, p. 3

CX

At the start of the Soldier Turn, a Player Soldier draws the printed Combat Experience number of Action cards, then immediately discards to its current hand limit.

Keywords, p. 3

Defeat Cover

Apply the weapon or card’s stated bonus to the Cover die. Passing the Attack threshold and overcoming Cover are separate requirements; see Combat.

Keywords, p. 3

Deliver

Carry the specified gear to the named destination and leave it there.

Keywords, p. 3

Deploy

Pay one Action to set up the indicated weapon option or equipment before claiming its deployed benefit.

Keywords, p. 3

Destroy

Remove the card when its Destroy result resolves. A suppressed Hostile whose whole action is cancelled does not resolve that action’s self-destruction.

Keywords, p. 3

Detect

Only a soldier with Detect may attempt that check. Meet the printed target number in the situation named by the Location or Objective.

Keywords, p. 3

Disarm

Only a soldier with Disarm may attempt that check. Its printed target number and the Location/Objective instruction govern the result.

Keywords, p. 3

Discard Hostile

Discarding an enemy awards no XP. It cannot be used to discard the mission Objective.

Keywords, p. 3

Discipline

A K9’s measure of staying focused. The dog and handler cards specify the checks and consequences; see K9 & Handlers.

Keywords, p. 3

Door

Resolve the Door obstacle before reaching what is behind it. Its card tells you the applicable attack or skill requirements.

Keywords, p. 4

Elevated

An attacker here ignores Location-based Obstructed restrictions.

Keywords, p. 4

Eliminate

Remove the Hostile after its last required wound or EKIA. An Eliminate x Objective requires removing the particular named enemy.

Keywords, p. 4

Eliminate Hostiles

At the end of a Soldier Turn, the Objective must contain no Hostile cards. Also eliminate enemies marked as Objective Hostiles, wherever they are.

Keywords, p. 4

Embedded

Reserve the named enemy for its matching Objective. Keep it out of the normal Hostile deck; its linked Objective brings it into play.

Keywords, p. 4

Enduring

The soldier is unaffected by Environment penalties.

Keywords, p. 4

Engage

Pay the specified Actions to reach Hand to Hand with a local Hostile.

Keywords, p. 4

Entrance Cost

A modifier changes the Action-card discard needed to enter. An XP Entrance Cost separately requires the printed XP payment.

Keywords, p. 4

Environment

Make the printed Environment check in hazardous Locations. Ordinary armor and shields do not prevent this hazard. See Movement and Winter.

Keywords, p. 4

Equip and Use

Carrying a card within available Loadout does not guarantee eligibility to use it. Apply the card’s user restrictions before gaining its effects.

Keywords, p. 4

Evade

During the Soldier Turn, pay the printed XP to discard this Hostile. Gain no XP for it. A mission Objective cannot be Evaded.

Keywords, p. 4

Expend

Use the indicated benefit and then discard the affected card or counter.

Keywords, p. 4

Explosion

An attack may affect several figures with hits or suppression. Resolve the weapon’s printed mode and restrictions; do not treat it as a single ordinary rifle hit.

Keywords, p. 4

Fearless

This Hostile ignores Suppress results, including while all of its surviving reticles would otherwise be suppressed.

Keywords, p. 4

Find

When the stated condition is met, a Player Soldier in the relevant Location may acquire the listed gear, subject to normal equip limits.

Keywords, p. 4

Fix

Repair damage to friendly vehicles as the card instructs. Heal is not a substitute for vehicle repair.

Keywords, p. 4

Front-most

Soldiers farthest along the route from the Mission.

Keywords, p. 5

Fuel

A flamethrower spends one fuel for each Attack die rolled. It has no Reload check and cannot refill by a Reload Action.

Keywords, p. 5

Gain

Add the specified cards, counters or effects. Unlike Regain, this can exceed the printed normal maximum.

Keywords, p. 5

Gear

Weapons and equipment together, including their ammunition and expendable munitions. See Mission Preparation.

