DS V0.033 PrintPDF
DS V0.033 PrintPDF
sECToR
Contents
Welcome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
What is Delta Sector? 1
Basics1
Initiative System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Token Drawing 2
Multiple Activations 2
Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Armour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Armour Plates 3
Movement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Movement Distance 3
Climbing4
Descending4
Falling4
Jumping5
Horizontal Jump 5
Vertical Jumps 5
Combat - Shooting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Line of Sight 6
Checking Range 6
Rolling to Hit 7
Hits7
Multiple Hits 7
Cover8
Shooting Through Cover 8
Shooting Over Cover 8
Combat - Shooting - Throwables . . . . . . . . . . . . . 9
Shoot Action - Throwable 9
Choose A Target 9
Determine Range 9
Calculating Range Over Obstacles 9
Combat - Flanking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Combat - Melee. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Entering InTo Close Combat 11
Melee Rolls 11
Fight On or Flee 11
Multiple Combatants in Close Combat 11
Weapons in Close Combat 12
Shooting Into Melee 12
Cloaking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Cloak Action 12
De-Cloaking12
Interacting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Interact Action 13
Item Trading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Tradable Items 13
Contents
Specialisations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
What are Specialisations? 14
Do my units have to be Specialists? 14
List of available Specialists 15
How to list build. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Federal Credits and how to spend them. 26
What Should I keep Track Of? 26
How Do Weapon Profiles Work? 27
Weapons Table - Secondary . . . . . . . . . . . . . . . . 28
Weapons Table - Primary. . . . . . . . . . . . . . . . . . . . 28
Weapons Table - Throwables . . . . . . . . . . . . . . . 29
Stimulants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Gear table - Armour . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Gear table - Body Mods . . . . . . . . . . . . . . . . . . . . . . 32
Gear table - Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Gear table - Movement Enhancer. . . . . . . . . . . 33
Gear table - Clothing. . . . . . . . . . . . . . . . . . . . . . . . . 33
Gear table - Weapon Mods . . . . . . . . . . . . . . . . . . 34
Gear table - Deployment. . . . . . . . . . . . . . . . . . . . . 34
Tag List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Tag List - Conditions. . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Restrictions List. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Welcome to Delta sector
F// playerbase = everyone that believes in inclusivity is welcome at our table. Period
Multiple Activations
Each unit may be Activated
multiple times. For example,
all of Player 1’s Tokens could
be used on just one of their
models. Whereas Player 2 may Example
instead choose to use 1 token
The first token used to
per model.
Activate Hank would allow
Player 1 to choose any Action
There is a limit to multiple as Hank has not taken any yet.
activations. Player 1 chooses to Move.
2
! WARNING !
Armour When a unit is Downed,
remove 2 of your action
Armour Plates tokens from the game.
Armour in the game is used Prioritise Tokens on that
as a way to negate incoming units Data Sheet, then from
Hits. As any single Hit is lethal the Initiative Bag, then
in Delta Sector, armour is from other friendly units.
incredibly valuable. (They may not take those
actions again this round)
When a model is Hit, they
remove one Armour Token ERROR - AVOID at all costs
3
Movement
Climbing
If you wish to move a unit vertically, calculate the height of
the climb to a stable position. Somewhere your model can be
placed so that it will not fall down.
Descending Falling
As long as a unit has a solid At times, a model may find itself
surface to climb down, without solid ground beneath
then it can Descend mostly its feet. This may occur due
without risk. to an ill judged Jump from a
higher ledge or a nasty git has
To Descend. Calculate gone and knocked you off a
the height from the unit to roof with an explosion.
the lower area or floor
in inches. If the unit has Whatever the cause, the result
enough remaining Movement is the same. A Fall.
then they Descend safely,
removing the height from When a unit can not fully
their remaining allowed Descend or is Moved in such
Movement. a way that it is no longer on
a solid object. Calculate the
If there are no solid distance between the start
surfaces to climb down, point of the Fall (The last place
or the unit does not have the object was placed stably
enough Movement to make or the height at the end of the
the full Descent, they Descent) and the next highest
instead Fall. point. Be that a platform or the
ground.
