Ludexv2026.11.01-65114139Warfighter ModernOfficial rulebook ↗

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Teach the Game

A read-aloud introduction to a cooperative Modern mission.

How you win

You are a small team crossing hostile territory to complete a mission before time runs out. Choose your Soldiers and equipment, open a route through Locations, manage enemy fire, and fulfill the Objective together.

Read the Objective first: it tells you exactly what success requires. Buy a team capable of doing that job, then spend Actions and cards to get it into position. This guide uses Modern fourth-edition organization; older cards and later replacement cards can differ. Follow your applicable card text, which takes precedence over the general rules.

The boards

Tactical Display with six numbered reference areas

  1. Deck areas — Hostile deck and Action deck; the Location deck sits beside them.
  2. Starting Mission — path space 1, where every Soldier starts.
  3. Mission Timer Track — the Mission timer counter shows the turns left.
  4. Location path — numbered spaces 2–12 toward the Objective.
  5. Hostile area — Hostile cards sit above the Location they are in.
  6. Turn reminders — the printed turn and attack sequences.

The Mission card is the starting Location (path space 1). The Objective sits in the numbered Location specified by the Mission; the empty spaces between them become your route. Soldier counters show where each Soldier stands, and Hostiles are placed above their Locations. The timer counts down complete mission turns. Keep each Player Soldier’s cards, ammunition and Action counters separate.

See mission preparation for the board reference.

A round

  1. Soldier turn: refresh Actions, resolve applicable Environment checks, then let Soldiers act in any order. Spend an Action to move, attack, reload, clear one Suppress, or discard and refill a Player Soldier’s hand. Play cards and use other activities at their printed timing/cost.
  2. Explore: a Soldier in the frontmost played Location lets you play the next Location from a Player Soldier’s hand. Pay its printed play cost and draw its Hostiles. The team can play only one new Location this turn.
  3. Hostile turn: draw reinforcements, resolve attacks, move out-of-range Hostiles toward firing range, remove one Suppress (on a Hostile) per Hostile card, then move the Mission timer down one space.

See the full sequence, movement and combat.

How the game ends

Success comes from the Objective’s exact requirements; some check at the end of the Soldier turn. The team need not all stand on the Objective unless its rules require that. You lose when time expires or the last Soldier is Downed, and must obey any additional scenario failure condition. If the same Action completes the Objective and Downs the final Soldier, success takes priority.

An Escape mission instead begins at the active Objective and travels back toward the Mission. Read its different setup and timing before starting.

Ways to score

Result or resourceHow and when
Mission successMeet every requirement on the Objective; apply its stated timing.
Mission failureTimer passes below 1, the final Soldier is Downed, or a card’s failure condition occurs.
Experience Points (XP) Experience pointThe Soldier dealing the final EKIA to a Hostile card gains its printed XP. These are spent on tactical effects; they are not victory points. Events award no XP.
Victory-point totalStandard Modern missions have no victory-point tally or scoring tie-break. Campaign and scenario instructions may track separate progress.

What each resource is for

ResourceWhy you need itGet itUse it
Resource PointsBuild a mission-capable teamMission’s budgetBuy Soldiers, Gear and Skills; actual team value selects Hostile chart rows.
LoadoutLimits a Player Soldier’s carried GearSoldier rating adjusted by MissionFit Weapons, Equipment and spare Ammo; Skills use no Loadout.
Actions ActionCarry out paid activitiesRefresh printed allowance each turnMove, attack, reload, clear Suppress, refill cards; some cards need Actions too.
Action cardsImprove tactics and fund entrance costsPlayer Soldier begins at Health-sized hand; refill costs an ActionPlay their effects, discard for costs, or exchange Location Markers for Locations.
Ammo and consumables Loaded ammoKeep Weapons/Equipment functioningPrinted starting allotment and purchasesTrack reloads and expend uses as their cards require.
XPUpgrade effects and sustain supportPrinted starting benefits and final Hostile killsUpgun bracketed text, retain support and pay printed XP costs.
HealthKeeps Soldiers fightingPrinted starting valueWound Wounds reduce it; current Health affects hand refill and printed action tables.
Hardy HardyResist relevant Environment conditionsSpecific Soldier, Skill or Equipment benefitSpend a matching counter when an Environment check fails.

Teaching tips

Sources

DVG Universal Rulebook, pp. 8–9, 27–36, 40–51; Modern New Recruit Manual v1.1.3, pp. 3–23.

Rules

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