Warfighter WWII Rulebook

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INTRODUCTION Activate the Objective Card ....................................

21
Pass Gear to Other Soldiers ....................................21
Game Overview..........................................................2
Lighten the Load ......................................................21
Victory ........................................................................2
Pay Retain Costs ......................................................21
Component Overview ................................................2
Example of a Soldier Turn........................................21
Set-Up ........................................................................6

BUILDING YOUR MISSION AND TEAM LOCATION CARDS


Location Marker Cards ............................................22
Mission Card ..............................................................7
Location Cards ........................................................22
Objective Card ..........................................................8
Environment ............................................................23
Soldiers
Placing a Location Card ..........................................24
Player Soldier Cards ............................................9
Assigning Hostiles....................................................24
Non-Player Soldier Cards ..................................10
Entering a Location ..................................................25
Squad Soldier Cards ..........................................11
Hostile Penalties ......................................................25
Weapons ..................................................................12
Melee Cards ............................................................13
Equipment Cards ....................................................13
Skill Cards ................................................................14
SOLDIER ATTACKS
Attack Modifiers........................................................26
Service Record Cards ..............................................14 Attack and Defeat Cover ..........................................26
Purchasing Your Cards ............................................15 Reloading ................................................................27
Counters ..................................................................16 Explosions and Spray ..............................................27
Team Selection Example..........................................16 Stealth Combat ........................................................28
Hand to Hand Combat ............................................28
ACTION CARDS Unarmed Combat ..............................................28
Melee Combat ....................................................29
Playing Action Cards................................................17
Thrown Combat ..................................................29
Upgunning ..............................................................17
Hostile Cards............................................................30
Keyword Matching ..................................................18
Event Cards..............................................................31
Support Action Cards ..............................................18
Covert Action Cards ................................................18
Initial Action Cards ..................................................19 HOSTILE TURN
Reinforcement Draw ................................................32
SEQUENCE OF PLAY Hostiles Attack ........................................................32
Weapon Range and Attack Chart ......................33
Sequence of Play ....................................................19
Hostiles Close Range ..............................................33
Remove Suppress Counters....................................33
Advance Mission Timer............................................33
SOLDIER ACTIONS
Remove 1 Suppress ................................................20
Move ........................................................................20 ADDITIONAL INFORMATION
Attack........................................................................20 Soldier Wounds........................................................34
Reloading ................................................................20 Downed ..............................................................35
Discard and Draw ....................................................20 Removed Soldier Outcome ................................35
Engage in Hand to Hand ........................................20 Completing the Objective ........................................36
Campaigns ..............................................................37
Optional Rules..........................................................38
SOLDIER ACTIVITIES Sample Mission........................................................39
Play an Action Card ................................................21
Play a Location Card................................................21
Game Overview The Tactical Display Sheet is where you will place your card
decks, cards, and counters during the game.
Warfighter WWII is a fast-paced card game depicting a small
group of Soldiers engaging hostile forces during WWII. To
succeed, your Soldiers must complete a mission in enemy
KEYWORD BOOKLET
The Keyword Booklet
territory. They only have the Weapons and Equipment they
defines the keywords
bring with them to battle the enemy forces they encounter, so
found on the Warfighter
planning and preparing for your mission is vital to its success.
cards.
The core game takes place in Europe, however expansions
will include battles in Russia, the Pacific, and North Africa.
MISSION CARDS
Players work co-operatively, while the game controls the You will select one of
hostile forces. You win or lose the game as a team. these cards at the start of
each Mission.
In the core game, US Soldiers
fight against German Hostiles. Mission cards give you
Expansions add Hostiles, the information needed to
Soldiers, and Gear from different purchase your team and
nations. start your Mission.

For additional rule explanations


and examples of play, watch the
How To Play videos and Example
Games at www.dvg.com

This Rulebook has 3 colors of


boxed information: Green boxes
contain descriptions for cards. Red boxes contain Attack
information. Brown boxes contain procedures.

Victory
The game immediately ends in success when you complete OBJECTIVE CARDS
the Objective card’s requirements. You will also select
one of these cards
The game ends in failure if you run out of Game Turns, or at the start of each
when the last member of your team has zero Health Mission.
remaining.
Objective cards
detail the conditions
Component Overview that must be met to
complete the
TACTICAL DISPLAY SHEET Mission and win the
game.

2
LOCATION CARDS SOLDIER CARDS
Location cards detail the terrain There are 3 kinds of Soldier cards: Squad, Non-Player, and
you travel through on your way Player. A player can play more than one Squad, Non-Player,
to your Objective. and Player Soldier.

Squad Soldiers come as they


are.

Most of them do not have Skill


cards, Weapon cards, or
Equipment cards.

There are Location Marker


cards in the Action card deck,
indicating when to draw a
Location card.
Non-Player Soldiers (NPS)
HOSTILE CARDS come with the predesignated
Weapons, Equipment, and
The Hostile cards detail the
threats to your team during the Skills noted on their cards.
Mission.

Separate the Hostile cards into


a Frontline deck and an Elite
deck. They are easy to tell
apart by their card backs.

You will select one of these


decks at the start of each
Mission.

Only use one Hostile type


Player Soldiers have a hand of
during the Mission.
Action cards and can be
equipped with the Weapons,
EVENT CARDS Skills, and Equipment of your
You will draw these cards choosing.
during the game. These
cards represent special
situations on the battlefield.

3
SKILL CARDS EQUIPMENT CARDS
You can purchase Skill You can purchase
cards to improve your Equipment cards for
Player Soldier’s your Player Soldiers.
abilities.
Player Soldiers may
Skills cannot be freely transfer
transfered to other Equipment to other
Soldiers. Player Soldiers in their
same Location card.

WEAPON CARDS SERVICE RECORDS


You can purchase Service Record cards
Weapon cards for your can be purchased for
Player Soldiers. your Soldiers.

Player Soldiers may These cards show the


freely transfer past battles your
Weapons to other Soldier fought in.
Player Soldiers in their
same Location card. Service Records
cannot be transfered
to other Soldiers.

4
ACTION CARDS HOSTILE TARGETING COUNTERS
Player Soldiers draw, Each Hostile Targeting counter is numbered.
hold, discard, and There are 4 copies of each numbered counter.
play Action cards you will only use the Hostile Targeting counters
during the game. that have same number as a Soldier Identification
counter. Place the Hostile Targeting counters into an opaque
Each Action card cup. You will draw these counters to determine which Soldier
details its game a Hostile is targeting.
effect.

Action cards cannot ACTION COUNTERS


be transfered to other Each Soldier has two Actions per
Soldiers. Soldier Turn unless noted on his card.
As your Soldier uses an Action, flip the
Action counter to the “USED” side. At
the start of the next Soldier Turn flip them back.

AMMUNITION COUNTERS
Most Weapons come with several
ammunition counters. You will place
these Ammo counters on your
Weapon cards.

DICE
You will roll 10-sided dice for all die rolls, except when rolling
to Defeat Cover, and a 6-sided die to Defeat Cover.
GEAR AND GRENADE COUNTERS
Some Weapon, Skill, and Equipment cards modify your die
rolls.

TIMER COUNTER There are also several types of counters used to track the
You will place the Timer counter on the Mission number of Grenades and pieces of Equipment your Soldiers
Timer Track on the Tactical Display Sheet. At the carry.
end of each Hostile Turn, you will move the
Timer counter one space down the track. You
must complete your Mission before the timer
ENGAGE IN HAND TO HAND COMBAT
When a Soldier Engages a Hostile in Hand to
moves off the 1 space. Hand Combat, you will place this counter on that
Hostile card.
INACTIVE COUNTER
You will place the Inactive counter on the
Objective card on the Tactical Display Sheet.

.
SERVICE RECORD COUNTERS
These counters will be
placed on your Service
SOLDIER IDENTIFICATION COUNTERS Record cards to show
Each Soldier Identification counter has a number. how many times you can
There are two of each of these numbered use each Service Record skill.
counters. You will place one on the Soldier’s card,

card.
and the other on the Soldier’s current Location HARDY COUNTERS
These counters will be expended to overcome
harsh Environmental conditions.
These show you where your Soldiers are located during the
game.

5
EXPERIENCE COUNTERS CREATE THE BATTLEFIELD
Each Experience counter represents one or two
Experience Points (XPs). Some Soldiers start with
• Deploy the Tactical Display Sheet
Experience Points. You will gain Experience Points
when you Kill the last Hostile on a Hostile card.

SUPPRESS/EKIA COUNTERS
You will place these counters on a
Hostile card each time you inflict an
Enemy Killed In Action (EKIA) or
Suppress result from your Soldier’s
attack.
Place the Tactical Display Sheet on the table.
WOUND COUNTERS Your Soldiers will always be in a Location card. Mission and
Wound counters will be used to track
the reduction in a Soldier’s Health. Objective cards are considered to be Location cards. The
The reverse of these counters are Mission card and Objective card are the first and last Location
Treated Wound counters, used to cards of a Mission.
track Wounds that cannot be Healed again.
• Deploy The Decks
BANDAGE COUNTERS Shuffle the following Decks:
Hostiles, Locations, Events, and
Four Bandage counters come with each First Aid
Action Cards.
Kit Equipment card you purchase.
Place each deck face down on the
Tactical Display Sheet’s different
Deck Areas.
SET-Up Place the Keyword Booklet nearby
Perform these steps to prepare the game for play: for easy reference.

SELECT NATION Card Text and Decks


Select the Nation of your Soldier cards. This can be United When the card text contradicts the
States, Germany, etc. rulebook text, the card text takes
precedence.
Any card that is specific to only one Nation will show
the Nation’s flag in the upper left corner. If there is no When a deck is depleted, gather the
flag in the corner, it can be used by any Nation. discards of the deck, shuffle the cards, and form a new deck.

Select the Region of the Mission, Location, and Objective


cards. This can be Europe, Russia, etc. CARD DETAILS
The following pages detail each card type.
Select the Nation and quality level of the Hostiles you would
like to fight.

Example: You select Frontline Germans as the Hostiles.

Choose between Frontline Hostiles (F) and the


more difficult Elite Hostiles (E). All Hostiles in
your Hostile deck must be the same level.

6
MISSION CARD DETAILS
1 - Title: For 7 - Loadout: Adjust each Player Soldier’s Loadout rating by
flavor only. this modifier.

2 - Region: Example: a Player Soldier has a Loadout of 12. The Mission


Where in the has a Loadout penalty of -1. The Soldier’s Loadout is
reduced to 11.
world your
Mission takes
8 - Engage in Hand to Hand: The Action cost to engage in
place.
Hand to Hand combat.
3 - Entrance
9 - Special Notes: Special notes relating to the Mission.
Cost: The
number of Example: When you choose to
Action cards play the House to House
each Soldier Mission card, you know the
must discard Mission will take place in

mission cards
Europe, you will have 35
to Enter the Resource Points to use toward
Location card. All Soldiers freely start the game in the creating your team, you will
Mission card. have 9 turns to complete your
Objective, which is found in
4 - Resources: The number of Resource Points you Location #4 and there is no
have to build your team and equip them for this change to how much your
Soldiers can carry. Also, each
Mission.
time you play a Nature card, you
will lose 1 of your 9 turns.
5 - Time: The number of Game Turns you have to
complete the Mission.

6 - Objective: Specifies where to place the Objective


card along the Tactical Display Sheet’s Mission Path.

SELECT YOUR MISSION CARD


Choose a Mission card The number of turns
belonging to the you have to complete
Region you selected. your Mission is found
on your Mission card.
Mission cards are
always the first location Place the Timer counter
card on the Tactical on the Mission Timer
Display. Track on the Tactical
Display Sheet.

Example: If the Mission card


specifies “Time: 11”, then
place the Timer counter on
the “11” on the Mission Timer
Put the other Track.
Mission cards
aside, you will not
use them during
this Mission.