4
Movement
Jumping
As long as you have at least 2” of Movement left, you may
attempt to perform a Jump. A Jump must move your unit over
either a gap or a hazard and can NOT be used to simply gain
more Movement. (As this is not in the spirit of the game.)
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sed el moluptius rescili geniati asperi voles sitium de
unit there.
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5
Combat - Shooting
Line of Sight Checking Range
Before taking the Shoot action When a unit takes the Shoot
with a unit. Check to see if any Action look at their weapons
enemy models are within its Line Range statistic. This will tell
of Sight. To do this, imagine a you how many Inches away
single, constant line between that weapon can shoot.
your models eye level, and any
part of the enemy models body. A weapon with a Range of
Items such as bags, weapons 2”-6” can Shoot at a target
or tactical basing rocks do not between two and six Inches
count for this check. away from the unit holding
But things like their hands, feet it without penalty. An enemy
or tentacles. Certainly do. model more than six Inches
away can not be targeted by
If you can draw that imaginary this weapon
line without being blocked
by terrain or other models, When Targeting an enemy
then you have Line of Sight to within the lower limit, 2” in this
the targeted model. If the line example, the Shooting model
is blocked, then you may not suffers a +1 modifier to their
take the Shoot action from To Hit target. Making it harder
this position, and will need to hit their opponent.
to relocate or flush your For ease of remembering,
enemy out from their defensive simply think that the Shooting
position. model gains Inaccurate(1).
Note
some models may have odd positions or proportions.
If this is the case, imagine that both the target and the
shooter are standard size miniatures, for our games
this means 28mm. However, feel free to change this
if your games take place at a different scale. Also
imagine both models are standing upright. Can the
target be seen in these circumstances? If the answer is
yes, then the target is viable.
6
Combat - Shooting
Rolling to Hit B12 Auto Laser Rifle 4”-12” 2 Two Handed 3
Once you have Line of Sight
and the enemy model is in Example
Range. Look at the weapons a weapon with one Shot will
Shots value. Then roll a roll one ten sided die (1D10).
number of dice equal to that Whereas a weapon with Two
value. Shots will roll two dice during
this step.
The result required for each
dice in this roll starts at
Seven (7).
Example
The target result for this Results of 1 - 6 will miss.
dice roll can be modified However, results of 7+ will hit!
by several factors, such
as Cover, Gear, Abilities, Any modifier that increases the
Restrictions on certain To Hit value (+) actually makes
weapons, etc. the roll harder. Those that
reduce the target number, are
Cover will be explained in making it easier!
further detail later in this
section.
7
Combat - Shooting
Cover
When checking for Line of
Sight, if the target model is at
least 50% obscured by Shooting Through
Terrain, obstacles or other Cover
models, they are considered If, when Shooting, your
to be In Cover. units Line of Sight crosses
through a terrain piece that
If a model is In Cover, it is obscures the target model,
important to know if they then the target is considered
are hiding behind Soft Cover to be In Cover. Even if they
or Hard Cover. are not directly hiding behind
that piece of terrain.
Each piece of terrain
(Buildings, walls, trees etc.)
Should be agreed upon
before the game begins. With
players deciding if a piece Shooting Over Cover
of Terrain is Soft or Hard If your unit‘s base is touching
Cover. (As well as any other a cover item, such as a low
Tags that may apply) wall or stack of crates,
you do NOT count that item
If players can not agree, as providing cover to your
roll dice. Highest result wins. opponent when checking
for Line of Sight. Your unit
can simply be imagined to
Types of Cover be leaning over or around
it to get the best shot. The
Soft Cover gives the model adjacent object will still
hiding behind it a +1 Bonus block Line of Sight, so ensure
when enemy units take that your unit can see at
their To Hit roll. Making it least part of the target
harder for other units to before attempting to Shoot.
hit them.
Example Ovides
A model hiding behind an dolorias
de aborro
empty metal barrel will get maxim iur?
Uga. Ut
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them will now need to roll the lam que et explabo ruptate
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8
Combat - Shooting - Throwables
Shoot Action -
Throwable
When you take the Shoot
Action, instead of choosing
a Weapon Profile, you may
choose a Throwable item.
Determine Range
As with Weapon Profiles,
<load Next text box > Throwables have a Range.
