Rules index
Find a keyword, then read the rule in the book. The index lists the book and printed page number. The one exception is Silent, which carries a short note on how this site defines it.
Backup
Everything you make (copies, card names and wording, pictures, teams and platoons) is saved in this browser. Export a backup file to move it to another computer or keep it safe.
Rules text
About
Rogue Warriors is a modern warfare skirmish game by Lee Fox-Smith and Nicholas Fox-Smith, published by Tabletop Skirmish Games. Card data is used with permission. Get the books at tabletopskirmishgames.com.
Icons are adapted from game-icons.net by Lorc, Delapouite, Skoll, John Colburn, Sbed, DarkZaitzev, Rihlsul, Cathelineau, Lord Berandas and others, under CC BY 3.0. Some weapon silhouettes were drawn for this project. The Weather Tables are a free supplement by Lee Fox-Smith and Nicholas Fox-Smith. Download them from Tabletop Skirmish Games. Fonts: League Gothic, Anton, Oswald, PT Sans Narrow and Atkinson Hyperlegible (SIL Open Font License).
Using the public version
The public site holds names, numbers, icons and page references only. It has no rules wording from the books, so a card that needs rules text shows a page reference such as "See Core p. 10". If you own the book, add the wording yourself:
- Open Card deck, tick the books you own, and pick a card from the list.
- Read the page reference on the card (the "See" line, and the book and page in the card's list entry).
- Open that page in your copy of the book. In the editor beside the card, type or paste the text into the wording box: Perk wording, Promotion wording, Drawback wording, Team perk wording or Effect wording, depending on the card.
- The preview updates as you type. Print as usual. Teams on Mission team and One shot missions use the same wording, so you only type each card once.
Fan-made cards (Code Three) are the exception: their wording is written for this site, so it is already on the card.
What you type is saved in your browser only. Export a backup (Backup tab) to move it to another computer or keep a copy. Reset this card in the editor puts the page reference back. Please keep the text for your own use and do not post it or open an issue with it; the books belong to Tabletop Skirmish Games.
One shot missions
Operation Silent Thunder (RWOS-1) and Operation Make It Rain (RWOS-2) are free Missions from Tabletop Skirmish Games (official pages: Silent Thunder, Make It Rain). Download the PDF for the briefing, special rules and deployment map. This site builds each Mission's two teams and prints their cards. The Move, Hearts, Hits on and MDP on the cards are worked out from the Expertise, Specialisation, weapon and gear, and the page flags any place where they differ from the Mission sheet. The Explosive card for the Raiders is a Mission card.
Code Three (fan made)
Code Three is a fan expansion written for this site: Law Enforcement against Criminals, with heists, armed robbery and cartel crews. It is not an official Tabletop Skirmish Games product and they have not reviewed it. Because the wording is fan-written, every Code Three card shows its full text, in the public version too.
- Metro SWAT and The Syndicate: six Expertise each (one in each of the usual slots), ten Specialisations, ten weapons and thirteen pieces of Gear. Teams of 4 with 10 Gear points, like Urban Strike.
- Dogs. The Police K9 and the Attack Dog use the Attack Dog profile: bought as Gear for 5 points, MA 6, Hits On 5+, Hearts 3, MDP 4, no Expertise, Specialisation or Gear, and only Move & Melee Attack, Move & Run or Melee Attack. Once per Round, a melee Hit by a dog gives the target a Pin marker. Each has its own Fighter card to track Hearts, which prints with the team's cards. A K9 Handler drops the K9's cost to 3 points, and the K9 gains +1 MDP within 6" of its Handler (+1 MA once the Handler is promoted).
- Vehicles. Police Interceptor, Armoured Rescue Vehicle, Getaway Car and Armoured Cash Van use the Desert Heroes Vehicle rules. Tick Code Three: Vehicles in Card deck, or add them to any team in Mission team.
- Two One Shot Missions. Operation Silent Alarm (crack a bank vault and escape) and Operation Safe Harbour (rescue three hostages from a cartel stash house) are on the One shot missions tab, with briefings, special rules, maps and premade teams.
- Mission props. Several cards mention Loot tokens, locks, safes, vaults and doors. Agree before the game which terrain pieces count.
None of this has been play-tested. If a card feels too strong or too weak at the table, send feedback with the card name and what happened.
FAQ and errata
Weather cards
Tick an environment under Weather Tables, open the Weather tab and print. Each environment has its own colour, name and badge, so the decks stay apart. Shuffle one environment's cards face down and draw one at the start of the game. The suggested copies follow the 2D6 odds closely: 14 cards per environment, with five copies of "As Good As It Gets". Exact odds need 36 cards, so raise the counts if you want that. Card backs are off by default.
