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Warfighter: Modern Expansion #37 – K9 & Handlers thumbnail

Warfighter: Modern Expansion #37 – K9 & Handlers

Expansion for Warfighter: The Tactical Special Forces Card Game

Warfighter: Modern Expansion #37 – K9 & Handlers Rulebook

Table of Contents

Table of Contents

  • K9 Mission
  • K9 Encounters
  • Discipline
  • Handler Ability
  • K9 Objectives

K9 Mission

If a K9 Soldier is taken on a Mission, shuffle and place the K9 Encounter deck next to the Hostile deck.

Each pair of Handler and K9 cards have the same photo and note. You cannot take a K9 with a Soldier who is not their Handler. A Handler can participate in a Mission without their K9.

Do not Draw Hostile Targeting counters for K9 Soldiers.

A Handler and their K9 must always be in the same Location. When a Handler performs a Move, the K9 must also perform the Move at the same time. The Handler pays the Entrance costs for both Handler and K9. If the Handler cannot pay both costs, the pair cannot Move.

K9 Soldiers do not have Actions. K9 Soldiers do not pay Actions to Move. K9 Soldiers cannot perform Attacks against Hostiles.

K9 Encounters

Place the K9 Encounter cards next to the Hostile deck. Before you place a new Location's Hostile cards, draw 1 card from the K9 Encounter deck. The number in the top right corner shows the Hostile value of that K9 Encounter.

If a Handler and their K9 are the first Soldiers to Enter the card, roll on the K9 Encounter card. If all rolls are successful, gain the noted Reward. If any roll fails, suffer the Failure.

Do not gain XP for the Encounter's Hostile value.

If a Soldier other than a Handler and their K9 is the first to Enter, the K9 Encounter card rolls are automatically failed.

When a Soldier Enters a Location with a K9 Encounter, the top-most note designates whether the K9 or the Handler must perform the first roll.

K9 Soldiers have 4 Ability Modifiers: Bomb, Friendly, Rescue, and Threat. When a K9 performs a roll, apply the number in the parentheses.

Example: This Encounter's first roll has a (Bomb, -1) notation. Gizmo succeeds on a Bomb roll of 5 or higher. This Encounter has a -1 modifier. Therefore, Gizmo must roll a 6 or higher to succeed on the roll.

Some rolls have conditional modifiers.

Example: In the "Buried Explosive" Encounter, under the K9 roll, you may pay 1 Discipline to add 4 to your roll. Under the Handler roll, there are multiple modifiers. The first allows you to pay an XP to add 1 to your roll, and the second allows you to discard 2 cards to add 3 to your roll. If you can meet the modifier, you can pay it, and gain the bonus.

You do not have to use the modifiers if you can meet their requirements. You must pay the requirements before performing each roll.

Some Encounter cards give you a choice if you fail a roll. For these cards, you can either accept the minor harmful effect, or try a fresh Ability roll, at the risk of suffering a major harmful effect.

Example: Wong and Gizmo are in Location #2. Wong places a new Location with a total Hostile value of 5. You start by drawing a K9 Encounter. The K9 Encounter is "Buried Explosive". Do not draw other Hostile cards until you resolve this card. The Location has an Entrance cost of 5. Wong must discard 2 cards to Enter for himself, and 1 card for Gizmo, totaling 3 discards. Wong can decide to Ignore the Encounter. On a roll of 3 or higher, the Encounter is discarded. On a roll of 2 or less, Wong would suffer the Failure text on the Encounter.

Wong decides not to Ignore the Encounter. The first roll is made by the K9, and it is a Bomb type roll. Gizmo has a Bomb 5+, meaning he succeeds on a 5 or higher. This Encounter has a -1 modifier decreasing Gizmo's chance of success to a 6+. Gizmo can pay 1 Discipline to add 4 to the roll. You decide to pay the Discipline and perform the roll. Gizmo rolls a 4, and adds 4 due to paying the Discipline, totaling 8. As this total is 6 or higher, Gizmo succeeds on the roll.

Next, is a Handler roll, so Wong must roll his Handler skill of a 7+. Wong discards 2 cards to add 3 to his roll, but decides not to pay the XP. Including the +3 modifier, Wong rolls a 9, and succeeds. He gains the Reward listed on the card.

If he had rolled a 2 + 3 = 5, he would have failed. At this point you can either accept the Failure result and have Wong and Gizmo each suffer 1 Wound, or you can have Gizmo make a new K9 attempt. To do so, Gizmo needs to roll a 5 or higher with a -1 modifier, a 6+ to succeed. You must pay another Discipline if you would like the +4 modifier on this roll. If the roll succeeds, you gain the Reward, if it fails, you suffer the Failure text and both Wong and Gizmo are Killed.

Discipline

K9 Soldiers have the Discipline Stat. Discipline gives the K9 bonuses on most K9 Encounters. At the start of the 1st Turn, place Discipline counters on the K9 card equal to the K9's Discipline Stat. When a note says to pay Discipline, expend the Discipline amount from your K9.

Handler Ability

All Handler Soldiers have a Handler Ability. In order to complete some K9 Encounters, the Handler must roll their Handler Ability or higher.

[The Handler Ability section continues on the next page of the Universal Rulebook (p. 18). That page is not in the source file and is not transcribed here.]

K9 Objectives

If a K9 is brought on a Mission, you must choose one of the K9 Objectives. Upon successfully resolving the Objective, the Mission is complete.

[Note on the source: the K9 Objective cards themselves, and the K9 Encounter, K9 skill and K9 card text, are not in any document found and are not reproduced here.]