A lower value and a higher
value. The Target of your
Throw MUST be within these
two values.
Choose A Target
Instead of choosing a
Model to Shoot, choose
a location that follows
a straight line from the
Shooting model and that
is within Range to be your [G.1 <Fld Note> - ExP + Knkbk == ouch]
target.
Calculating Range
Over Obstacles
When a Throwable needs to go
over an obstacle in order to
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expersp elluptum es magniae doloria reach the designated Target.
est accus, odictii scilique sit adiatur
accusda epellatet ma poriaeribus - \\ You must remove the height of
that obstacle from the Range
of the Throwable.
Example
If you want to throw a grenade with a Range of 6”, over a 3”
high wall. The 3” is first removed, meaning that this grenade
can only go 3” past the wall. You May pre-measure to
ensure that you can legally target an area.
9
Combat - Flanking
When you take a Shoot Action, if you are behind your target,
you are considered to be Flanking them. Behind in this case
refers to the rear 180° of that model.
Although off at an
angle, as long as the
shortest path between
the models ends at the
rear of the target. The
model is Flanked.
10
Combat - Melee
Entering InTo Close
Combat
If two or more opposing
units end their Movement
in base contact with one Fight On or Flee
another, those units When assigning an Initiative
are considered to be in Close Token to a model that is
Combat. in Close Combat, you must
assign it the Melee Action and
Every time a unit enters then either choose to Fight
Close Combat a Melee Roll is On or Flee.
immediately triggered. After
that, a specific Melee action Fight: Initiate a Melee Roll
must be taken in order to for all combatants in this
keep fighting or to run away.. Close Combat.
11
Combat - Melee Cloaking
Weapons in Close Cloak Action
Combat When a unit Cloaks, it
If a unit is equipped with a becomes harder for enemy
weapon that has a Range of units to draw Line of Sight to
M they may use it in Melee. that model and harder still
When rolling as part of to Shoot them.
a Melee Roll, instead of
rolling 1D10 for this unit, When you take the Cloak
roll the weapons Shots action with a unit, place a
value instead. Cloaked marker by that unit.
These Shots may not be split While this marker remains,
among opponents and must that unit is considered
be declared against one Cloaked.
enemy player’s units.
If a weapon has the A unit that is Cloaked gains
“Melee(X)” Tag, increase or the following benefits.
decrease the difficulty of
their To Hit roll by X. While Cloaked, a unit that
is in Cover. Can not be the
Making it easier or harder target of a Shoot action.
for that unit to hit.
While Cloaked, a unit that
is not in Cover has a +1
Shooting Into Melee bonus against opponents
While targeting an enemy To Hit rolls. The same
unit in Melee Combat , any benefit as being in Soft
To Hit roll of 1 instead Hits Cover.
a friendly combatant in the
Melee. Melee actions may still
For weapons with multiple be taken against Cloaked
shots, successful To Hit models.
rolls may still hit the Melee, To Hit rolls are not
targeted enemy unit. affected by the Cloaked
Bonus.
12
Interacting
Interact Action
The Interact action may be
taken whenever a unit is Item Trading
adjacent to an “Interactable
Object”. These objects vary At any point during or at the
from game to game. In one-off end of a units Move action
games these may be crates they may Trade with any
with grenades or other friendly units within 1” of
immediately usable items. In them.
campaigns they may be full
of Credits, Medpacks, or Items can be freely Traded
other story based items. from either unit to the other.
Multiple items may be given
Interactable Objects or taken per Trade. You may
may also include game also Trade with multiple
Objectives. These are the units in 1 Move action.
main ways to gain victory
points within a game of Delta Tradable Items
Sector.
Although some game Armour Tokens
Objectives require unit
positioning, murder or Stims
other actions. Interactable
Objectives require a unit Weapons - Throwable
to move in to base contact
with the object and take the Objectives (As long as
Interact action. the receiving unit has the
ability to carry it)
Whatever they are, the
Interact action will allow
a unit to grab, destroy, Note
download, upload, gather You may never trade
evidence, plant a bomb on an item if the receiving
etc. an in game object. These unit would go over their
objects / Objectives MUST be maximum.
discussed and agreed upon
before the game has begun.