Keywords, p. 5

Hack

Only a soldier with Hack may roll its listed threshold in a hacking situation specified on the Location or Objective.

Keywords, p. 5

Hand Size

The Player Soldier’s hand limit. A hand-size bonus does not itself increase Health; the usual limit follows current Health plus applicable hand modifiers.

Keywords, p. 5

Hardy

Spend a Hardy counter matching the Environment type to prevent its harmful effect. Hardy Any can protect against any Environment.

Keywords, p. 5

Has Cover at Range

Use the indicated replacement Cover when attacked from the stated Range, even if the Hostile is suppressed.

Keywords, p. 5

Health

The soldier’s wound capacity before being Downed. Changing Health also changes the normal hand limit unless another instruction says otherwise.

Keywords, p. 5

Highest RP

Target the eligible soldier with the greatest soldier-card RP value instead of randomly drawing a target.

Keywords, p. 5

Hits

Damage inflicted on a Hostile or Objective. Read the target’s reticles and health requirements to determine elimination.

Keywords, p. 5

HtH

Hand to Hand. A Hostile with this designation starts engaged with its target. An HtH attack modifier changes its attacks against soldiers at Striking range in the same Location.

Keywords, p. 5

Immobile

The card cannot change Locations. A value after Immobile means this restriction begins when remaining Health reaches that value.

Keywords, p. 6

In Play

A card remains in play until removed; suppressing all its reticles does not remove it.

Keywords, p. 6

Inanimate

The Hostile ignores suppression. The property remains active even when all surviving reticles would be suppressed.

Keywords, p. 6

Indirect Fire

These attacks ignore Obstructed Locations. Other targeting restrictions still apply.

Keywords, p. 6

Inspire

At the beginning of the Hostile Attack step, remove one Suppress counter from every Hostile card still in play.

Keywords, p. 6

Interior

A Location marked Interior excludes vehicles, light vehicles and aircraft. An enemy card’s own Interior is a separate combat area: breach its Door, pay the local HtH entry cost, then use the listed interior Cover for local attacks.

Keywords, p. 6

Isolated

Attacks cannot cross this Location’s boundary in either direction. Effects that are not attacks, such as Reveal or Evade, are not blocked merely by this keyword.

Keywords, p. 6

Jams

With the optional Jam rule, this weapon jams if even one Attack die is one above its Reload number. This replaces the ordinary less-sensitive Jam threshold.

Keywords, p. 6

Keep Clear

After activation, end the specified number of consecutive Soldier Turns with the Objective free of Hostiles. A single clear turn is insufficient for Keep Clear 2 or 3.

Keywords, p. 6

Kill

Kill the targeted soldier. Kill All kills every soldier in the Location; Kill Discard also removes the attacking Hostile card.

Keywords, p. 6

Knowledge

Set aside the printed number of Action cards during setup. They may be played during the mission without occupying the normal hand limit.

Keywords, p. 6

Limit

Apply the printed cap to cards/counters of the same title or specified keyword. A mission cap spans the mission; a soldier cap applies separately to each soldier.

Keywords, p. 6

Location Card modifier

Move every applicable Objective along the route by that many spaces; +1 means one space farther from the Mission.

Keywords, p. 6

Lowest RP

Target the eligible soldier with the smallest soldier-card RP value instead of drawing randomly.

Keywords, p. 6

Maintain

Do not close nearer than the listed distance to the target. During Close Range, move away if already too close; from Range 0 move toward the Mission.

Keywords, p. 7

Malfunction

Immediately eliminate the Hostile when this result is rolled, and award its XP to its targeted soldier.

Keywords, p. 7

Mine

This weapon cannot target Flying or Aircraft enemies.

Keywords, p. 7

Miss

The attack does not wound. It can still suppress if the attacker overcame Cover.

Keywords, p. 7

Mode

The weapon’s selected firing option determines its Attack dice and how those dice affect the target.