7
OBJECTIVE CARD DETAILS
1 - Objective: The 3 - Engage in Hand to Hand: The Action cost to
conditions that must engage in Hand to Hand combat.
be met to complete
this Mission. 4 - Hostiles: The total value of Hostile cards that
appear when you Activate this card is based on your
Some Objectives Team’s current Resource point value.
have keywords
describing what you Example: You Activate the Supply Dump Objective, you
have 58 Resource Points. When drawing Hostiles, you
must do to
check the Hostiles table and see that having 50-74
complete the resource points causes you to draw 5 points of
Mission. These are Hostiles.
found in the
Keyword Booklet.
objective cards

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

Example: The Reinforce value is 0-1. You draw


a Hostile card during the Draw Reinforcement
card step and check its Experience value. If the
value is 0 or 1, add the Hostile card to the
Location. If it is any other value, discard the
Hostile.

SELECT YOUR OBJECTIVE CARD


Choose an Place the other Objective cards off to the side, you will not use
Objective card them during this Mission.
from your selected
Region.

Place it on the
Location number
specified on the
Mission card.

Example: The Place the Inactive counter on the Objective card.


Country Stroll
Mission card
specifies
“Objective: #6”.
Place the selected
Objective card on
the #6 space on the Tactical Display Sheet.

8
PLAYER SOLDIER CARDS

player soldiers
1 - Nation: Indicates the Soldier’s Nation. If you ever have 0 remaining Health, your Soldier is Down
(incapacitated) and can no longer participate in the
2 - Name of Soldier: Only one copy of each Soldier Mission.
card can be purchased for a Mission.
7 - Soldier’s Loadout: A Soldier can only hold Weapons
3 – Resource Cost: The cost in Resource Points to and Equipment up to his Loadout value. A card’s
select this Soldier. Resource cost is also its Loadout weight unless otherwise
noted.
4 - Movement: The Movement value shows the
number of discards the Soldier freely pays toward a Example: An M1911 Pistol costs 2 Resource Points. It has a
Location card’s Entrance cost. Other Player Soldiers Loadout weight of 1.
cannot discard cards for you.
Example: An M1 Rifle has a Resource
Example: A Location has cost of 2, but, as noted on its card, it
an Entrance cost of 4 has a Loadout weight of 4.
and your Soldier has a
Movement value of 1. 8 - Soldier’s Hand to Hand (HtH) Skill: Modifies a
You would only need to Soldier’s Hand to Hand Attack rolls.
discard 3 Action cards to
Enter the Location. Example: DeLay adds 1 to his Hand to Hand Attack rolls.

5 - Cover: Hostiles must roll this number or higher on 9 - Soldier’s Abilities and Skills (if any): Any of the
a 6-sided die to Defeat the Soldier’s Cover during an Soldier’s Abilities and Skill cards are listed here.
Attack.
Example: DeLay freely starts the game equipped with the
Example: A Hostile is attacking Player Soldier DeLay. Close Combat Skill, draws 1 Action card at the start of each
The Hostile must roll a 3 or higher on a 6-sided die to turn due to Combat Experience, starts with 1 Experience
overcome DeLay’s Cover. point, and starts with 2 Hardy (Cold) counters.

6 - Soldier’s Health: A Soldier can hold a number of


Action cards equal to his Health value. Each Wound a
Soldier suffers reduces his Health (and Hand Size) by
one card.

9
NON-PLAYER SOLDIER CARDS
non-player soldiers

Non-Player Soldiers (NPS) start the game with the 6 - Soldier’s Health and Actions: Each NPS receives
Weapons, Skills, and Equipment cards noted on their Actions to use each Soldier Turn based on his current
cards. They do not have a hand of Action cards. You Health. The numbers in the top row show the Soldier’s
choose how they use their Actions each Soldier Turn. current Health. The numbers in the “Actions” row show
how many Actions the Soldier can use.
1 - Nation: Indicates the Soldier’s Nation.
Example: Pacheco begins with 3 Health. While he has 3 or
2 – Name of Soldier: Only one copy of each Non- 2 Health he gets 2 Actions each turn. When he is reduced
to 1 Health, he only gets 1 Action each turn.
Player Soldier card can be purchased for a Mission.
If you ever have 0 remaining Health, your Soldier is Down
3 – Resource Cost: The cost in Resource Points to
(incapacitated) and can no longer participate in the
select this Soldier. All their Weapons, Equipment, and
Mission.
Skills are included in the NPS’s cost.
7 - Soldier’s Weapons, and Equipment: A Non-Player
4 - Movement: Since a Non-Player Soldier does not
Soldier has only the Skills, Weapons, and Equipment
have a hand of Action cards, if his Movement value is
listed on his card.
less than a Location’s Entrance cost, Player Soldiers
on the team must discard their Action cards for him to Whoever is playing the Non-Player Soldier can choose
enter the Location card. which of his Weapons to use for an Attack.
Example: Non-Player
Soldier Pacheco is You cannot purchase extra Ammo for a Non-Player
Entering the Steep Soldier, but you can pass Ammo to him during the
Slope Location card. Mission, and the Non-Player Soldier can pass Ammo to
other Player Soldiers and Non-Player Soldiers.
The Steep Slope has an Entrance cost of 5 and
Pacheco has a Movement Skill of 2. Player Soldiers A Non-Player Soldier can never have more Ammo than his
must discard 3 Action cards so Pacheco can enter the
Steep Slope Location. Weapon originally held.

5 - Cover: Hostiles must roll this number or higher on 8 - Soldier’s Abilities and Skills (if any): Any of the
a 6-sided die to Defeat the Soldier’s Cover during an Soldier’s Abilities and Skill cards are listed here.
Attack.
9 - Soldier’s Hand to Hand (HtH) Skill: Modifies a
Soldier’s Hand to Hand Attack rolls.

10
SQUAD SOLDIER CARDS

squad soldiers
Squad Soldier cards do not have Action cards, 6 - Health, Actions, and Attacks: As a Squad Soldier
Weapon cards, Skill cards, or Equipment cards. suffers Wounds, his Actions decrease, and his chances to
successfully Attack also decrease.
They can only use the information on their cards.
Example: Squad Soldier
1 - Nation: Indicates the Soldier’s Nation. Smith has 1 Health, and he
has 2 Actions to use during
the Soldier Turn. His Hit
2 – Name of Soldier: Only one copy of each Squad
number is a 6 at Range 0.
Soldier card can be purchased for a Mission.
If you ever have 0
3 – Resource Cost: The cost in Resource Points to
remaining Health, your
select this Soldier.
Soldier is Down
(incapacitated) and can no
4 - Movement: Since a Squad Soldier does not have a
longer participate in the
hand of Action cards, if his Movement value is less
Mission.
than a Location’s Entrance cost, other Player Soldiers
on the team must discard their Action cards for him to
Squad Soldiers never run
enter the Location card.
out of Ammo, and never
Example: Squad Soldier Smith is Entering the Ford make Hand to Hand Attacks.
Location card.
When a Squad Soldier Attacks a Hostile, roll a 10-sided
The Ford has an Entrance cost of 4 and Smith has a Attack die, and a 6-sided Defeat Cover die.
Movement Skill of 2. Player Soldiers must discard 2
Action cards so Smith can enter the Ford Location. 7 - Soldier’s Special Ability (if any): Any Special
information is noted here.
5 - Cover: Hostiles must roll this number or higher on
a 6-sided die to Defeat the Soldier’s Cover during an
Attack.

11
Example: the M1918A2 Machine Gun costs
10 Resource Points and has a Loadout of 7.

5 - Weapon Range: The distance between


your Soldier and his Target.

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.
weapon cards

When you declare an Attack, declare which of your Weapons you


are using and which Hostile you are Attacking.

To use a Weapon, the Hostile must be within the Weapon’s


1 - Name of Weapon: Shows the military’s Range.
designation and its Weapon type.
6 - Reload #’s: If any of your Attack rolls are equal to or less
2 - Nation: Choose Weapon cards matching your than the Weapon’s Reload number, your Weapon has run out of
Soldier’s flag. Ammo during the Attack. You cannot use the Weapon again until
you Reload it.
3 - Weapon Keyword: All Weapons have a
keyword, such as: Ranged, Thrown, or Melee. 7 - Hit #’s: When you make an Attack, if you roll this number or
higher on any of the 10-sided Attack dice, you have Hit your
These keywords are referenced on Action cards, target. Your Hit number is based on your Range to the target.
Equipment cards, and Skill cards. If an Action card
modifies the Weapon’s title or keywords, then Example: When using an M1 Rifle at range 0, you will Hit when
Weapon gains the noted benefits. you roll a 7 or higher. At range 1 you will Hit on an 8 or higher.

Example: You are 8 - Fire Mode: You can freely choose the Fire Mode you want to
using an M1 Rifle use for your Weapon. The number after each Mode designates
with the Ranged the number of 10-sided dice you roll for the attack.
keyword. You can
use the Steady Aim Action card to improve its Semi - Roll 1 10-sided die. A Semi Attack represents one or more
Attack. single shots.

4 - Resource Cost: The cost in Resource Points to Burst - Roll 2 10-sided dice. A Burst Attack represents short
equip your Soldier with this Weapon. Unless controlled bursts of bullets.
otherwise noted on the Weapon card, this value is
also the Weapon’s Loadout weight. Auto - Roll 3 10-sided dice. An Auto Attack represents a stream
of bullets.
If the Weapon’s Loadout weight is different from
the Resource Cost, the Loadout weight will be Example: Using an M1 Rifle at range 0, I choose the Semi Mode
displayed under the Resource cost. and roll 1 die. I get a 9. Since my roll is 7 or higher, I Hit the target.

When you purchase a Weapon card for a Player 9 - Ammo: The Ammo type used by the Weapon and number of
Soldier, pay its Resource cost and place it next to Ammo counters the Weapon starts with.
your Soldier card face up on the table. It remains
with you throughout the Mission unless it is 10 - Special Rules (if any): Any Special notes relating to the
expended, passed, or dropped. Weapon. Additional keywords can also be found here, such as:
One Shot, Expended, etc.

12
1 - Melee Strong - Roll 1 10-sided die. A Strong Attack represents
Keyword: Can only a focused, powerful attack.

melee cards
be used in Hand to
Hand Combat. Normal - Roll 2 10-sided dice. A Normal Attack
represents a series of attacks.
2 - Special Rules
(if any): Any Fast - Roll 3 10-sided dice. A Fast Attack represents a
Special notes flurry of attacks.
relating to the
Weapon. Additional 4 - Attack Details: Details the number of Attack dice
keywords can also you roll for each Mode of Attack, as well as the Stumble
be found here. number, Hit number, and Penetration modifier.

3 - Mode: You can


freely choose the
Mode you want to
use for your
Weapon.

When you purchase an Example: Camouflage


Equipment card, pay its gives you a chance to
Resource Point cost and stop Hostiles from

equipment cards
targeting you during
place it next to your each Hostile Turn.
Player Soldier card face
up on the table. It
remains with you
throughout the Mission
unless expended,
passed, dropped, or
discarded.

1 - Card Title: For flavor


only.

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

3 - Card Effect: Costs that must be paid to gain the


Equipment card’s effect. The card’s effect can be used
whenever it is applicable.

13
Skill cards permanently 3 - Card Effect: Pay any costs to gain the Skill card’s
enhance your Soldier. effect. The card’s effect can be used whenever it is
skill cards
applicable.
When you purchase a
Skill card, pay its Soldiers are limited to one Skill card of each title.
Resource cost and place
it next to your Soldier You cannot pass Skill cards between Soldiers.
card face up on the
table. It remains with you The number of Skill cards in the game does not limit
throughout the Mission. what your team can purchase.

Skills have no weight, Some Non-Player Soldiers and Squad Soldiers come
and therefore do not with listed skills. These work exactly the same as for
count toward your Player Soldiers.
Loadout limit.
Some Skill cards reference other Skill card titles.
1 - Name of Skill: For flavor only.
Example: In order to purchase Sharpshooter, you must
first purchase Marksman.
2 - Resource Cost: The cost in Resource Points to equip
your Player Soldier with this Skill.