Example
“In this mission the first time
a unit Interacts with the Data
Terminal each round, they
score 1 Victory Point.”
13
Specialisations
What are Do my units have to
Specialisations? be Specialists?
In Delta Sector you In short, no. Units that are
can assign your units not assigned a Specialisation
Specialisations, these allow are called Grunts. These
your units access to very are basic soldiers for your
specific abilities and increase team. They have a standard
their effectiveness at certain Movement of Six Inches and
roles on the table top. no bonuses or abilities
outside of their gear and
Want to pick off targets weapons.
at range? Don’t just take
a sniper rifle, take a Hawk They are however, cheap.
specialist. Grunts cost 1 Point each. If
you choose a Specialist, they
Each Specialisation is split instead cost their listed
further in to Subspecialties. points instead of 1, not on
top of. So if you need bodies
Each unit may only have 1 but don’t want to fork out
Specialisation and 1 Sub- valuable points, Grunts are
speciality belonging to it. the way to go.
Specialisation - Fortress
Additional resources have been
permitted for the use of upgrading this
units armour. Seek provisions from
your local federal barracks.
14
ist of available
L
Specialists Specialisations
The Fortress [Cost: 2]
The Leader [Cost: 2] When you need someone to
The leader, captain, boss. stay standing after a few
The person in charge. Every pesky blasters start firing,
crew has one, every well a Fortress is the one for
functioning team needs one. you.
Whatever your crew calls
them, the Leader will be the Base Ability
one shouting orders and Indomitable Frame - At the
increasing the teams moral. start of the game, place one
Keeping them focused on additional Armour Token
their task and ensuring that on The Fortress’ card. This
most of them get out alive. extra Token can never
be recovered if lost, and
Base Ability their maximum allowed
Barking Orders - When this Tokens (Other than this one)
unit completes an Action, are still limited by their
you may choose a friendly equipped armour.
unit within 4” to take an
Available Action. (Following Subspecialties
normal rules for taking Castle - Cost: + 2
Actions. Place an Action Indomitable Frame
Token from the bag and
place it on their card as Effortless Strength - This
normal) units Maximum Movement
is 5. This speed can not be
increased by any equipped
[Leaders that are triggered
Gear. The Heavy tag no
to act by Barking Orders
longer reduces your
may not use Barking Orders
Maximum Movement.
after completing that
Action]
Bunker - Cost: + 2
Indomitable Frame
Scrutinise Performance -
Friendly models within 4” may
re-roll To Hit rolls of 1. (Re-
rolls may not be re-rolled)
15
The NanoBot-anist [Cost: 3]
Specialisations A mix of science, gadgetry
and good old fashion crazy
The Sentinel [Cost: 2] go in to making someone
A strong, team player. love microscopic robots.
Useful out in the wilds or However these tiny devices
deep in the city streets. pack a huge punch and Nano-
Protectors and defenders. Botanists know exactly how
Sentinels keep your team to exploit them.
alive, usually better than you.
anyone else.
Base Ability
Base Ability Repair Bots - As an Interact
Defend the weak - When Action. This unit may attempt
a unit within 2” would be to recover 1 Armour Token
targeted by a Shoot action. for a friendly unit who is in
This unit may instead become base to base contact.
the target. (Line of Sight & OR this unit may attempt to
Range are measured to the recover 1 Armour Token to
original target) themselves. (A units Armour
Tokens may never be more
than their Maximum, dictated
Subspecialties by their armour)
Shield - Cost: + 2
Defend the weak Roll 1D10.
[1-3] : Fail
Take Cover! - As an Action you [4 - 10] : Success
may place a 2” Wide, 1/2” High,
1/2” Deep piece of terrain up
to 1” in front of this unit. (This
can be a physical barricade,
an energy shield or even Subspecialties
modelled to look like the Drone - Cost: + 2
ground itself) This terrain Repair Bots
offers Soft Cover to those
behind it. Little Workers - You may
Interact with Objectives
This ability may be used up to from up to 4” away. This
3 times per game. may not be used to Hold
objectives that require the
Banner - Cost: + 2 unit to be within X inches.