Keywords, p. 7

Multiple Objectives

Place every specified Objective at its named route position. The shared RP budget and mission timer apply to completing all of them.

Keywords, p. 7

Must have in previous Location

Reserve the named preceding Location during setup by finding it in its deck and adding it to a Player Soldier’s hand. It must be played immediately before the Objective can activate.

Keywords, p. 7

Must Play

Reveal the card when drawn. The next play of its card type must use it. Multiple waiting Must Play cards resolve in draw order.

Keywords, p. 7

Nature

A category referenced by other cards, not an additional automatic effect. Suppression does not remove the label.

Keywords, p. 7

No Aircraft and No Vehicle

On a Location, prevent that type from entering or appearing there. On a weapon, prohibit attacking that target type. Redraw an enemy whose placement violates the Location restriction.

Keywords, p. 7

No Cover

The attack overcomes the target’s Cover automatically.

Keywords, p. 7

No Jam

Do not make optional Weapon Jam checks for this weapon. It can still require an ordinary Reload.

Keywords, p. 7

Obstructed

An attack cannot pass through this Location to reach a card on its opposite side. This does not stop attacks into the Location itself.

Keywords, p. 7

On Site

An Objective with this condition requires at least one soldier inside its Location to complete.

Keywords, p. 8

Only

Restrict the effect, eligible targets or gear choices to what the card specifies.

Keywords, p. 8

Overkill

While drawing initial Location enemies, discard this enemy if adding its value would exceed the Location’s required total. Continue drawing to fill the remaining value.

Keywords, p. 8

Penetration

Add the printed value to the weapon’s Defeat Cover result, not its Attack dice.

Keywords, p. 8

Pick

Only a soldier with Pick may attempt its printed threshold in a card-specified picking situation.

Keywords, p. 8

Place

Put the Hostile at the indicated position while counting its value toward the Location that drew it. It becomes active even if its destination is an unactivated Objective or an unplayed Location space.

Keywords, p. 8

Present

Reserve the exactly named Hostile during setup. Place it in addition to normal Hostiles when its Location is played or its Objective activates. The chosen enemy nation must contain the required card unless deliberately using the matching substitute optional rule.

Keywords, p. 8

Printed

Use only the value physically stated on the referenced card. Bonuses from other cards cannot meet a Printed prerequisite.

Keywords, p. 8

Protected

Do not target this enemy while any other Hostile card remains in its Location.

Keywords, p. 8

Proximity

Inflict the indicated number of hits, carrying damage between reticles on the card. Restrictions applying to Explosion also constrain Proximity.

Keywords, p. 8

Purchase XP

Pay this XP cost as well as the printed RP cost when purchasing the item.

Keywords, p. 8

Push

Move the target one distance step away, such as Striking to Range 0 or Range 0 to Range 1.

Keywords, p. 8

Rails

The first printed number of Loadout points spent on weapon attachments does not consume the soldier’s Loadout capacity.

Keywords, p. 8

Random wounds

Resolve each random wound as its own attack against a randomly selected eligible soldier. The original target remains eligible; reuse the Hostile’s original Cover die.

Keywords, p. 10

Range

Distance is counted by Location spaces. Apply any printed Range modifier to attacks both by and against the Hostile; suppression does not erase it.

Keywords, p. 9

Ranging

When drawn as reinforcement, this enemy offers an XP payment to cancel its attack during that reinforcement turn’s Attack step only.

Keywords, p. 9

Rank

A Skill subtype; each soldier may carry at most one Rank card.

Keywords, p. 9

React

Use the card when its stated trigger occurs, without spending an Action for the reaction itself.

Keywords, p. 9

Rear-most

Soldiers nearest the Mission on the route.

Keywords, p. 9

Recon

Search the specified deck for the requested card type, add it freely to a Player Soldier’s hand, then shuffle.

Keywords, p. 9

Regain

Restore the named resource, cards or effect only up to its printed maximum. Gain can exceed that maximum; Regain cannot.