1 - Nation: place during a specified time. Service Records dates cannot


service rec. cards

Only Soldiers overlap.


from this Nation
can use this Example: You purchase the Battle
of the Bulge in Bastogne for your
card.
Player Soldier. The battle took
place between December 1944
2 - Region: For and January 1945. You cannot also purchase the Battle of
flavor only. This the Bulge at Ardennes for this Soldier, because that battle
is where the takes place at the same time.
battle took
place. 6 - Skills: Each Service Record shows the abilities gained
by the Soldier.
3 - Resource
Cost: The cost Each card designates how
in Resource many times during the
Points to equip Mission each ability can be
your Soldier with this Skill. used. Place the specified
number of counters A, B,
4 - Soldier Type: Each Service Record card and C on each Service
designates which type of Soldier can be equipped Record card.
with this card.
When an ability is used,
Example: This card can be purchased for a Player discard the counter.
Soldier (PS), a Non-Player Soldier (NPS), and a Squad
Soldier (SQ). A Soldier can have any
number of Service Records, as long as they do not overlap
5 - Battle: Each card shows the name of the battle, Battle dates.
and the Date the battle took place. You can only
equip a Soldier with one Service Record that takes

14
Purchasing Your Cards Player Soldiers want to pick them up.

The decisions you make here will go a long way to You can freely pass Weapon and Equipment cards between
determining your success. It is important to spend some time Player Soldiers in the same Location card as long as the
on this. Weapon does not exceed the receiving Player Soldier’s
Loadout.
You purchase Soldiers, Weapons, Equipment, Service
Records, and Skill cards with the Resource Points noted on You may not pass Weapon or Equipment cards to or from
your Mission card. Non-Player Soldiers or Squad Soldiers.

You must purchase at least one Player Soldier for your Weapon Ammo
Mission.
Each Weapon uses a specific type of Ammo.
Distribute the Resource Points between players any way
When you purchase a Weapon, place the specified number of
agreeable to all the players. You do not have to spend all the
Ammo counters on the Weapon card.
Resource Points.
Example: the M1 Rifle
The “Resources” number on the Mission Card shows the begins the Mission with 5
maximum Resource Points you can spend. Ammo counters.

Example: The Country Stroll


Mission card specifies
“Resources: 48”. You can spend
no more than 48 Resource Points
in total.
If you roll a Reload result, turn the Weapon’s top
The Loadout modifier specified on Ammo counter over to its Empty side. You must
the Mission card applies to each of your Player Soldiers. It spend an Action to remove the Empty counter
modifies the amount of Weapons, ammunition, and from your Weapon card and reveal the next Ammo
Equipment they can carry on their mission. counter. You cannot attack with that Weapon until you have
Reloaded (removed the Empty Ammo counter).
Example: The Mission card specifies
“Loadout: -1”. A Player Soldier with 11 You cannot use a Weapon if it has no remaining Ammo
Loadout points can only carry 10 Loadout counters.
points of Weapons, Equipment, and spare
ammunition on this Mission. You can only use Ammo that is specific to the Weapon you are
using.

Several Weapons use the same type of Ammo. As long as the


Weapons, Skills, and Equipment Ammo type is the same, you can freely pass Ammo counters
What your Soldiers take with them into the Mission is usually between Player and Non-Player Soldiers in the same Location
all they will have to succeed or fail. card during the Soldier Turn.

There will not usually be another opportunity to equip your Purchasing Extra Ammo
Soldiers during a mission. You can purchase extra
Ammo for Player Soldier
The number of actual Weapon, Equipment, and Skill cards in
Weapons before a Mission.
the game does not limit what your team can purchase.
Each extra Ammo purchase
Example: 2 Soldiers both want the M1918A2 Machine Gun, but costs 1 Resource Point and 1
there is only 1 M1918A2 card in the game. Both players can Loadout point. Buying extra
purchase and use the Weapon. Both players can reference the Ammo gives you a number of
card while keeping track of their own Ammo usage. Ammo counters equal to the
number noted on the Weapon
If you run out of Ammo during the Mission, your chances of card that you are purchasing extra Ammo for.
survival are low. Equip accordingly.
Example: When you purchase extra Ammo for the M1 Rifle, you
You can freely drop Weapon or Equipment cards in a gain an additional 5 Ammo counters for a cost of 1 Resource
Location. The cards remain in the Location in case other point and 1 Loadout point.

15
Counters Team Selection Example
Once you have chosen and equipped your team,
assign each Soldier a number.

Place one copy of each


Soldier’s Identification
counter on your Soldier
card. Place the matching
Identification counter on
the Mission card. This is an
easy way to remember
which counter represents
each Soldier.
Example: I purchase Player Soldier Kasinski who comes with 1
Example: When I move the
Experience Point. I’m loading him with an M1 Carbine, a
#1 counter on the Tactical
Canteen, the Fast Reload Skill, 1 Mk2 Grenade and the Hunter
Display, I know I am moving
skill.
Player Soldier Hernandez.
Next, I choose Player Soldier Eandi, loaded with an M1 Rifle,
Place each Soldier’s 4 Hostile the Marksman skill, and a Breaching Charge.
Targeting counters in a cup.
Finally, I add Squad Soldier Scott who comes with 1
Example: You have chosen Player Experience Point.
Soldier Hernandez and Non-Player
Soldier Allen. You place the 4 This team costs a total of 48 Resource Points.
copies of the Hostile Targeting
counters #1 and #2 into a cup.

Place 1 Action counter next to


each Soldier card for each of
his Actions.

During the game, as you spend each Action


during a turn, flip the Action counter to its Used
side.

Flip all Action counters to their unused sides at the


start of each Soldier Turn.

16
All Player Soldier’s have a hand of Action cards. Keep contribute Experience Points to pay the cost.
each Player Soldier’s hand of cards separate.
Some Action cards refer to “Stealth” Attacks. You must
When you play an Action card, apply the effects of the have a Weapon with the Stealth keyword to perform a
card, and then discard it in the discard pile. You can play Stealth Attack.
as many Action cards from your hand as you like during
the Soldier Turn.
UPGUNNING
Whenever there is a bracket [ ] in an Action
Play them one at a time, and allow each to take effect
card’s text, you can pay 1 Experience Point
before playing the next.
to “Upgun” the Action card. Upgunning an
Example: You are about to Attack, so you play a Steady Aim Action card lets you use the bonus effects in

playing action cards


to gain +2 on your Rifle Attack. You play a second Steady all of the card’s brackets.
Aim to gain a total of +4.
Example: A Steady
You can always draw Action cards due to a card effect, Aim card allows you to
even if the card puts you in excess of your Hand Size. Your add 2 to your Attack
roll. If you choose to
ability to draw a card is only limited during a “Discard and “Upgun” the card, you
Draw Cards” Action. pay 1 XP to use the
benefit in the brackets
You never need to discard Action cards due to having too and add 4 to your Attack roll instead of 2.
many cards in your hand.
Some Action cards
PLAYING ACTION CARDS say “You [any
Soldier]”. This means
You can only play Action
the card can be
cards during the Soldier
played to benefit the
Turn, unless noted
Soldier, or it can be
otherwise on the Action
Upgunned to benefit another Soldier.
card.
Example: You can play a Reloading card during the
Soldier Turn to Reload a Weapon for yourself or Upgun it
to Reload a Weapon for another Soldier.

If the Action card does not


say “[any Soldier]”, the
card can only benefit the
Player Soldier that plays
it.

Example: You can only


Some Action cards can only play a Steady Aim card for
be played when a specific yourself .
condition occurs. These
conditions might occur at Any Soldier can contribute
any time. You can play more Experience Points to
than one card in reaction to Upgun an Action card.
a condition.

Example: Play a Take Cover


card when your Soldier is
about to suffer Wounds.

Some Action cards have an


Experience Point cost to
play. Any Soldier can

17
Paying 1 Explosion Attacks, you cannot play Action cards that
Experience enhance Explosion Attacks.
point Upguns
These cards can be kept in play for several Turns.
playing action cards continued
all the Brackets
on a card.
Once the Support card is in play, you gain its benefit. At
Example: You can play a the end of each Soldier Turn, you can choose to either
Trail Blazing card for your discard the card, or pay its Retain cost in Experience
Player Soldier and reduce a Points. If you Retain the card, you can use the card’s
Location’s Entrance cost by effect again during the next Turn.
2. Or you can Upgun it to
reduce the Entrance cost by Example: I play the Sniper Support Action card and
4, and you can play it for discard 2 Action cards from my hand. At the end of the
either your Player Soldier, or Soldier Turn, I pay 2 Experience Points to Retain the card.
another Soldier.
Any Soldier can contribute to the XP Retain cost of a
KEYWORD MATCHING Support card.
Some Action cards will only benefit a Weapon with a
matching keyword. Example: I discard 2
cards to put a Sniper
Example: You are using Support card into
an M1 Rifle with the play. I use it to Kill a
Ranged keyword. You Hostile on a Hostile
can use the Steady Aim card with a value of 0
Action card to improve or 1. At the end of
your attack. the Soldier Turn,
another Soldier and I each spend 1 Experience Point to
Retain the Sniper Support card for another Turn. Since the
Example: You could not use a Steady Aim to improve a
Sniper Support card is already in play, I do not have to
Grenade’s Attack because the Grenade does not have the
discard more cards to keep it in play.
Ranged keyword.

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


SUPPORT ACTION CARDS
Some Action cards have the
word Support next to their
COVERT ACTION CARDS
Some Action cards have
discard cost.
the word Covert next to
Support Action cards their discard cost.
require Action cards to be
Covert Action cards focus
discarded by the Soldier
on the sneaky and silent
playing the card.
aspects of warfare.
Discard the number of
Covert Action cards
Action cards noted in the
require Action cards to be
top right corner of the card
discarded by the Soldier
and place the Support card
playing the card.
next to your Soldier.
Discard the noted number
Other Player Soldiers cannot discard cards to meet this
of Action cards (top right
requirement.
corner) to play the Covert card.
Support cards do not benefit from Soldier Skills and Action
No other Player Soldier can discard cards to meet this
cards.
requirement.
Example: You play a Mortar Support Action card to Attack a
Hostile card. Even though the Mortar Support inflicts

18
SEQUENCE OF PLAY
Initial Action Cards Perform the following steps each Mission Turn until the
Each Player Soldier has a hand of Action Cards that they mission is successfully completed or fails:
draw, hold, play, or discard during the game.

Each Player Soldier’s


SOLDIER TURN
Hand Size is equal to Roll for Environment
his current Health. By paying an Action, a Soldier can:

Draw Action Cards for Remove 1 Suppress


each Player Soldier Move
equal to the Soldier’s Attack
Health. Reload
Discard and Draw
Engage 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 Card
Pass Gear to other Soldiers
Lighten the Load
Pay Retain Costs

*May cost an Action if stated on the card

HOSTILE TURN
Reinforcement Draw
Hostiles Attack
Hostiles Close Range
Hostiles Remove Suppress Counters
Advance Mission Timer

19
All Player Soldiers have 2 Actions that can be spent
each Soldier Turns, unless otherwise noted on their
RELOADING
Spend 1 Action to remove an Empty Ammo counter from a
cards.
Weapon. If the Weapon has any remaining Ammo counters,
Non-Player Soldiers and Squad Soldiers have their the Weapon is Reloaded and can be used.
Actions listed on their cards.
DISCARD AND DRAW
Soldiers can play cards, use Equipment, declare Spend 1 Action to discard any number of cards from your
Attacks, and perform Actions in any order. Hand, and then Draw cards until you reach your Soldier’s
current Hand Size.
REMOVE 1 SUPPRESS
Spend 1 Action to remove 1 Suppress ENGAGE IN HAND TO HAND
counter from your Soldier. Spend the number of Actions indicated on the
Location card to Engage a Hostile card at
If a Soldier has one or more Suppress Range 0 in Hand to Hand Combat.
soldier actions

counters on his card, he can only use his Actions to


remove Suppress counters until none remain on his
card. He can also play Action cards that do not
require an Action.

MOVE
Spend 1 Action to Move to
an adjacent Location card.

Your Soldier will always be in


a Location card.

Each Soldier can only Move


once during each Soldier
Turn.

Your Soldier can Move even if there are Hostiles in his


Location card.

ATTACK
Spend 1 Action to Attack a Hostile.