Defend the weak But May be used to Interact
/ grab objectives and
Rally! - Instead of a Move add them to the Nanobot-
Action. You may use this Anist’s inventory, or
ability. (This counts towards secure objectives (such
your maximum number of as terminals) that simply
Move actions and may not require an Interact action to
be taken if you have no free be used.
Move action slots.)
<> // Data - Nano technology - User
Two Friendly Models within 6” ID banned -- security level too low -
of this Unit may move up to 3” unauthorised access.
16
Hive - Cost: + 3
Repair Bots Specialisations
Synthetic Swarm - As an
Interact Action. You may Base Ability
create a “Swarm Clone” of Fixer Upper - As an Interact
this unit. Place a token or mini Action this unit may Repair
within 2” of this unit within one Destroyed Gadget
Line of Sight. within 1” and line of sight.
Once repaired, the Gadget
The clone may now act as a will now function as if it had
standalone unit. It does not never been Destroyed and
add any Action Tokens to the considers units within your
draw bag. The clones stats Crew as Friendly. (As if this
are that of a base “Grunt” unit had built the Gadget)
and its weapon profiles are
Primary: B9 Laser Rifle.
Secondary: Secure-Corp -
Subspecialties
Standard Issue.
Tinkerer - Cost: + 2
Little Friend
The clone is targetable
Fixer Upper
by any enemy units. It does
NOT have any Armour and
The Little Sister - As an
is always Downed with 1
Interact Action, this unit may
successful Lethal Hit.
“Build” a Gun Turret up to 1”
away from themselves.
Once Downed, the Clone
Place a token or mini at the
can be Revived by a Nano-
desired location.
Botanists “Repair Bots”
Action. (You do not need to
When placing a Turret you
roll to “Revive” the Synthetic
decide which one of the
Swarm)
following profiles it has. It
will keep this profile until it
The Mech [Cost: 2] is Destroyed. If at any point
Out in the Sector things the Turret is Repaired (By
break, usually its armour any Mech) a new profile may
and bones. But sometimes, be selected by the Mech that
you need a simple GravDrive repaired it.
fixed. Or the toilet packs
in and you don’t have the All Turrets can take 2
technological know how.. Hits. After which they are
Well, in those cases, you need considered Destroyed. Do
a Mech to fix all of your NOT remove their token /
problems. Expert repairmen miniature as they may still
and builders of all sorts of be repaired by a Mech.
gadgets and gizmo’s.
Base Ability
Little Friend - Remove the
Non-Lethal tag from Stun
Gun type secondaries.
17
Specialisations
The Little Sister Table
Laser
4 - 12 1 -
Turret
Note
Blaster The Turret is
0-5 3 Inaccurate (1) only directly
Turret
targetable by
Sniper Enemy units.
6 - 18 1 - Throwables
Turret
within their
Electro Non-Lethal, Explosive(x)
0-4 1 range may still
Turret Stun
create Hits on the
One-Shot, Turret
Rocket Explosive
4 - 15 3
Turret (3), Knockback(1)
MaxDamage(2)
Each Mech May only create 1 Turret. And the Turret may not be
moved once placed. (Even if it is Destroyed)
Be mindful of where you place your turret and how useful
that position may be for the rest of the game.
18
Specialisations
All Beacons can take 1 Hit. After which they are considered
Destroyed. Do NOT remove their token / miniature as they may
still be repaired by a Mech.
Name Ability
19
The Blade [Cost: 2]
Specialisations In a universe of lasers and
super heated bullets. It
The Physician [Cost: 2] takes a true psycho to take
When your guts are hanging a knife as their main weapon.
out and the dark edges fade
in. It’s time to prey. Not to any
Base Ability
number of gods. No. Prey
Fast Fists - During Close
for a nearby Physician! And
Combat roll 2d10 and take
prey that they have a spare
the highest result when
Medpack!
rolling To Hit. This may still
only generate 1 Hit. If either
Base Ability result is a 1, this attack
Medpack Training - As an misses.
Interact Action this unit may
spend 1 Medpack to Revive
an adjacent Downed unit. ! Warning !