Keywords, p. 9

Regen

During the Hostile suppression-removal step, each damaged figure heals the stated number of hits, never above its printed Health.

Keywords, p. 9

Reinforce

An enemy with this keyword draws during reinforcement and places a qualifying value in its own Location. A newly reinforced Reinforce enemy does not immediately chain another draw that turn.

Keywords, p. 9

Reload

An empty firearm cannot attack until an Action reloads it. Hand to Hand Stumble-removal effects cannot reload a firearm.

Keywords, p. 9

Repair

During the Hostile Attack step, make the printed check if this enemy occupies a Resolved Location. Success reverses the resolved status and its associated benefit.

Keywords, p. 9

Requires

The named supporting card must share the weapon’s Location before firing, with deployment if specified. Another soldier may carry that support.

Keywords, p. 9

Resource

Gear serving as an input to another card’s effect.

Keywords, p. 9

Resource Points

The mission’s purchasing budget. One RP buys the printed starting quantity of a weapon’s ammo during setup. Ammo RP gained mid-mission instead supplies six counters to distribute among weapons.

Keywords, p. 9

Restore

A stronger recovery effect able to remove Treated wounds and recover a soldier even at zero or negative Health, as the card permits.

Keywords, p. 9

Retain

At the end of the Soldier Turn, pay the printed XP to leave the effect in play for another Soldier Turn.

Keywords, p. 9

Screened by

Suppress or eliminate all the specified local screening enemies before targeting this card. Lower-value screened enemies screen higher-value ones; randomly order equal-value screens. A card never screens itself.

Keywords, p. 10

Screens

Suppress or eliminate this card before attacking local enemies with the named XP value. It does not screen itself.

Keywords, p. 10

Self-Defense

After a Range 0 Hostile attack is rolled, an attack-ready Self-Defense weapon can empty its ammo to cancel the attack affecting its soldier. This works once per soldier each turn, including applicable All/Random wounds. It cannot cancel Vehicle, Aircraft or Crush attacks. Such weapons also attack at Striking.

Keywords, p. 10

Single Shot

Use this weapon at most once per complete game turn. It automatically reloads at that turn’s end without an Action.

Keywords, p. 10

Size

Modify Attack dice aimed at this Hostile or Objective by its printed Size. Suppression does not remove the modifier.

Keywords, p. 10

Spray

This weapon’s attack can generate multiple hits or suppression. Resolve the weapon’s own mode rather than assuming the generic rifle procedure.

Keywords, p. 10

Start with

Give the purchasing soldier the stated XP, skill or gear without an additional RP payment.

Keywords, p. 10

Striking

A closer distance within Range 0, used for Hand to Hand; entering the same Location alone does not automatically pay the engagement cost.

Keywords, p. 10

Structure

A reference classification, retained while suppressed. It does not independently supply Cover, health or damage immunity.

Keywords, p. 10

Stumble

The Hand to Hand equivalent of an empty weapon: spend one Action recovering before another HtH attack. Firearm Reload effects do not remove it.

Keywords, p. 10

Support

A category on Action and Gear cards referenced by other effects. Its exact effect remains on its own card; see Support expansion.

Keywords, p. 11

Suppress

A temporary attack effect; use the core Combat procedure to place and remove counters.

Keywords, p. 11

Suppressed

A kill made with a Suppressed weapon also places a suppression counter on that Hostile card. Do not confuse a suppressed weapon with a suppressed soldier.

Keywords, p. 11

Swarm

When at least two Hostiles share a targeted soldier, those cards gain their stated Swarm attack bonus.

Keywords, p. 11

Swoop

After attacking, move the Aircraft the printed distance behind or beyond its position, including applicable insertion/extraction spaces. If impossible, place it as far beyond its target as permitted.

Keywords, p. 11

Target

Limit random targeting to the soldiers satisfying the card’s rule, such as those currently Front-most.