The effects come from the free Weather Tables supplement by Lee and Nicholas Fox-Smith. Download the original PDF from Tabletop Skirmish Games. The cards print the same results and wording, one per 2D6 roll.
Tracking health with a die
The Hearts box on each operator and vehicle card is sized for a 12 mm die. Read the starting number printed in the box, then set a die on top of it to show the Warrior's current Hearts. Turn the die down each time they lose a Heart.
A D6 only counts to 6. Extra Heart, Tactical Body Armour and similar gear can take a Warrior to 7 or 8 Hearts, so use a 12 mm D10 for those Warriors (read the 0 as 10). Vehicles never go above 6.
Sleeves
Gamegenic Prime Color Sleeves in the standard size (66 x 91 mm) fit these cards (63 x 88 mm). They protect the cards at the table and wipe clean. They come in yellow, orange, red, pink, purple, blue, green, lime, white, dark gray and black, so each card type can have its own colour: yellow for teams, blue for operators, red for weapons, green for gear and orange for vehicles. Weather cards are drawn from their own deck, so they can reuse those colours. Closest matches: Arctic white, Jungle green, Desert yellow, Urban dark gray, Coastal blue, Mountain purple, Underground orange and Space black. Print on 200 gsm paper or heavier, or slip a spare card behind each print so it stays stiff. Gamegenic sells them at gamegenic.com and in game stores.
Where the books are unclear
A few places in the books disagree with themselves or leave a gap. This is what the site does, so you can check it against your copy. Tell me if you read any of them differently.
- Silent. No book defines it. The site defines it as: a standard firearm shot counts as "A Shot has been fired", which raises the Alarm and moves the Solo game from the Sentry Phase to the Alarm Phase (Ungentlemanly Warriors p. 12). A Silent shot does not count as that, so Sentries are not automatically alerted. The Welrod Suppressed Pistol and the Bow & Arrow, which the book says do not raise the alarm (p. 19), are the only weapons confirmed this way. Suppressors and Sub-Sonic Upgrades give the same effect. The Suppressor and Sub-Sonic Upgrade cards and the Rules Index entry for Silent say the same.
- "Sea Weapons Table". The Fairbairn-Sykes Fighting Knife, Commando Baton and Welrod gear entries (Ungentlemanly Warriors p. 20) point to a "Sea" Weapons Table. The site reads it as "See Weapons Table" (p. 19).
- Marksman or CQB. The Specialisation table (p. 16) says Marksman and the Platoon Sheet example (p. 17) says CQB. The site uses Marksman.
- Hand-to-Hand perk name. It is Shanghai Style on p. 16 and Knife Fighter in the example on p. 17, with the same effect. The site uses Shanghai Style.
- Marksman promotion perk. It reads "Guns gain 1 to their attack characteristic" (p. 16). The site reads it as +1.
- Stealth Phase or Sentry Phase. The book uses both names for the first Solo phase (p. 10). The site uses Sentry Phase, including on the Spy and Bow & Arrow cards.
- Gear-only weapons. The Welrod and the Fairbairn-Sykes Fighting Knife are marked "Can only be taken as Gear" (p. 19), so the Mission team builder does not offer them as the extra weapon. They still have weapon cards for their stats.
- Enemy Warrior activation (Ungentlemanly Warriors pp. 10 and 49). The FAQ and Errata says a roll of 4, 5 and 6 in the Alarm Phase activates Enemy Warrior 2, 3 and 4, and that you renumber your four Enemy Warriors to match the table. The site holds no Enemy Warrior data, so this is a Rules Index pointer only.
- Rope in Silent Thunder. The FAQ (p. 1) says Rope alone does not let a Warrior scale a building at normal speed, and the RWOS-1 team sheet words the Raiders' Rope differently from the Core book. Read the sheet and the FAQ together.
- Tac's Move in Silent Thunder. The Rogue Raiders sheet prints MA 6 for Tac and a [-1 MA] note on the Light Machine Gun. Raiders gives +1, so the Warrior is 6 before the LMG and 5 after it. The card shows 5. Make It Rain prints Carter's Move as 4 with the same weapon, which already has the -1 applied. The site follows the second.
- Gear points in Make It Rain. Each team carries 11 points of gear (Frag Grenade x2, Smoke Grenade, Flash Bang Grenade) against the Core budget of 5. The Mission team builder copy is set to 6 extra gear points so it shows as legal. The book gives no reason, so treat it as the Mission's own allowance.
- Venom Blade. Evolution lists "+1 Move Allowance" under the Drawback column (p. 19). The site prints it as written and does not change the Warrior's Move.
Feedback and bug reports
Found a wrong stat, a layout glitch, or have an idea for a feature? Open an issue on GitHub. Include the card name and a screenshot if something looks off on a card. Please do not paste rules text from the books; a page number is enough.
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