Return their removed Action Reluctant Shooter:
Tokens to the bag. A unit All ranged weapons
that is Revived is returned and throwables gain
to an upright position, and Inaccurate(3)
may be assigned Action
Tokens as per usual. (They
do not regain any Armour Subspecialties
Tokens and do not recover Bruiser - Cost: + 2
any spent One-Shot items) Fast Fists
Reluctant Shooter
20
The Fuse [Cost: 2]
Explosives are a frequent Specialisations
sight in the Sector. But
watching a true demolitions Sweeper - Cost: +2
connoisseur at work? Extra Pouches
Nothing compares. Steady Hands
Calculated Destruction
Base Ability - When deploying a Fused
Extra Pouches - This unit Explosive (Long or Short)
may take up to 2 additional you may choose exactly
Throwables. how long the timer takes.
You must still use Action
Tokens or Rounds as your
Base Ability increments.
Steady Hands - You can only
Fail a Defuse action with Anti-Tamper Booby Trap -
a roll of 1 or 2. (You still Your Throwables with the
critically fail on a 1) Defusable Tag now “Critical
Failure” on any Defuse roll
of 5 or less.
Subspecialties
Demolitions Expert - Cost: + 2
Custom Compounds - When
Extra Pouches
deploying a Throwable with
Steady Hands
the Fragile or Volatile Tag,
you may choose to replace
DetPacks - This unit has 2
that Tag with the other.
DetPacks. As an Interact
Action, this unit may spend 1
DetPack to destroy a piece
of Soft Cover that they are
adjacent to. At set up you
may pay 1 to increase the
number of Detpacks by 1. Up to
a maximum of 10.
21
Head Hunter - Cost: + 2
Specialisations This Is My Rifle
! Warning !
I Don’t Want To Crease My Suit -
This unit may not take any primary
weapons.
22
Subspecialties
00 - Cost: + 2 Specialisations
Swift
Silent Base Ability
I Don’t Want To Crease My Suit Strafing Run - Uses: 2 Per
Game. Use a Shoot action to
Dodge This - If during a Shoot call in 2 Krak Fighters to
Action, this unit is Flanking strafe a target location
their target and is Cloaked, within 6” and Line Of Sight.
Decrease the difficulty of From the chosen target
their To Hit roll by 2. position, draw a 2” wide x 4”
long area called a “Path”.
000 - Cost: + 3 Roll To Hit equal to the
Swift number of Fighters called
Silent in, for each unit in that Path.
I Don’t Want To Crease My Suit
24
The Gunner [Cost: 2]
Thats not the pitter patter Specialisations
of water you can hear. Oh no,
that’s casing after casing Trigger Happy- Cost: + 2
hitting the floor. And the Say goodbye.. -
only thing raining around Same as Say Hello.. but
here is hot lead! Remove the MaxDamage(X)
tag.
Base Ability
Say hello.. Endless Rain -
When you declare a shoot This unit may take the
action with a primary shoot action twice per round.
weapon that does not have
the flamethrower tag, you ! Warning !
May choose to increase its Extreme Overheat -
shots value by any amount. during a shoot action
that used the say
The weapon gains the goodbye ability, or during
following tags. this units second shoot
action.
MaxDamage(X)
Inaccurate(Y) each dice result of 1.
Causes 1 hit to this unit. to
X = The default number of require a reload before
shots the weapon had. it can be used again.
Y = The number of additional
shots.
25
How to list build
Federal Credits and
how to spend them.
When building a Squad in Delta
Sector you will purchase
What Should I keep
Guns, gear and gadgets with Track Of?
Federal Credits (FC). Each piece When writing down what
of equipment has a listed Cost, your units have, you will find
as do the Specialisations. that you have static items
When putting a unit together and variable items.
add up the total Cost of all
of their Weapons, Throwables, Static items are things like
Stimulants, Gear and abilities, buffs or benefits
Specialisation. If you choose that can not be changed
not to pick a Specialisation or affected by in mission
then your unit is considered actions. Such as Weapons
a “Grunt” and costs 1 FC by profiles or gear that have
default. abilities..