This Action is covered in much greater detail in the


Soldier Attacks section.

20
Soldiers can also perform the following Activities
during the Soldier Turn. These Activities do not have
LIGHTEN THE LOAD
Discarding Weapons, Equipment, or Ammunition does not
an Action cost, unless noted on a card.
cost an Action.
Example: You play a Location card. Playing a Location
card does not cost an Action, but the specific Location This is useful when you are recalculating your Team’s
card you played lists “1 Action to play” as a cost. This resource point value.
is an example of an Activity resulting in an Action cost.
When you are recalculating, you may discard Equipment,
Weapons, and extra Ammo to reduce your Team’s total
PLAY AN ACTION CARD Resource point value. If you discard Gear at this time,
remove it from play.
Soldiers can play any number of Action cards.
Example: Your Team is worth 85 Resource
Unless noted on the card, there is no cost to play an

soldier activities
Points. A 10 point Soldier is Downed,
Action card. reducing your Team to 75 points. If you can
reduce your Team value by 1 point, you’ll
PLAY A LOCATION CARD drop into the 50-74 range on the Hostile
charts. You discard 1 Mk2 Grenade to
Only 1 Location card can be played each Soldier reduce your value to 74.
Turn.

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


Location card.
PAY RETAIN COSTS
Any Soldier may pay
ACTIVATE THE OBJECTIVE CARD the XP cost to Retain
Any Soldier in a Location card that is adjacent to the Support cards in play.
Objective may activate the Objective.
If a Support card is not
There is no cost to Activate the Objective. Retained, discard it.

Remove the Inactive counter and draw Once all players have used their Actions, continue with the
Hostiles for the Objective card. Soldiers Sequence of Play.
cannot Move or Attack into an Objective
card until it is Activated.
EXAMPLE OF A SOLDIER TURN
During a Mission with Player Soldier Hernandez and Non-
Player Soldier Allen, both Soldiers have two Actions and are
in the same Location.
PASS GEAR TO OTHER SOLDIERS Hernandez uses one Action to Discard and Draw his hand to
Freely Pass Weapons or Equipment to other Player full. Allen uses an Action to Attack a Hostile in his Location.
Soldiers in your current Location. Hernandez freely passes Ammo to Allen.

You can drop Gear for another Player Soldier to Pick Hernandez then plays the Crops
Up when they enter your Location. This does not cost Location card which is free to play.
After drawing the new Hostiles, Allen
an Action.
uses his second Action to Move into
the Crops Location card.
Non-Player Soldiers can Pick Up Ammo counters, so
long as they never have more Ammo than is listed on Hernandez then uses his second
their Weapon card. Action to enter the Crops Location
card. Both Soldiers are now out of
Each Equipment and Weapon card can only be used Actions.
by one Soldier each Game Turn.

21
location cards

LOCATION MARKER CARDS Soldiers cannot discard cards for other Player Soldiers.
There are several Location Marker cards in the Action Example: You must discard 2 Action cards from your hand
card deck. before you can enter a Location card with an Entrance cost of
2.
When you draw a Location Marker, discard the Marker
card and immediately draw a Location card from the 4 - Play Cost: The cost to play a Location card is noted on its
Location card deck. Add the Location card to your card:
hand.
Free to play: This card does not cost any Actions or
LOCATION CARDS Experience Points to play.
Location cards detail the terrain you travel through on
your way to your Objective. Action: The Soldier playing the Location must spend the
noted number of Actions to play the card.
The text on a Location card only applies to that
Location card. Pay Experience Points: You must spend the noted number of
Experience Points to play the card. Any Soldier can contribute
Location cards have some of the same pieces of Experience Points to pay the cost.
information as Mission cards and Objective cards.
Other keywords and special notes are also noted in this
1 - Name of Location: Does not affect game play. section.

2 - Reinforce: The exact point value of Hostile cards 5 - Engage in Hand to Hand: The Action cost to engage in
that can arrive in this Location during each Hostile Hand to Hand combat.
Reinforcement Draw step.
6 - Hostiles: When you place a Location card, draw cards
3 - Entrance Cost: Each Location card has an from the Hostile deck.
Entrance cost in its top right corner. Each Soldier
must discard this number of Action cards before The total Experience value of Hostile cards that appear in a
entering the Location. Player Soldiers can discard for Location depends on your team’s total resource value. This is
Non-Player Soldiers and Squad Soldiers. Player the same as the Resource value on the Mission card.

22
Example: Your team begins the game with
120 Resource Points. When you place the ENVIRONMENT
Pasture Location card, you draw Hostile Cards with the Environment
cards until you have drawn 11 or more keyword first appear in the
Hostile card Experience Points. WWII Russia Expansions.

Some Location cards have


the “Environ”
(Environment) keyword.
Soldiers in these cards
Each Hostile card has its Experience Point
must endure particularily
(XP) value printed in its top right corner.
harsh environmental
conditions.
Draw Hostile cards one at a time and keep
an on-going total of the Hostile cards’
To overcome the
Experience Points you have drawn. When
Environment, each Soldier
you draw a card bringing your Hostile
in the Location must roll the
cards’ total Experience Points equal to, or
noted value or higher on a 10-sided die at the start of the
greater than, the Location card’s Hostile value, stop drawing
Soldier Turn.
cards.
Example: The Forest Road` card represents a Cold
Example: My team has a Resource value of Environment. Each Soldier must roll a 6 or higher to endure
40. When I play the Ford Location, I must the cold.
draw Hostile cards until I reach a Hostile
value of 4. I draw the Riflemen (value 1), a
Grenadier (value 0), and an Officer (value
If the Soldier fails his Environ roll, you must either discard
3). I stop drawing cards because the total one of his Hardy counters, have him suffer a Wound, or
Experience Points are equal to or exceed have him suffer a Suppress.
the Location card’s Hostile value.
When you choose to play a Mission in a
Region with Environmental conditions on the
After drawing the Region’s Location cards, use the Hardy
Hostile cards for a counters to record each Soldier’s remaining
new Location, you Hardy. Soldiers begin with 0 Hardy, unless otherwise
can immediately noted on their cards..
spend Actions to
Attack the newly Example: Missions taking place in Russia have the “Cold”
placed Hostile Environmental condition.
cards. Example: In the future, we will add an Expansion that takes
place in North Africa, and it will feature “Hot” Environment
Locations.

Additional Hardy counters can be gained through Service


Record cards, Equipment cards, and Skill cards.

Once allocated, you cannot move Hardy counters to a


different Soldier.

23
placing a location card

Regardless of how many Soldiers are in the game, that Soldier each Turn until the Hostile card (or the Soldier) is
only 1 new Location card can be placed during each Killed.
Soldier Turn.
If the Soldier being targeted by the Hostile card moves out of
At the start of the game, if no Players begin with a the Hostile’s Range, the Hostile card will not Attack until it is
Location Marker card, you must spend Actions to back in Range.
Discard and Draw until someone draws a Location
Marker card. A Soldier can be targeted by more than one Hostile card.

Play each If a Soldier is Downed, remove all his Hostile Targeting


Location card on counters from the cup. Draw a new targeting counter for each
the Tactical Hostile that was targeting the Downed Soldier.
Display Sheet,
Example: You have 3 Soldiers in the Mission. You play a
adjacent to the
Location and draw a Riflemen, a Grenadier and an Officer. You
front-most draw 1 Hostile Targeting counter from the cup for each Hostile.
Location card
played along the You draw a counter “#1” for the Riflemen, a “#2” for the
path. Officer, and another “#1” for the Grenadier.

You can play a During the Hostile Attack


Turn, your Soldier #1 is
Location card even if you are not in the front-most
Downed. Remove the #1
Location card, but there must be a Soldier in the counters from each
front-most Location at the time a new Location is Hostile card and from the
placed. cup. Redraw those
counters. The Riflemen is
When you play a Location card, immediately draw now Targeting Soldier
#3, and the Grenadier is
Hostile cards based on the team’s Resource Point
now Targeting Soldier
value. #2. The Officer
continues to Target
ASSIGNING HOSTILES Soldier #2.
When you draw a Hostile
When you Kill a Hostile
card, draw a Hostile
card, return its Targeting
Targeting counter from
counter to the cup.
the cup to see which
Soldier the Hostile will be
Attacking. The Hostiles
on that card will target

24
ENTERING A LOCATION HOSTILE PENALTIES
Your Soldier can Some Hostile cards add to a Location’s Entrance discard
only move into a cost.
Location card that
is adjacent 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 Action


cards to move into it.
Example: The Marsh Location has an Entrance cost of 4.
Pay the Location’s Entrance cost before entering the Location. There is a Sniper Team and a Machinegun Team in the
Location. The Sniper Team adds 2 to the Entrance cost and
Your Soldier’s Movement value, Equipment, and Action cards the Machinegun Team adds 2 more. A Soldier must discard
may reduce the number of cards that you need to discard. 8 cards to enter the Location.

Example: The Advance Action As a Hostile card suffers Suppressions and Hits, its
card adds 3 to your Movement Entrance penalty is reduced. The numbers separated by
value. If you have a Movement
value of 2, and you play the
slashes relate to the Hostile card’s Attack chart columns.
Advance Action card, you now
have a Movement value of 5. Example: When the Sniper
Team does not have any
Suppresses or EKIAs, it uses
The Action cards a Player Soldier discards for his movement the “2” column. It also adds
can only come from his own hand of Action cards. +2 to the Entrance cost.

A Non-Player Soldier or Squad Soldier’s movement discards When the Sniper Team
can come from any Player Soldier’s hand of Action cards suffers 1 Suppression or
EKIA, it uses the “1” column.
Only draw Hostile cards when a new Location card is placed. It now adds +0 to the
Entrance cost.
Do not draw new Hostile cards when you move into a
previously placed Location card. This makes it vital to
Example: All the Soldiers are in the Ford Location card. You Suppress or Hit some
play the Marsh Location card, adjacent to the Ford card. You Hostiles from 1 Location
draw Hostiles. card away, to reduce the
Entrance cost.
Example: Hernandez is in the Mission card, and NPS Allen is in
the adjacent Ford Location card. When Hernandez moves into
the Ford Location card, do not draw Hostile cards.

25
A Soldier can spend 1 Action to Attack any Hostile Kill: If any of your Attack rolls equal or exceed the
card that is within his Weapon’s Range. Weapon’s Hit number at that Range - and - your
Defeat Cover roll equals or exceeds the Hostile’s
You can use the same or a different Weapon with Cover number, you Kill the Hostile.
each Attack.
If your Attack inflicts a Kill, place an EKIA (Enemy Killed in
You can target the same or a different Hostile card Action) counter on the Hostile card to record the Kill.
with every Attack as long as the Hostile card is within
the Range of the Weapon. Suppress: If any of your Attack rolls equal or
exceed the Weapon’s Hit number for that Range -
Each Attack can only inflict 1 EKIA or 1 Suppress or - your Defeat Cover roll equals or exceeds the
result, no matter how many Attack dice are rolled. Hostile’s Cover value, but not both, you Suppress
the Hostile.
Squad Soldiers use their Attack Chart to roll 1
Ranged Attack die and 1 Defeat Cover die. When you inflict a Suppress, place a Suppress counter on the
soldier attacks

Hostile card.
ATTACK MODIFIERS No Effect: If all of your Attack rolls are less than the Weapon’s
If a modifier adjusts an Attack roll, it modifies all of the
Hit number for that Range - and - your Defeat Cover roll is less
Attack die rolls.
than the Hostile’s Cover number, the Hostile suffers No Effect.
Example: A Steady Aim
card adds 2 to your To better show the relation between the Attack die roll and the
Attack roll. If you fire in Defeat Cover die roll, here is the Attack chart from the Tactical
Auto Mode, it adds 2 to Display Sheet:
each of your 3 die rolls.

ATTACK AND DEFEAT COVER


To Attack with a Weapon, roll a
number of 10-sided dice based
on your Attack Mode as well as
one 6-sided die to Defeat the
target’s Cover.

