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Delta Sector is a Sci-Fi skirmish level war game where players control a crew of up to 10 models to complete objectives. The game utilizes a D10 system and features a random token pull initiative system, allowing for multiple activations of units. Players can customize their gameplay with various actions, movement mechanics, and combat rules, all while encouraging inclusivity within the player community.

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War Master
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© © All Rights Reserved
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0% found this document useful (0 votes)
59 views42 pages

DS V0.033 PrintPDF

Delta Sector is a Sci-Fi skirmish level war game where players control a crew of up to 10 models to complete objectives. The game utilizes a D10 system and features a random token pull initiative system, allowing for multiple activations of units. Players can customize their gameplay with various actions, movement mechanics, and combat rules, all while encouraging inclusivity within the player community.

Uploaded by

War Master
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

DELTa

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

Hello and welcome to this rules reference for Delta


Sector.
Included in this little booklet are all of the basic rules to
play Delta Sector, as well as options for customisation
and unit building.
If you’re reading this then you’ve probably visited our
Patreon. If not, then we’d love it if you’d consider supporting
the creation of Delta Sector at
www.Patreon.com/DeltaSector
It’s not mandatory however, and the basic rules will be...

F// playerbase = everyone that believes in inclusivity is welcome at our table. Period

Loading... Enter - Log - Free means free.


Welcome
What is Delta Sector? While you’re gathering
Delta Sector is a Sci-Fi Skirmish resources, you’ll also
level war game. Where each need a 2ft x 2ft (24” x
player will control a Crew of 24”) play space, this can
up to 10 models (units) and use be a mat or an area of
them to complete objectives carpet. Whatever you have
and attempt to win the Game. available.
This game is objective focused If you don’t have the space,
so there’s no reason that you or if you have an odd layout
couldn’t play with more than you can absolutely use
2 people. In fact, we encourage what you have! Don’t let
it, more crews means more specific table sizes stop you
carnage! from playing!
Talking of the table, you’ll
Basics also need some Terrain.
Delta Sector is a D10 system,
Buildings, crumbling walls,
that means that we roll a
bushes, trees or destroyed
bunch of 10 sided dice. You’ll
vehicles. Whatever you
only need a handful, 5 at
have (Yes tin cans can
most seems about right. If
totally be used as a proxy
for some crazy reason you
for a silo!) Anything that
happen to need more, just
you have that can block
roll the amount you have
your models from seeing
and then re-roll a number of
each other and provides an
dice. (You may find having d6 as
interesting back drop for
counters useful too)
your story.
You can of course use online
also Grab yourself some
resources such as dice
paper, pens, and a tape
rollers.
measure. (Wargaming
Sometimes you’ll be asked to requires more measuring
roll a D3. than carpentry, sorry!)
xD3 means to roll x 10 sided And of course.... MODELS!!
dice, but instead of reading
You’ve probably picked up
their face values, we instead
on a theme, but you can use
split the dice in to three
any models that you have.
sections of 1 - 3. And Re-roll on
Sci-fi or otherwise, as long
a 10.
as you and your opponent
know which model is which,
D10 Value D3 Value
then that’s OK!
1,4,7 1 Once you’ve grabbed
all of that, you’re ready
2,5,8 2 to venture out in to the
sector on behalf of an
3,6,9 3 uncaring employer, a
bumbling bureaucrat or
10 Re-Roll a devilish bounty hunting
organisation.
If you have other ways of generating a D3
result at the table, feel free . This just
requires less components for new players .
1
Initiative System Actions
Token Drawing  Move - Move your unit
a number of Inches
Delta Sector includes a
across the board,
random token pull system
Climb, Descend, Jump.
for deciding initiative.

At the start of the game each


 Shoot - Use a primary,
Secondary or
player will place Action
Throwable weapon at
Tokens into a shared opaque
range.
vessel (A bag, a mug, an
ammunition crate, etc) known
as the Initiative Bag. Place two
 Melee - Engage in hand
to hand combat with
Tokens per unit in your crew.
an adjacent unit.
Then, at the start of each turn,
any one of the players draws
 Cloak - Hide from your
opponents.
a token from this bag.

Whoever the token belongs


 Interact - Pick up
objectives, open
to, will place that token on an
containers. use
available Action space on any
abilities etc.
one of their units Data cards,
and Activate that unit.

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.