Example
You and your opponent decide
before a game how many
credits your Squad will be Destiny Difficult terrain
allowed. This can be on a unit Delivered no longer
by unit basis, for example 10 Work Boots affects this unit.
points per unit. Or on Squad
based level, lets say a total
It is important to list these
of 50 points.
items, but you wont have to
keep track of them in the
Although similar, the total
game. Just remember to
Squad way of doing things
check any static abilities
will allow you to pump all of
before you take an action
those credits in to one uber
or plan something cool,
build... If you so wish.
because you may be able to
Whereas the per unit way
do something even cooler!
encourages you to squeeze
every last drop of efficiency
Variable items are things
you can from each individual
to keep track of, how
on your team.
many armour plates do
you have left? How many
The choice is yours however,
grenades, stimulants Etc.
and as long as you and your
Some abilities have limited
opponent agree on the FC
uses, it is important to keep
total, then that’s fine.
a record of how many you
start with and how many
you have used in the current
game.
26
How to list build
How Do Weapon Profiles Work?
In Delta Sector, each unit may take a Primary and a Secondary
weapon. (Unless otherwise specified by their specialisation)
Although any unit can carry any gun, it may be more efficient
to look at your units Speciality. For example giving your
Hawk a sniper rifle instead of your Fuse.
Name
Range
Shots
4 This indicates how many D10 you will roll when attempting
to Shoot your target.
Tags
Cost
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Weapons Table - Primary
Name Type Range Shots Tags Cost
Sportsly Co. -
Adventurers Scout Rifle 6” - 18” 1 Two Handed 2
Hunting Rifle
Cinder Corp
-Designated Shotgun 2” - 5” 2 Two Handed 2
Blaster
Federation Riot
Shotgun 2” - 4” 4 Inaccurate (2) 4
Control Gun
Federation
Grenade Two Handed, Heavy,
Anarchist 6” - 12” 2 4
Launcher Explosive (2)
Dispersal Device
MaxDamage(1), Knock
Heavy Melee Melee M 3 3
Back(2)
Secure-Corp -
Pistol 0” - 6” 1 1
Standard Issue
SC - SI Illegal Full
Pistol 0” - 5” 2 Inaccurate (1) 2
Auto Mod
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Weapons Table - Throwables
All Throwables have the tags [One-Shot, Restricted(Throwable)(2)]
Non-Lethal,
BHA - Grunge
2” - 6” 1D3 Explosive(1), 1
Grenade
Slowed
Federation
Material 2” - 6” 2 Explosive(1) 1
Erasing Device
Federation Non-Lethal,
Suspect Seizure 2” - 6” 1D3 Explosive(1), 1
Equipment Immobilise
Place a token to
represent this
Throwable.
Defusable,
Anti-Personnel Trigger: When any
2” - 3” 1D3 Volatile(1), 2
Mine Unit moves within 1”.
Explosive(2)
Does not trigger on
units already within
1” when deployed.
Stun, Non-
Cinder Corp
Lethal,
- Stunning 2” - 6” 1D3 2
Explosive(1)
Explosive Device
Non-Lethal,
Echo Grenade 2” - 6” 2 Explosive(2), 2
Revealed
Place a token to
represent this
Throwable. When
deployed, roll 1D3
and place it near this
Defusable,
Token.
Long Fused Volatile(1),
0” - 4” 1D3 2
Explosive Explosive(3)
Trigger: At the end of
each round, reduce
the number on the
die by 1. Trigger the
explosive when it
reaches 0.
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Weapons Table - Throwables
Place a token to
represent this
Throwable. When
deployed, roll 1D10
and place it near this
Token. Defusable,
Short Fused
0” - 4” 1D3 Volatile(1), 2
Explosive
Trigger: Once that Explosive(2)
many Action Tokens
have been drawn.
(Trigger this device
before the player
assigns their Token)
Place a token to
represent this
Throwable.
Place a marker at
the Target location
(must have a clear
view from above.)
Arty’s Little Gun
2” - 6” - For 1D3 rounds, at the Explosive(2) 4
Beacon
start of the round.
Roll 1D3 Explosive(2)
shots originating on
that marker.
place a marker at
Target location
(must have a clear
view from above.)
Arty’s Big Gun
2” - 6” - For 1D3 rounds, at the Explosive(4) 6
Beacon
start of the round.
Roll 1D3 Explosive(4)
shots originating on
that marker.