When attacked, the


target has a chance
of getting behind
cover. To overcome a
target’s Cover, the
attacker must roll Example: You have an M1918A2 Machine Gun and you are
equal to, or above, shooting at Hostile Recruits at Range 0 (they are in your same
the target’s Cover value on a 6-sided die. Location).

You need an Attack roll of 7 or higher and a Defeat Cover roll of


There are 3 possible results: a 2 or higher.

26
Attack Example #1 - You select Auto Each Star on an Experience Point counter is equal to 1
mode, roll 3 Attack dice, and get a 2, 8, Experience Point.
and 9. You also roll a Defeat Cover roll of a
5, +1 Penetration, for a 6. You Hit with Example: Hernandez inflicts the 2nd
your Attack, and you have defeated the and final Kill on a Machinegun Team
Hostile’s Cover. You inflict 1 Kill on the card. Discard the Machinegun Team
Recruits card. Place 1 EKIA counter on card and add 3 Experience Points to
the card. One more EKIA will eliminate this Hostile. Hernandez’s Soldier card.

Attack Example #2 - You select Semi


Mode. You roll a 4, missing with your
Attack, but you roll a Defeat Cover of
4 (+1), defeating the Hostile’s cover.
You Suppress 1 Recruit. Place a
Suppress counter on the card.

RELOADING
Each Reticle number on a Hostile card represents one Hostile.

If a Hostile card has multiple Hostiles, only one Hostile is If any of your Attack rolls are equal to or less than the
Suppressed with each Suppress result or Killed with a Kill Weapon’s Reload number, your Weapon has run out of
result. Ammo during the Attack. You cannot use the Weapon again
until you Reload it.
When you Kill a Hostile, you can either place an EKIA counter Example: The M1918A2 Machine Gun
on the card, or replace a previously placed Suppress counter will Hit a Hostile at Range 0 on a roll
with an EKIA counter, until all Hostiles on the card have an of 7 or higher. If the Hostile is at
EKIA counter. Range 1, you must roll 8 or higher. If
either roll is 2 or less on any Attack
roll, the Weapon runs out of Ammo
Example: An Ambushers Hostile
during the Attack.
card currently has one EKIA
counter and one Suppress
counter. You inflict a Kill. You Example: Your M1918A2 runs out of
can either place an EKIA Ammo on a roll of 2 or less on any
counter on the Ambushers card, Attack die. You fire in Auto Mode at an Officer, and roll a 1, 4,
or replace the Suppress and 9 for your Attacks, and you roll a Defeat Cover roll of 5.
counter with an EKIA counter. You Kill the Officer, and your M1918A2 runs out of Ammo.

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

Example: Due to Skills,


Equipment, and Action
cards, you have
accumulated a +5 on
this Attack roll against
Each Hostile on a card can only have one EKIA or one the Recruits with your M1918A2 at
Range 0. You fire in Semi Mode
Suppress counter. If you inflict a Suppress and all the Hostiles and roll a 2, and a Defeat Cover
already have an EKIA or Suppress counter, your Attack has no roll of a 3. First you check for Reload. You rolled a 2 or lower,
effect. so you will run out of Ammo. Next, you apply the +5 modifier
to bring your Attack roll to a 7. The result of your Attack is 1
Example: A Hostile card has the number 3 in its Reticle, EKIA, and you also run out of Ammo.
indicating 3 Hostile Ambushers. The card already has 2

EXPLOSION AND SPRAY


Suppress counters and 1 EKIA counter. Your Attack inflicts a
Suppress. It has no effect.
Weapons that explode, like hand grenades, have the
If your Attack inflicts the final Kill on a Hostile card, discard the “Explosion” keyword. Weapons that fire streams of bullets,
Hostile card and gain the number of Experience Points noted like Machine Guns have the “Spray” keyword.
on the Hostile card. Place the Experience counters on the
Soldier card that performed the final Kill. Roll the indicated number of Attack dice for an Explosion or
Spray Weapon.

27
Regardless of how many Attack dice you roll, only roll In order to perform a Hand to Hand Attack, your Soldier must
1 Defeat Cover die. be in the same Location card as the Hostile (Range 0).

Unlike other Attacks, each Explosion and Spray In addition to being in the same Location, you
Attack die has a chance to inflict a Miss, Suppress, or must select 1 Hostile card in your Location and
Hit. Resolve each Attack roll against the Hostile card. pay the number of Actions indicated by the
Location’s Hand to Hand combat value to Engage the Hostile.
soldier attacks continued

Suppressions and Kills do not spill over to affect other


Hostile cards. Place the Hand to Hand counter with your
Soldier’s number on the Hostile card you have
Example: You throw a Engaged. A Soldier can only Engage 1 Hostile at
Grenade at a Mortar
a time.
Team card with 4
Hostiles. You roll a 5 for
Example: You pay 1 Action and discard as normal to Enter a
your Defeat Cover (+1
Location. The Location has a Hand to Hand cost of 1, so you
for Penetration,
pay the Action, select the Hostile, and place your Hand to Hand
increasing it to a 6),
counter. This uses both your Actions. On your next Turn, you
which is successful.
perform a Hand to Hand Attack and Kill the last Hostile on the
Your Attack rolls are: 2,
card. If you wish to Engage another Hostile in that Location,
7, 6, and 9. You inflict 2
you must pay the Location’s 1 Action Engage cost again.
Kills and 2
Suppressions.
You may put aside Actions to pay the Hand to Hand cost.
Example: You throw a Grenade at a Sniper Team card These cannot be used for anything else. You lose the set aside
with 2 Hostiles. Your Defeat Cover roll is a 1 (+1 for Actions if you perform any other Actions while they are being
Penetration, increasing it to a 2), and fails. Your Attack saved. Once you pay a Hand to Hand cost, you lose any
rolls are: 2, 10, 7, and 9. You inflict 3 Suppressions,
remaining set aside Actions.
but the third Suppression has no effect because there
are only 2 Hostiles.
Hand to Hand Attacks cannot target Structures, Aircraft, or
Vehicles.
STEALTH COMBAT
Some Weapons have Unarmed Combat
the Stealth keyword. If you spend an Action to
perform an Unarmed Combat
The first time each Attack. Roll a 10-sided die and
Soldier performs a a 6-sided die as normal.
Stealth Attack during a
Soldier Turn, he You must roll an Attack of 10 or
automatically gets a higher to Hit, and a Defeat
Defeat Cover roll of 6. Cover roll as normal.
Example: Hernandez
Add the Soldier’s HtH modifier
Attacks with his Ka-Bar
Knife. Because it is his to your Attack roll.
first Stealth Attack this
Soldier Turn, his Defeat Example: Hernandez is in the
Cover roll is same Location with a Hostile.
automatically a 6. The Location has a Hand to
Hand Action cost of 2. Hernandez’s Rifle is out of Ammo. He
saves his last Action during his Turn and declares that he is
HAND TO HAND COMBAT setting it aside to use toward paying a Hand to Hand cost. The
Hostile Attacks another Soldier during the Hostile Turn, and
There are two types of Hand to Hand Combat:
Misses. During Hernandez’s Turn, he spends 1 Action and his
Unarmed and Melee. Unarmed combat takes place
saved Action to pay the Hand to Hand Action cost. He places
when a Soldier does not have a Melee Weapon. his Hand to Hand counter on the Hostile. He pays 1 Action to
Melee combat takes place when a Soldier is using a Attack and rolls his Attack. He gets lucky and rolls a 10 for his
Melee Weapon to Attack, such as a Knife or Bayonet. Attack and a 5 for his Defeat Cover. The Hostile has a Cover of
The same rules apply to both types of Attacks. 2. He places an EKIA counter on the Hostile.

28
Melee Combat Thrown
If you spend an Action to All Thrown Attacks have an
perform a Melee Combat Attack Range of 0.
Attack, select your Mode.
If you Attack using a
You must roll the Weapon’s Weapon’s Thrown mode,
Hit number or higher on you cannot use the Weapon
any of the Attack dice to again until that Hostile card
Hit. is Killed. You must still be in
its Location.
Add the Soldier’s HtH
modifier to your Attack roll. Example: You throw your M3
Knife at a Hostile card at
Use the Weapon’s “Pen” Range 0. Regardless of the
outcome of your Attack, you
(Penetration) modifier to cannot use that Knife again
adjust your Defeat Cover until that Hostile card is Killed and you are still in its
die roll. Location.

Each Melee Attack cannot inflict more than 1 Kill or Suppress.

Example: To continue the Hernandez example in the Unarmed


rules above... Later in the Turn, another Soldier moves into
Hernandez’s Location. The new Soldier has a Bayonet. He
gives the Bayonet to Hernandez, who attaches it to his Rifle.
During the next Soldier Turn, Hernandez Attacks the same
Hostile. Since Hernandez is continuing to Attack the same
Hostile, he does not need to pay the Location’s Hand to Hand
Action cost again. He is Attacking a Hostile that has a 2 Cover
with a Bayonet. He chooses “Normal” Mode, and rolls 2 Attack
dice (the rolls are: 3 and 10), and 1 Defeat Cover die (the roll is
a: 4). He has a HtH modifier of +0. Due to the Normal Attack
Mode, he needs to roll a 10 to Hit. The 10 is successful. His
Defeat Cover roll is also successful. Because he has one or
more successful Attack rolls, and a successful Defeat Cover
roll, he inflicts 1 EKIA on the Hostile card.

29
hostile cards

HOSTILE CARDS chart on their card to Attack their targeted Soldier.


As you draw Hostile cards, place them face up on the Example: The Stragglers use the “5” column when Attacking if
Tactical Display next to their Location card. no Stragglers are Suppressed or Killed. They use the “4-3”
column if 1 or 2 Stragglers are Suppressed or Killed. They use
1 - Title: Name of Hostile the “2-1” column if 3 or 4 Stragglers are Suppressed or Killed.

2 -Reticle: Number of Hostiles on a card. Some Hostile cards have an


effect, but no die roll or Attack
Example: You must inflict 5 Kills to eliminate the chart. This text is only active if
Stragglers card. there is at least one Hostile that
is not Suppressed or Killed on
3 - Hostile value and Experience Points: The the card and the Hostile is
number in the upper right corner shows the within the noted Range.
Experience Point value of this Hostile card. Use this
value when you are drawing Hostiles for a new Example: If the Large Truck is
Location card, or for Reinforcements. Also, a Soldier within Range 2 of its Targeted
gains this number of Experience Points from Killing Soldier, draw a Reinforcement card for the Large Truck during
the last Hostile on the card. the Reinforcement Draw step. If the card drawn has a value of
0, 1, 2, 3, or 4, place the Hostile in the Truck’s Location. If the
Hostile’s value is 5 or more, discard it.
You must Kill all the Hostiles on the card before you
can claim the Experience Points for the card. Some Hostile cards have a
Reinforce effect in addition to
4 - Hostile Level: At the start of a Mission, choose
an Attack chart. This text is
between Frontline Hostiles (F) and the more difficult
always active if there is at least
Elite Hostiles (E). All Hostiles in your Hostile deck
one Hostile that is not
must be the same level.
Suppressed or Killed on the
card.
5 - Event: When you place a Hostile with the Event
notation, immediately draw a card from the Event Example: The Officer’s
deck. Add the Event to the Hostile’s Location. Reinforce and Inspire is active
unless he is Suppressed. The
6 - Attack Range and Attack Chart: Hostiles use the Screened by effect is always
active.

30
event cards
Draw an Event card immediately after drawing a
Hostile card with the Event notation. If the Event
affects a Location, place the Event card next to the
Location it was drawn for.
7 - Cover: Soldiers must roll this number or higher on a 6-
sided die to Defeat the Hostile’s Cover during an Attack. Only draw an Event card if the Hostile enters play.
Example: When attacking the Stragglers, the Soldier must Example: During a
roll a 10-sided die to perform the attack, and a 6-sided die Reinforcement draw, I draw a
to defeat the Straggler’s Cover. If the 6-sided die roll is 1 or 2 point Hostile with an Event
higher, the Straggler’s Cover has been defeated. notation, but the Location’s
Reinforcement range is only
8 – Special Notes: Some 0-1. The Hostile card does not
Hostile cards have Special enter play. I discard it and do
Notes at the bottom of their not draw an Event card.
cards. This text is only
Some Event cards note that you can pay
active if there is at least one
Experience Points to cancel the Event. These XPs
Hostile that is not
must be paid immediately after all Hostile and
Suppressed or Killed on the
Event cards are drawn. They may be paid by any
card.
Soldiers.
Example: If the Machinegun Team is not Suppressed or
Killed, your Soldiers must pay 2 extra discards to enter its 1 - Name of Event - For flavor only.
Location.
2 – Game Effect – Some game effects are
Additional keywords can also be found here, such as: resolved when the card is drawn, others continue
Fearless, Rear-most, etc. An explanation of keywords can to apply in that Location.
be found in the Keyword Booklet.