Each time you Activate a unit,


the Token must be placed on a The second token used to
Activate this unit could be
free space on their data card.
placed again on the Move
Movement has 2 free spaces. action.
Shoot, Melee and Cloak only
have 1, and Interact can be The third Action Token
done any number of times. however could NOT be placed
on the Move action, as all of
its spaces are now covered
and so Player 1 would have to
choose a different Action for
Hank or choose to Activate a
different unit entirely.

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

from their sheet. If they have


no tokens left, they instead
take the Hit. Downing them.
This means that they can no
longer be assigned Action
Tokens or take Actions in
any way. Any abilities that
Movement
require a Range from the unit
to another model, are not Movement Distance
usable and do not activate Before gear, all units can
while the model is Downed. move up to 6”.

Players have access to This maximum Movement can


different levels of armour. be boosted or hampered by
This can be modelled as certain Tags.
extra padding or plating or
perhaps a steroid infused The Heavy tag on a Weapon
hulking biomass. However it or Gear item reduces the
is displayed on a mini, players number of Inches a unit can
have three different options. move by 1”. This de-buff is
cumulative. So one item with
Armour Types the Heavy Tag will reduce
your maximum Movement by
 Light - Allows the unit to 1“, and two items will reduce
hold 1 Armour Token. your maximum Movement by
2“ etc.
 Medium - 2 Armour Tokens.

 Heavy - 3 Armour Tokens. Some abilities and sub-


This does however have the classes will also increase
keyword Heavy. Reducing or decrease Movement.
the Units Movement Speed But in these cases it will be
by one. explicitly stated that the
Note units movement has been
! Units may never have altered.
more than one type of
armour.

! Units start the game


with their maximum
allowed Armour
Tokens.

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.

The unit may Climb as many inches as it has remaining before


reaching its maximum Movement Distance.
A unit may not make a partial climb. Leaving it in an area that
requires assistance to stay in place. It must be able to stably
stand in place.

If Climbing over a wall or other obstacle, both the Climb and


the Descent must be taken in to account.
Simply put, if the height of the obstacle is equal to or less
than half of the units remaining movement you can simply
place them on the other side. As they have climbed up and
over.

If the height is greater than half of their remaining movement,


the Climb may still be made. The unit will Descend the other
side as far as they can with their remaining movement but
then will have to Fall the rest of the way. Potentially taking
damage.

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.

For every 2” (rounded up). The


unit must roll 1D10. For each
result of 1. The unit takes one
Hit.

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.)

This consumes the 2” of movement.

Horizontal Jump Vertical Jumps


When you want a unit to While performing a Jump
perform a Horizontal Jump, action. The target may be
you must declare a target. up to 1” Higher than your
This is an area in which you starting position. Or up to 2”
intend to Jump your unit Lower.
to. (You may measure the
distance before committing If the target of your Jump
to the Jump) is Lower than 2”, you must
This is important as Jumping Fall the remaining distance,
over gaps can fail, and you even if your Jump was
can not change your mind successful.
after rolling.

Once you have declared ! WARNING !


a target, measure the If however your Jump
distance between your unit Distance is lower than the
and the target. required distance, Move
If it is equal to or less than your unit the entire Jump
2”, Move your unit to the Distance. If this ends on
desired space. (Using 2” of a hazard then refer to
Movement) it’s effects. If this instead
would leave your model
If the distance is higher, roll floating in the air, Fall
1D3 to gain extra distance. as per the usual Falling
(See What is a D3 Pg.1) rules.

Add the result of your Entry: 1701: Officiate di ullitiatet, od quatatem

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conectoris consed ma ium exped mi, totatem vel

2” Jump, this is your Jump magnimagnis utemperumque net omnihil igendam ut


ut present et omnitiasitas ent, omniendunt, ut aut

Distance. If this is equal to alist, endi dolutem as eria dolut quae plaborepta
doluptas et ut ut rehent esseque rem alis excerit

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required to reach your simagnihil ilignatatiis nossimo cus alique rerspid


qui nissit la que ad quasitias eum quiandelia nonse

target, You have succeeded quate quuntorio etum quatem ulparitae pa et eos
sed el moluptius rescili geniati asperi voles sitium de

the Jump and may move your Error: Code = Lorem

unit there.
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98%

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).