30
Stimulants
All Stimulants have the tags [One-Shot, Restricted(Stimulant)(2)]
CinderCorp N-IS 2CU Increase this units Range by 2 for this Shoot
1
Stim Action.
Federation
Increase this units Maximum Move value by 2 for
Performance 1
this Move Action.
Enhancer
31
Gear table - Body Mods
Restricted(BodyMod)(2)
Echelon
Upgraded Increase your maximum Movement by 1 2
Quadriceps
Reinforced Os
This unit does not take Hits from falling. 3
Coxae
Data Loading//
32
Gear table - Movement Enhancer
Restricted(Movement Enhancer)(3)
Federation
Emergency As a Move Action swap the places of
One-Shot 2
Officer this unit and a different friendly unit.
Replacement Kit
GravPiston
Increase your Maximum Movement by 1. 3
Enhancers
Destiny
Delivered Work Difficult terrain no longer affects this unit. 2
Boots
33
Gear table - Weapon Mods
Restricted(Weapon Mod)(2)
This restriction is per weapon, and multiple weapon
profiles may have multiple modifications.
34
Tag List
Name Effect
A unit may attempt to Defuse this item by taking the Interact action
while they are within 2” and have Line of sight to it. To Defuse, Roll
1D10. [10 - 6] Success: Remove the Defusable item from the game. [5 - 2]
Defusable
Fail: The item remains in place. [1] Critical Failure: The item triggers
immediately. (Any tags or abilities work as if triggered by normal
means)
Any inflicted Hits affect the target, as well as each unit within Range
Explosive (X)
X of the target. All Explosives have Knock Back(1).
A unit that Starts / Ends its turn or Moves within 1” rolls 1d10. 2-4:
Fire
Take 1 Hit. 1: Take 1 Hit and gain an On Fire marker.
Gadget This item can be affected by any ability that affects Gadgets.
Move the unit effected by X Inches directly away from the source of
the Knock Back. If the unit hits a solid object or another unit, stop
Knock Back (X)
their Movement in the nearest free space, then roll 1D10 on a result
of 1 they take a Hit.
Regardless of how many Hits are generated by the roll, only X may
MaxDamage(X)
actually affect the target. Extra Hits will still cause effects.
Any Hits generated by this gear do not remove Armour Tokens and
Non-Lethal do not Down units. (Gear with other tags such as Stun still require a
successful Hit in order to work)
Place a marker on this unit. At the start of each round this unit
On Fire takes 1 Hit. The unit must take the Move action and spend half of their
Maximum Movement (Rounded up) to remove the marker.
Place a marker on this unit. This unit must take an Interact Action to
Reload
Reload the weapon before it may be fired again.
Restricted (X)
X item is restricted to a maximum of Y per unit.
(Y)
Weapons with the Silenced Tag do not remove Cloaked Tokens when
Silenced
fired.
A unit with a Two Handed item may not carry or use any objects
Two Handed
that require a free hand. Such as Objectives.
35
Tag List - Conditions
Conditions are effects that last either until a certain
criteria is met, for example, You may remove your “Stun”
condition by spending an action token (As listed with the
condition) OR until the start of the next round when they are
automatically removed.
Place a marker on this unit. This unit may NOT take the Move action.
Immobilise
Remove this marker after the unit takes any other action.
Restrictions List
Name Maximum Each unit may only be
Amount equipped with a maximum
Armour 1 number of the listed
items.
Body Modification 2
Clothing 1 For example, they
may only take 1 type
Movement 3 of Armour. (See the
Enhancer restriced tag)
Throwable 2 Items that have this
symbol next to
Weapon 2
them, may be bought
Modification
multiple times
Stimulants 2 for the same unit.
(Adhering to the
Deployment 1
restrictions tag)
36
Once you have your units written down, with their gear
and abilities, it’s time to start playing!
Credits
Game Design - Matt Newton | Benjamin Gwinnett.
Proofing - Seonag Webb
Layout design - Matt Newton (To be redone by a pro)
Huge thanks to
Ryan Crouch, Dil Bhakar, The folks at Peterborough wargamers Club.
37
A Skirmish War Game By
Matt Newton & Ben Gwinnett
V0.033