31
hostile turn

Soldiers may only interrupt the Hostile’s Turn to play Action Do not draw a card for Locations that have a “None”
cards, use Weapons, or use Equipment that specifically Reinforce.
note they can be used during the Hostile Turn.
HOSTILES ATTACK
REINFORCEMENT DRAW Resolve Attacks for all Hostile cards that are in Range of
their targeted Soldiers.
Draw one Hostile card for each Location card with a
Soldier, and for each Location with an Always Reinforce
Example: A Hostile has a Range of “0-2”. The Hostile will
keyword. Attack its targeted Soldier when the Soldier is at Range 0,
1, or 2.
Each Hostile
card has a value Hostile cards roll dice to Attack. Consult their Attack
in its upper right chart to determine the effects of their Attack roll.
corner. When
you draw a Hostile cards that have numbers greater than one on
Hostile card, compare its their Reticle have multiple columns on their Attack chart.
value against the Reinforce The numbers at the top of each column represent the
point value on the Location number of remaining Hostiles that have not been Killed
card. If they match, add the or Suppressed.
Hostile card to that Location.
Example: If you have
If the point value does not match. Do not draw another Suppressed one Hostile on a
Flankers card, they will attack
Reinforcement card.
using the column for 2
remaining Flankers. An Attack
Example: Your Location card’s Reinforce value is 0-2. When
roll of 5-8 inflicts 1 Wound.
you draw a Hostile Reinforcement card, check its value. If it
is a 0, 1, or 2, add that Hostile card to your Location card
and draw its Hostile Targeting counter. If it is not a 0, 1, or 2, No more than one Suppress
discard the Hostile card. counter can be placed on a
card for each Hostile. If all
Example: The Crops Location has a Reinforce value of 0-2. Hostiles on the card already
You draw an Officer with a value of 3. Discard the Officer have an EKIA or Suppress
card.
counter, ignore any
Example: The Crops Location has a Reinforce value of 0-2. additional Suppress results
You draw Recruits with a value of 1. Add the Recruits card inflicted on the Hostile card.
to the other Hostile cards in the Crops Location card, and
draw a Hostile Targeting counter from the cup for the Example: If 2 Flankers are alive and Unsuppressed when
Recruits. they attack, the Flankers inflict 1 Wound on a roll of 5-8,

32
and 2 Wounds on a roll of 9 and higher. Example: The Flankers, who have a Range of 1, have
targeted Soldier #2 Allen, but Allen is at range 2 from the
Example: If 1 Flanker is Killed and 1 is Suppressed, there is Flankers. The Flankers have a Suppressed counter on their
only 1 active Flanker. The Flankers inflict 1 Wound on a roll of card. The Flankers cannot attack because they are out of
7+. They cannot inflict 2 Wounds. range, and they cannot Move because they have a Suppress
counter.
Example: If 1 Flanker is Killed and 2 more are Suppressed,
there are no active Flankers on the Hostile card. The Flankers Some Hostiles do not Attack
card does not attack during this Turn. your Soldiers, but instead
apply a detrimental effect. If
Weapon Range and Attack Chart the targeted Soldier is out of
When a Hostile card Attacks a the Hostile’s Range (and the
Soldier, roll a 10-side die for the Hostile does not have a
Attack, and roll a 6-sided die to Suppress), move the Hostile
Defeat the Soldier’s Cover. one Location card closer to
its targeted Soldier.
Each type of Hostile card has a
unique Attack chart. Example: The Large Truck
draws a Reinforcement each
Use the Attack chart as normal to determine the result of the Turn, during the Draw
Reinforcements step . If it is
Attack based on the success of the die rolls.
more than 2 Location cards
away from its targeted Soldier,
Example:The Hostile’s Attack
it does not Draw a Reinforcement card. Move the Large
roll indicates 2 Wounds, but it’s
Truck one location closer to its targeted Soldier during the
Defeat Cover roll fails to Defeat
Close Range step.
the Soldier’s Cover. The Soldier
suffers a Suppress.

The Hostile’s Attack roll


REMOVE SUPPRESS COUNTERS
Remove one Suppress counter from each Hostile card.
indicates a Miss, and the Defeat
Cover roll is equal to, or great
than, the Soldier’s Cover. The Soldier suffers a Suppress. ADVANCE MISSION TIMER
Move the Timer counter
The Hostile’s Attack roll indicates a Miss, and the Defeat Cover
roll is less than the Soldier’s Cover. The Soldier suffers no down the track by one
effect.. space.

The Hostile’s Attack roll If you move the counter


indicates 1 Wound, and it’s past the “1” space, you
Cover roll successfully defeats have run out of Time, and
the Soldier’s Cover. The Soldier
suffers 1 Wound.
your Mission ends in
failure.

HOSTILES CLOSE RANGE


If a Hostile card has 1 or more Suppress counters, it cannot
Move.

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

Example: The Flankers have targeted Soldier #2, NPS Allen,


but Allen is at range 2 from the Flankers. Move the Flankers 1
Location closer to Allen during the Close Range phase.

33
Each Wound suffered by a Soldier reduces the A “Heal 1” effect reduces a
Soldier’s Health and Hand Size by 1. Wound by 1 point. A “Heal 2”
reduces a Wound by 2 points.
soldier wounds

Example: Your Soldier starts with a Health of 6. This


means your Hand Size is 6, and you can hold at most If a Heal result completely
6 cards in your Hand after performing a Discard and
Heals a Wound, discard the
Draw Action.
Wound counter.
Your Soldier then suffers a 2 point Wound. This
reduces his Health and Hand Size to 4. You can hold If a Heal result
at most 4 cards in your Hand after performing a does not
Discard and Draw Action. completely Heal a
Wound counter,
Place a Wound counter on your Wounded replace the Wound counter with
Soldier card equal to the number of a Treated Wound counter. The
Wounds inflicted by the Attack. Treated Wound counter shows
that the Wound cannot be Treated, Reduced, or Removed
Each time your Soldier suffers Wounds, place a again.
separate Wound counter on his Soldier card.
Disregard any unused Heal points left over.
Example: DeLay
Suffers a 1 point
Example: DeLay has suffered a 2 point Wound. Hernandez
Wound from a Sniper
uses his First Aid Kit and Heals 1 point of DeLay’s Wound.
Team’s Attack and a 2
Replace the 2 Wound counter with a 1
point Wound from an
point Treated Wound counter. This
Attack by Flankers.
shows he is still suffering from 1
Place 2 separate
Wound, and the Wound cannot be
Wound counters on
Treated, Reduced, or Removed again
DeLay, a counter with a
during the Mission.
1 and a counter with a
2. DeLay must be
Example: A Soldier suffers a 2 point Wound. Later in the game,
Treated for each
you play a Walk It Off Action card to reduce it to a Treated 1
Wound separately.
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 remove
the Treated Wound.
A Soldier with a First Aid Kit, can attempt
to Heal any Soldier in his same Location.
You can only attempt to Heal a Wound
once.

Before rolling to Heal, declare which Wound you are


attempting to Heal

34
DOWNED REMOVED SOLDIER OUTCOME
If a Soldier is reduced to 0 Health or less, he is Down and When the Mission is over, roll to determine the status of
his Wounds cannot be Healed, Reduced, or Removed. A each Downed or Removed Soldier. If you are playing a one-
Downed Soldier can no longer participate in the Mission. time Mission, this is for player interest only.
Immediately remove his counter from the Tactical Display,
discard his Action cards. If you are playing in a series of Campaign Missions, this will
determine the Soldier’s future participation in the
A Downed NPS or Player Soldier leaves behind all of his Campaign.
Weapons, Equipment, and Ammo in his Location in case
other Soldiers want to pick it up. If a Soldier receives an “Able to return to Duty” result, he
remains in the Campaign, any other result removes him
You may also voluntarily Remove a Soldier from the from the Campaign.
Mission that has been reduced to 2 or 1 Health.
d10 Soldier’s Status
You may choose to Remove Soldiers from the Mission at 8+ Able to return to Duty
any time during the Soldier Turn. 6-7 Medical Discharge
5- KIA
Recalculate your team’s Resource point value each time a
Soldier is Downed or Removed from the Mission. This is Mod. Soldier’s Condition
the only time you recalculate your Resource point value. +4 Removed with 2 Health.
+2 Removed with 1 Health.
Example: If a 15 Resource +0 Removed with 0 Health or less.
point Non-Player Soldier is
+2 If the Objective was completed
Downed, your team, which
started with 48 Resource
Points, would now be worth
33 Resource Points. When
drawing Hostiles for the
Farm Location card, you
would only draw until there
are 4 or more Hostile
Experience Points of Hostile
cards in the Location card.

Take into account the


Resource Point value of all a
Player Soldier’s Weapons
and Equipment during the recalculation.

Example: If you started the Mission with 4 Grenades, they


would have been worth 4 Resource Points. If you only have
2 Grenades when you recalculate, count them as only being
worth 2 points.

35
completing the objective

During the Soldier Turn, any Soldier in the Location card Suppresses and Hits from a single Attack do not affect other
adjacent to the Objective card can freely “Activate” the targets.
Objective card by declaring it as the next Location.
Example: The Supply Convoy
Objective notes there are 4
Remove the Inactive counter from the Objective when Trucks that must be
you Activate it. Destroyed. The card also
notes that you must inflict 1
Example: During a Country Stroll Mission, the Objective Hit on each Truck to Destroy
will be in the 6th space. If your Soldier is in the Location it, and that you must
in the 5th space, you can Activate the Objective card. Suppress or Kill all the other
Objective Hostiles before you
Activating the Objective card is the same as playing a can target the Trucks.
new Location card. Immediately draw the Objective’s
Hostile cards when you Activate the Objective card. After Killing the Objective
Hostiles, you throw a
Grenade at a Truck and inflict
Each Objective card specifies what you need to do to 2 Hits. You only Destroy 1
win. Truck. The 2nd Hit has no
effect. You must target each
Your team does not have to be in the Objective card to of the 4 Trucks with a different Attack to Destroy them.
win the game.
Another Soldier then fires a Flamethrower at another Truck
Your team does not have to be together in the same and inflicts 3 Hits. He Destroys 1 Truck. Your Team must
Destroy 2 more Trucks to complete your Mission.
Location card to win the game.
Some Action cards target Hostile cards. These Action cards
Some Objectives have a single
cannot attack the target in an Objective card. They can
target that must be Destroyed
however attack the Hostile cards in an Objective card.
to complete the Mission. For
these targets, all Suppress and Example: A Mortar Support Action card cannot target the
Hit results produced by an Tank in the Tank Hunting Objective, but it can target a Hostile
Explosion Attack inflict card in the Tank Hunting Objective card.
Suppresses and Hits on the
target. The game immediately ends in success when you complete
the Objective card’s requirements.
Example: You throw a Grenade at the Supply Dump and
inflict 2 Hits and 2 Suppresses. Both Hits inflict damage The game ends in failure if you run out of Game Turns, or
on the Supply Dump.The Suppresses have no effect. when the last member of your team is Downed.
Other Objectives note a specific number of targets, If your last Soldier is Downed in the same Action that you
each of which must be Destroyed with separate Attacks. complete the Objective, the game ends in success.