Keywords, p. 11

Targeted

The soldier identified by this Hostile’s targeting counter, rather than any soldier merely occupying its Location.

Keywords, p. 11

Team Pre-Req

At least one soldier must have purchased the named Skill before the squad can purchase or acquire the dependent card.

Keywords, p. 11

Time Limit

After Objective activation, count completed Soldier Turns against the Objective’s own limit. Missing that deadline fails the mission, and the main Mission timer can still expire first.

Keywords, p. 11

Triggered

During the Soldier Turn, this weapon may attack only Vehicles or Structures. Otherwise it can attack without an Action when an eligible Hostile is placed into or enters the soldier’s Location. It cannot target Flying or Aircraft enemies. Declare Weapon versus Distraction when deploying if using the distraction system.

Keywords, p. 11

Tripod

Spend an Action to deploy locally. It remains deployed until movement to a new Location or an Action to pack it away.

Keywords, p. 11

Undead

The classification also grants Fearless and Enduring. Those effects persist through suppression; see Biohazard.

Keywords, p. 11

Vehicle Priority

Select a vehicle when choosing a target if any eligible vehicles are in play; otherwise target normally.

Keywords, p. 11

Waste

Pay or discard the stated resource without gaining a corresponding benefit.

Keywords, p. 12

XP

Experience Points, spent on the card and movement effects that name an XP cost.

Keywords, p. 12

Years

A dated card is eligible only in its start year or later. If an ineligible vehicle arrives as reinforcement, discard it and draw a replacement.

Keywords, p. 12

Terms from other Modern systems

These are included to recognize cross-compatible cards. They do not add Shadow War or PMC setup to a daytime mission.

Activity

Shadow War only: subtract the Mission’s Activity value when adjusting Noise. A negative value increases it instead.

Keywords, p. 1

Alarm

Night system: the listed countdown records how many soldier Actions remain before this enemy raises the alarm. It persists while suppressed.

Keywords, p. 1

Black Market

Money-based systems only: check the printed purchase risk; failure means no item, no purchase payment, and the listed fine.

Keywords, p. 2

Observed

Night system: an attack from, into or within this Location sends another random local Hostile toward the alarm.

Keywords, p. 7

Shadows

Only a soldier with Shadows can attempt the printed threshold for that ability.

Keywords, p. 10

Stealth

On melee gear, apply the Hand to Hand Shadows procedure from the relevant night rules; it is not a free daytime movement action.

Keywords, p. 10

Suppressed Noise

Shadow War only: the attack generates the listed Noise amount.

Keywords, p. 11

Trigger-Happy

Night system: Pauses or Going For Alarm results advance the mission’s Meltdown damage by the printed amount, including an On Alert result that prevents placing the usual countdown.

Keywords, p. 11

Complete series reference

The publisher keyword sheet also covers Fantasy and other cores. Spellcasting, deity, dungeon and hero recovery procedures belong to those systems; importing a cross-era card does not silently add their complete rules to Modern Daytime.

Escape Mission

Use the reversed starting position, active Objective and timer behavior in the Escape mission rules. A pack’s Escape card supplies its own time, locations and reinforcement changes; ordinary forward-mission assumptions do not apply unchanged.

Universal Rulebook, card types and Escape mission procedure

MANPADS

A descriptive weapon classification for shoulder-launched air-defense gear. Apply the actual weapon’s range, Penetration, expendable use and printed aircraft bonus. The name alone supplies no numerical bonus; UK and Russian Federation cards specify their own values.

Ranged and Thrown

Reference categories used to limit compatible bonuses and effects. A card affecting Ranged weapons does not automatically affect a Thrown grenade. Read the printed classification before applying another card’s modifier.

Keywords, pp. 9 and 11

Firing modes

For ordinary firearms, Semi rolls one Attack die, Burst two and Auto three. The weapon must offer that mode. Reload checks use unmodified dice; an Explosion mode follows its separate procedure rather than inheriting the ordinary firearm result.

Universal Rulebook, attack modes

Rules

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