36
Campaigns and you use the rules below to determine your level of
success.
You can link several Missions together to form a Campaign.
Remove all Wounds from your Player Soldiers between
To do this, select a Region and Hostile type as normal, then Missions.
select the Mission cards you want to use in your Campaign.
If a Player Soldier suffers a KIA or Medical Discharge, remove
Arrange the Mission cards in order from fewest Resource him from the Campaign.
Points to most Resource Points. You will conduct the Missions
in that order. If a Non-Player Soldier or Squad Soldier suffers a KIA or
Medical Discharge, remove him from the Campaign.
SELECTING SOLDIERS Use the next Mission card, and randomly draw an Objective
Purchase your Player Soldiers as normal, but there is one
card from those remaining.
restriction: You cannot purchase Skill cards at this time.
When preparing for a Campaign, pay the base Resource cost
You will use these Player Soldiers throughout the Campaign.
of each Player Soldier, then purchase your Gear, Non-Player
As long as a Player Soldier is fit for duty, he must participate in Soldiers, and Squad Soldiers as normal.
a Mission.
You may also purchase additional Player Soldiers. As with the
You are free to purchase Weapons, Ammo, and Equipment as original Player Soldiers, you cannot purchase Skill cards for
you like for each Mission after purchasing your Player them before their first Mission. After their first Mission, you can
Soldiers. None of their Gear carries over to the next Mission. buy Skills for them using Mission Points as normal. These
Soldiers remain in the Campaign unless they suffer a KIA or
You may also purchase Non-Player Soldiers and Squad Medical Discharge.
Soldiers on a Mission-by-Mission basis as normal.
MISSION ADJUSTMENTS
THE FIRST MISSION Do not count the point values of Skill cards towards your
Mission Resource limit when you are preparing for a Mission.
Shuffle all the Objective cards for your Region and draw the
first one. You now have the Mission and Objective of your first
Mission. Roll a die after each Mission. The result adjusts all the
remaining Missions for the Campaign. There is no limit to the
Play through the Mission as normal. number of times an effect can be rolled each Campaign.

At the end of the Mission, your Player Soldiers earn Mission Roll Adjustment
Points equal to the Objective’s Location number. 1-2 Move the Objective card 1 Location further
away from the Mission card.
Example: The Objective card is in Location #4, the Team earns 3-4 Add 1 to the cost of all future Skill card
4 Mission Points. purchases.
5-6 Subtract 1 from the Mission card Time.
You are free to divide these Mission Points however you like 7-8 Subtract 1 from the Loadout of all Player
between the Player Soldiers. Soldiers.
9-10 Add 3 to the Objective card’s Hostile value
You may only purchase Skill cards with these points. Each

LEVEL OF SUCCESS
Mission Point equals 1 Resource Point when purchasing
Skills. Each Soldier may also save their Points and buy Skills
before future Missions. At the end of your last Campaign Mission, total your Victory
Points to determine the effect your Campaign had on the
If a Soldier suffers a KIA or Medical Discharge, that Soldier world.
cannot be used again during the Campaign.
Scoring Points
THE FOLLOWING MISSIONS Gain and lose Victory Points (VPs) at the end of each Mission:
As you complete each Mission, set aside that Mission and
• Gain VPs equal to the Objective card’s Location.
Objective card. You will not use them again.
• Lose 1 VP for each Non-Player Soldier or Squad Soldier that
If you ever fail to complete a Mission, your Campaign ends is Medically Discharged.

37
• Lose 2 VPs for each Non-Player Soldier or Squad Soldier a simple guide. The Year you chose for your Mission limits the
that is KIA. Vehicles and Weapons that can appear in the Mission.
• Lose 2 VPs for each Player Soldier that is Medically
Discharged. - Poland was at war with Germany and Russia during 1939.
• Lose 3 VPs for each Player Soldier that is KIA. The battles took place in Europe.
- Germany and Russia were at war from 1941 to 1944 and the
VPs Reach of Campaign’s Importance battles took place in Russia.
6- No effect - Germany and Russia were at war in 1944 and 1945 and the
7-15 Tactical battles took place in Europe.
16-26 Operational - United Kingdom and Germany were at war in 1940 and the
27-34 Theater battles took place in Europe.
35+ Strategic - United Kingdom and United States were at war with
Germany from 1944 to 1945 and the battles took place in
Europe.
Optional rules
You can choose to use each of these rules at the start of the COMBINING HOSTILE DECKS
Mission. You may shuffle together the Elite and Frontline decks for a
Nation’s Hostile cards to generate a set of Hostiles that are
SAVING ACTION CARDS TO ENTER harder to defeat than a Frontline deck, but easier to defeat
than an Elite deck.
You may put aside Action cards from your hand to pay the
discard cost of the next Location you enter. If you have any
saved Action cards left over after paying the cost, discard
them. These cards do not count toward your Health limit of Credits
Action cards, and they cannot be used for anything else. Game Design .........................................................Dan Verssen
Game Development.....................Holly Verssen, Kevin Verssen
WEAPON JAMS Game Research......................................................David Makin
Rulebook.........................................David Makin, Holly Verssen
When using Burst or Auto Fire Mode, if 2 or more of your
Cover Soldier Art.......................................................Dan Nance
Attack rolls are 1 above your Reload number, your Weapon
Box Art...............................................................Thierry Cravette
suffers a Jam and cannot be used again until the Jam is
Card Backgrounds............................................Thierry Cravette
cleared. You must spend 1 Action to clear a Jam.
Tactical Display Art............................................Thierry Cravette
Example: Your M1918A2 Machine Gun has a Reload number of Playtesting: Sarah Eandi, Rhiannon Tylutki
2. You fire in Auto mode and roll a 3, 6, and 3. It suffers a Jam.

As with Reloads, check for Jams before adding Attack


modifiers. It is possible to have a Weapon Jam, yet still
Acknowledgements
Suppress or Kill a Hostile with the Attack.
KICKSTARTER
When firing in Auto Mode, it is possible for a Weapon to both This game began as a kickstarter.com project and we are very
Jam and need to be Reloaded. grateful to the backers who pledged their support to fund the
game. Many thanks to all of you!
If you use this rule, gain 1 extra Resource point for each
Soldier that purchases one or more Weapons with Burst or
Auto Fire Modes.
EXPANSION PACKS
You can add the Expansion packs into the core game to play
even bigger Missions with more variety.
RANDOM MISSION GENERATION
Instead of selecting a Mission card and Objective card, you Each card has a small notation in its lower left corner detailing
can select a random Mission and Objective card from the which game set it is part of, and its unique card number. This
same Region. makes it easy to separate the cards back to their original
decks.

WAR YEARS “W” designates a card from the core set of Warfighter cards. A
If you wish to play historically accurate Missions, you can “1” designates a card from the 1st Expansion, and so on. An
research when and where two countries were at war during “a” indicates that it is a revision of that card and replaces the
WWII. The details are far too numerous to list here. But, here is original.
38
sample mission Ka-Bar Knife. I also purchase (NPS) Walsh who comes with an
M1 Rifle, First Aid Kit, and the Skills Corpsman and Green.
I decide to play a mission Next, I purchase Squad Soldier Smith who comes with a
against the German Elite Hardy (Hot) 1. While he comes with this counter, it will not be
Hostiles. I could play with used for this mission. Finally I purchase Squad Soldier Taylor
other people, but I’ll be who comes with the Panic Skill. All of these Soldiers and their
playing this game Gear total 23 Resource Points.
solitaire. I select the Just
Another Day Mission and I select Soldier ID counter #1 for McDougall, #2 for Walsh, #3
the Bunker Clearing for Smith, and #4 for Taylor and place the first copy of the
Objective. counters on the Soldier cards. I place the second copy of
each Soldier ID counter on the Just Another Day Mission card.
I place the Just Another Day Mission card on the Mission card I place 6 Ammo counters on the M1903A4 Scoped Rifle card,
space and the Bunker Clearing Objective in the space labeled 2 Grenade counters on the Mk2 Grenade card, 5 Ammo
“03” along the Path. I place the Inactive counter on the counters on the M1 Rifle card, and 4 Bandage counters on the
Bunker Clearing Objective card. First Aid Kit card. I place 2 Action counters by McDougall’s
card. I then place 3 Action counters by Walsh’s card, 2 Action
I have 23 Resource Points to spend, and counters by Smith, and 1 by Taylor based on their Action/
I must complete my Mission in 7 Turns. Health charts. I grab the 4 Hostile Targeting counters for
Soldiers #1-4 and place the 16 counters into a cup. Finally, I
I select the following cards for my place the Mission Timer counter on the 7 space on the Timer
Mission: McDougall (Player Soldier) who track.
starts with 3 XP and the Panic Skill,
which I place next to his Soldier card. I decide to purchase I shuffle the Action deck and am ready to begin the game by
McDougall an M1903A4 Scoped Rifle, 2 Mk2 Grenades, and a dealing McDougall 5 Action cards. Due to the Recon notation

39
on the Just Another Day mission card, I also get to choose 1 I play McDougall’s FUBAR card to gain 1 extra Action during
Location card to add to my hand. I choose the Large the next Soldier Turn.
Warehouse Location. It has the benefit of letting me distribute
5 Resource Points of Gear after we eliminate all the Hostiles in I use Smith’s first Action to Attack the
the Warehouse Location. Ambushers, and I flip one of his Action
counters to its Used side.
After reshuffling the Location cards, I’m ready to begin my
Mission! I roll a 10-sided die for my Attack and
a 6-sided die for my Defeat Cover. At Range 0, I need a 6 or
TURN #1 higher on my 10-sided Attack die and must roll a 4 or higher
I play the Large on my 6-sided die to Defeat the Ambusher’s Cover. I roll 7 for
Warehouse my Attack die and 5 to Defeat Cover.
Location card from
my hand and place The Ambusher card has 3
it on the Path Hostiles. I successfully Kill 1
space next to the Ambusher. I place an EKIA
Just Another Day counter on the Ambusher card.
card. This costs
McDougall 2 Actions to play because of the special notation Next, I choose to use Taylor’s
on the Location card. I flip both of his Action counters to their only Action to Attack the
Used sides. Flankers. At Range 0, I need to
roll a 6 or higher on my Attack
Since my team is currently worth 23 resource points, I die and a 3 or higher on my Defeat Cover die. I roll a 5 on my
immediately draw at least 6 points of Hostile cards for the 29 Attack die as well as a 5 on my Defeat Cover die. I miss on my
or less Range. I draw: Flamethrower (1), Grenadier (0), Attack die but I do Defeat the Flankers cover. This results in a
Ambushers (2), Flankers (2), and an Officer (3). This equals 8 Suppression. I place a Suppression counter on the Flankers
points of Hostile cards. I stop drawing Hostiles after the card.
Officer’s value exceeded 6.
I go back to Smith to use his last Action. I am Attacking the
The Flankers Ambushers. At Range 0, I need a 6 or higher on my Attack die
immediately move and must roll a 4 or higher for my Defeat Cover die to Defeat
into the Just the Ambushers Cover. I roll a 6 on my Attack die and a 3 on
Another Day my Defeat Cover die. I succeeded on my Attack die, but I did
Mission card not overcome their Cover. I place 1 Suppression counter on
because of their the Ambushers card.
notation of “Rear-
most”. The I am now going to use Walsh’s 3 Actions; I will use all of his
Ambushers also move into the Just Another Day Mission card Actions with his M1 Rifle. I use his first Action to shoot at the
because of their Targeted notation which means they will Flamethrower at Range 1. I need to roll an 8 or higher on my
move into the Location of the Targeted Soldier and all the Attack die, but due to his Green Skill (-1 on Attack rolls) I will
Soldiers are in the Mission card at this time. In the Large need to roll a 9 or higher. I need to roll a 4 to Defeat Cover, but
Warehouse Location, the Officer is Screened by Hostiles value due to the Rifle’s Penetration 1 I need to roll a 3 or higher.
0-2, so I place him behind the Flamethrower and Grenadier.
I roll a 10 on my Attack die and a 3 on my Defeat
Due to the Cover die. Both rolls succeeded, so I inflict a Kill
Ambushers second on the Flamethrower. His card only has 1 Hostile,
notation, we need so the Kill eliminates the card. I Discard the
to pay 2 XP, or Flamethrower card and place 1 XP counter on Walsh’s card. I
inflict 1 return the #1 Targeting counter to the cup. For Walsh’s
Suppression on second Action, I am Attacking the Ambushers at Range 0. I
each Soldier in their Location. Luckily, McDougall starts with 3 need to roll a 7 or higher, but due to Green, I actually need to
XP, so I spend 2 of them to avoid taking Suppressions. I draw roll an 8 or higher. I need to roll a 4 to Defeat Cover, but it’s
a Hostile Targeting counter for each Hostile card: #1 for actually a 3 because of the Rifle’s Penetration. I roll a 2 on my
Flankers, #3 for Ambushers, #1 for Flamethrower, #4 for Attack die and a 6 on my Defeat Cover die. I did not succeed
Grenadier, and #2 for the Officer. in my Attack die roll, but I did Defeat his Cover so I add a
Suppression counter to the Ambusher card.
I begin spending my team’s remaining Actions and Action
cards.
40
Also, I rolled a 2 on my Rifle’s Attack die which
means I need to Reload. I spend Walsh’s third
Action to Reload his Rifle.

I have no Support cards in play, so I skip the


Retain step.

It becomes the
Hostile’s half of the
Mission Turn. I
check for Hostile
Reinforcements in
all Locations that
my Soldiers are present. All the soldiers are still in the Mission
card so I do not draw for Reinforcements. There is, however,
an Officer that always draws a reinforcement (0-4) until he is
Suppressed or Killed. I draw a PzKfw IVH Tank (6) which is
above the Officer’s Reinforce value so I Discard it.

Due to the Officer’s notation of Inspire, I remove one


Suppression counter from each Hostile that has a
Suppression. The Flankers and Ambushers both lose a
Suppression.

It is the Hostile Attack step. The


Ambushers begin by Attacking
Soldier #3 (Smith). 1 of the
Ambushers is dead, another is
Suppressed, so I use the “1”
column on the Ambusher card,
because there is only 1
Attacking Ambusher. TURN #2
I begin the 2nd Turn by flipping all my Action counters back to
He will inflict 1 Wound on a roll their Ready sides.
of 7 or higher. He will need a
roll of 1 or higher to Defeat I start by spending McDougall’s
Smith’s Cover. He rolls a 4 on 1st Action to Attack the
his Attack die and a 3 on his Flankers with his Grenade. I get
Defeat Cover die. This will to roll 4 10-sided Dice because
Suppress Smith. I place a Suppression counter on Smith. of its Explosive notation. I need
Attack rolls of a 7 or higher and
Next, the Flankers are Attacking Soldier #1 (McDougall). They a Defeat Cover of 2 or higher
need to roll 3-6 to inflict 1 Wound and a 7 or higher to inflict 2 (due to the Grenade’s
Wounds. They need a 1 on their Defeat Cover die. They roll a penetration). I roll a 7, 9, 2, and
6 with their Attack die and a 2 with their Defeat Cover die. 7 on my Attack dice and a 5 on
They successfully inflict 1 Wound on McDougall. I the Defeat Cover die. I
place a 1 point Wound counter on McDougall. successfully Kill 3 of the 3
Hostiles on the Flanker card. I
The Officer and Grenadier can only perform Discard the card and collect 2
Range 0 Attacks. Since no Soldiers are in their XP.
Location, they do not Attack. They both Close Range into the
Just Another Day Mission card. I remove the Suppression Next, I am using Smith’s first Action to remove the
counter from the Ambushers. I advance the Mission Timer Suppression he received last Turn.
counter to 6.

41
McDougall will then use his
Action card Camouflage which
allows me to treat a Screened
Target as being Unscreened for
a single Attack. I must Discard
1 card to use it because of its
Covert cost of 1. I will Upgun it
by paying 1 XP to allow Smith
to perform the Attack.

For Smith’s 2nd Action I will be


Attacking the Officer who is
now Unscreened because of
the Camouflage card. At Range
0, I need a 6 or higher on my
Attack die and a 5 or higher on my Defeat Cover die. I roll an 8
on the Attack die and a 6 on my Defeat Cover die. I
successfully Kill the single Hostile on the Officer card. I
Discard the Officer card and gain 3 XP for Smith.

Now Taylor will use his 1 Action to Attack the Grenadier at


Range 0. I need a 6 or higher on my Attack die and a 2 or
higher to Defeat the Grenadier’s Cover. I roll a 3 on my Attack TURN #3
die and a 4 on my Defeat Cover. This would normally I begin the 3rd Turn by flipping all the Action counters back to
Suppress the Grenadier, but because of his notation of their Ready sides.
Fearless he can’t be Suppressed. The attack does nothing.
I am going to use this Turn to move into the next Location.
Walsh is going to use his first Action to shoot at the Grenadier. With an Entrance cost of 3, McDougall spends 1 Action and
He is successful. I Discard the Grenadier card and collect no Discards 1 card to enter. Walsh will spend 1 Action but doesn’t
XP because of the Grenadier’s value of 0. need to Discard. Smith and Taylor both spend an Action and
require a Discard to move in. I discard 1 card each from
McDougall is using his second Action to shoot at the McDougall for Smith and Taylor and now all of the Soldiers are
Ambushers. He is successful in his Attack and Kills one in the Large Warehouse Location.
Ambusher. Walsh then uses his second Action to shoot and
Kill the final Hostile on the Ambusher card. I Discard the Since I eliminated all the Hostiles in the Large Warehouse, I
Ambusher card and collect 2 XP for Walsh. get to distribute a total of 5 Resource Points of Gear to the
Soldiers in this Location. I use the Resource Points to buy an
Walsh uses his final Action to M3 SMG (2), M1911 Pistol (2), and a Canteen (1) all for
Heal McDougall with his First McDougall. I put 5 Ammo counters on the M3 SMG, 2 Ammo
Aid Kit. He rolls a 5, plus 2 counters on the M1911 Pistol, and because of these
because of his Corpsman Skill purchases, McDougall gains 2 XP due to the Weapon’s
and is able to Heal up to 2 notations.
Wounds. I discard one
Bandage counter and remove I use McDougall’s 2nd Action to draw up to my full Hand Size.
the Wound counter from
McDougall. I leave some Actions unused because there is nothing to
spend them on.
McDougall is going to spend
his 3rd Action (because of the During the Hostile half of the Turn, there is a Reinforcement
FUBAR card played last Turn) draw of 0-1; I draw a Machinegun Team (3) so I Discard the
to draw up to his full Hand Size card. There are no Hostile cards in play, so I skip the Attack,
of 5. Close Range, and Remove Suppress counter steps. I
advance the Mission Timer to 4.
During the Hostile half of the Turn, there are no
Reinforcements to draw in the Just Another Day Mission card.
There are no Hostile cards in play, so I skip the Attack, Close
Range, and Remove Suppress counter steps. I advance the
Mission Timer to 5.
42
Reload. He uses his third Action to Reload.

McDougall uses 2 Actions to Attack the Riflemen twice. He


successfully Kills one and Suppresses the other. The
Suppression has no effect.

Smith can only shoot at Range 0, so I will not be using his


Actions this Turn.

During the Hostiles half of the Turn, I draw for Reinforcements


of 0-1. I draw a Riflemen (1) and place them in the Large
Warehouse Location. They are Targeting #1 (McDougall).
They roll to shoot, but I play a Draw Fire card which I can play
before rolling for a Hostile’s Attack. It redirects the Attack to
another Soldier in the same Location. I redirect the Attack to
Smith.

The Riflemen successfully inflict 1 Wound on Smith which Kills


him. When Smith is Down, Taylor and McDougall both get
Suppresses placed on them because of their Panic Skills.

Next, the Mortar Team is shooting at McDougall. They


successfully inflict 1 Wound on him. I play the Action card Self
TURN #4 Sacrifice which allows me to inflict the Wound on another
I begin the 4th Turn by flipping all the Action counters back to Soldier in the Location. I put the Wound on Taylor.
their Ready sides.
None of the Hostiles Close Range. I remove 1 Suppression
The Bunker Clearing Objective card is the next card along the counter from the Riflemen. I advance the Mission Timer to 3.
Path. At least one Soldier is in the Location adjacent to the
Objective card’s space, so I can Activate it. I declare that I am
Activating the Objective and I remove the Inactive counter. To
successfully complete the Objective, I will need to Clear the
Bunker by successfully hitting it once.

I need to draw at least 2 points of Hostiles. I draw the


Objectives Hostile cards: Riflemen with an Event (1), and a
Mortar Team (4). The Riflemen are Targeting #2 (Walsh) and
the Mortar Team is Targeting #1 (McDougall). The Mortar
Team is Screened by Hostiles valued 0-2, so I need to Kill the
Riflemen first.

The Event that the Riflemen


drew is a Minefield. McDougall
is going to spend 2 XP to
Evade it based on the card’s
text.

Taylor is going to spend his


one Action to Attack the
Riflemen. He is able to
Suppress one.

Walsh is going to spend an


Action to Attack the Riflemen.
He is also able to Suppress
one. He uses his second Action
to fire again. He Suppresses the Riflemen with his successful
Defeat Cover, but rolled a 2 on his Attack so he needs to

43
TURN #5
I begin the 5th Turn by flipping all the Action counters back to
their Ready sides.

I begin by playing the Action card Walk It Off which allows me


to Heal 1 or Discard a Suppress counter. I remove
McDougall’s Suppression counter.

I use the Canteen to draw 3 cards (can exceed Hand Size)


and then Discard the Canteen card.

Taylor’s one Action is used to remove his Suppression


counter.

I then use my Action card Flanking Attack which has a Covert


discard of 2. This allows me to perform a Move and then
immediately perform an Attack without spending an Action.

McDougall moves into the Bunker Clearing Objective card


without having to Discard cards to move in because of his
Movement Value. He then immediately performs an Attack on
the Riflemen. He uses his Ka-Bar Knife. Normally, I would need
to Engage with a Melee Weapon but because of Flanking
Attack I already have. I place a Hand-to-Hand counter on the
Riflemen so I know the card I am Engaged in Hand-to-Hand
with. I am going to perform a Strong Attack which I need a 7
or higher on my Attack die and a 3 or higher to Defeat Cover.
However due to the Ka-Bar’s Stealth notation, I get an
automatic 6 on my Defeat Cover die roll for the first Ka-Bar
attack I do each Turn. I roll an 8 on my Attack die. I
successfully inflict one Kill on the Riflemen. TURN #6
I begin the 6th Turn by flipping all the Action counters back to
McDougall will use his first Action to throw his last Grenade at their Ready sides.
the Riflemen. It Kills the remaining Hostile on the Riflemen
card. I remove the Riflemen card and collect 1 XP for Taylor uses his 1 Action to Attack the Mortar Team. He Kills
McDougall. one Hostile.

Walsh is going to use his first Action to Attack the other Walsh uses his 2 Actions to Attack the Mortar Team twice. He
Riflemen. He successfully Kills one. He uses his remaining two successfully Hits on both and Kills the Mortar Team. I Discard
Actions to shoot at the Mortar Team twice. He Suppressed 2 the Mortar Team and collect 4 XP for Walsh.
Hostiles on the Mortar Team card.
McDougall spends his first
With McDougall’s second Action he fires at the Mortar Team Action Reloading his M3 SMG.
with his M3 SMG. He rolls 3 10-sided dice and is able to Kill 1. His second Action he shoots at
Unfortunately, he also rolled a 2, so he needs to Reload. the Bunker Clearing Objective
card with the M3 SMG. I need
For the Hostile’s half of the Turn, I draw for Reinforcements to roll an 8 or higher on my
and neither were within the XP Range for their Location. The Attack die and a 4 or higher on
Riflemen Attack McDougall, and inflict 1 Wound. The Mortar my Defeat Cover die. I am
Team cannot Attack this Turn because they have Range 1-3 successful and destroy the
and McDougall is at Range 0. Neither Hostile Closes Range. Bunker!
The Mortar Team is Immobile so it cannot move. I remove one
Suppression counter from the Mortar Team. I advance the This successfully completes the
Mission Timer to 2. Mission and my team returns to
HQ to report their success.

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