Sometimes it can be tricky to Some weapons have a range


determine whether or not the of 0” - X”. In these cases, that
line is blocked. In these cases, weapon may fire at any
get down to your models eye range up to the maximum
line, try to see what they can without penalty. However this
see. Feel free to use a laser weapon may not be used in
pointer or other tool if you Melee Combat.
need to.
Weapons with a range of
If your unit has Line of Sight M - X” may be used in Melee
to the enemy model, it’s time to Combat or up to X Range.
check to see if they are within
Range. If the enemy model is within
Range of your unit. It’s time to
roll!

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.

Hits Multiple Hits


Each die that successfully rolled When a weapon /
equal to or higher than its “To Hit” Throwable creates
value, scores one Hit. multiple Hits. Multiply
the effect of the
In Delta Sector, each unit can only weapons tags by the
take one Hit before being Downed. number of Hits.
In one off games, these units are
usually dead, unless you are able For condition Tags
to Revive them. However, in longer such as Stun or
campaigns these units are simply Immobilise, a unit may
out of the fight. With potential flesh only have 1 instance
wounds or more serious injuries of each condition at a
being calculated after the game is time, so do not multiply
over. these effects.

Whichever type of game you are Example


playing, a Downed unit is out of the if a weapon has the
fight and can no longer take Actions Knock-back(2) tag and
or be assigned Action Tokens. has scored 2 Hits, the
target unit would be
To prevent your units from being knocked back 2” * 2
Downed immediately by a Hit. It is best times = 4”.
advised to equip them with Armour.

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.

 Hard Cover offers a +2


Bonus. Making walls, ruins
and other solid objects,
the best things to hide
behind.

Example Ovides
A model hiding behind an dolorias
de aborro
empty metal barrel will get maxim iur?
Uga. Ut
a +1 Bonus. a model targeting laccusId ullabor erspero
vitium ventemquia cumet
them will now need to roll the lam que et explabo ruptate
ndebiscipit, aut ommod eat
required 7 + 1 = 8 in order to Hit. explis am quidunt, tem sinus
sam vollendere pelles cus.
Ide pos mod magnam venis
utat. < qui optates susam eni >

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.

You do not need Line


of Sight to this target,
however any objects
blocking your Line of Sight
will cost more Range to
get the Throwable over.

Calculating Range
Over Obstacles
When a Throwable needs to go
over an obstacle in order to
// Gen - Mor Lipsum == Em. Bo. Itatibus
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.

When Shooting at an enemy unit that you are Flanking,


decrease the difficulty of your To Hit roll by 1.

A direct attack from


behind means that
this character is
Flanked.

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.

The “Front” of the Target is considered to be


where the models head is facing. Imagine that their
attention and peripheral vision covers the 180° in
front of them.

The “Rear” of the model then, is the other 180°.

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.

 Flee: Move your unit up


Melee Rolls to 3”. This Move must end
When a Melee Roll is at least 1” away from any
triggered, all players roll enemy units that were
and aim to Hit just as they engaged in Close Combat
would for Shooting. The with any of your units.
target To Hit value starts (Your unit is no longer in
at Seven (7) increasing or Close Combat and may be
decreasing with the use of assigned Action Tokens
equipped gear or weapons. as normal)

All players simultaneously


Roll 1D10 once for each
friendly unit in the combat
Multiple Combatants
and check the results. (Units in Close Combat
with weapons may need to When moving a unit into
roll more dice - See Weapons a Close Combat that is
In Close Combat) already occurring, you must
end your unit’s Movement so
If no Hits were made by any that they are in Base Contact
of the combatants, all with at least one enemy unit.
players roll again. Continue If more than two players’
this until at least units are involved in Close
one Hit is made by anyone. Combat, each player must
After at least one Hit is declare how many of their
made, the Melee Roll ends. dice they are rolling for
All Hits are calculated. Then each opponent. (Weapons
each player assigns their rolled can not be split - See
incoming hits across any of Weapons In Close Combat)
their units in the fight.
F- Decomp - <23.61890 - 12.438102> //

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.

Example - Multiple Combatants De-Cloaking


Player 1 has two units in the If a unit that is Cloaked
fight and declares that one die takes any action other
will be rolled to hit Player 2’s than the Move action,
unit and one will be rolled to they lose and remove
hit Player 3’s units. their Cloaked marker.
Player 2 has one unit with a
weapon that rolls 2 dice and If a unit that is Cloaked
declares that they will try to takes a Hit from any
hit Player 3’s units with both source, they lose and
dice as weapon rolls can not remove their Cloaked
be split. marker.
Player 3 has three units in
the fight and commits two dice
to hit Player 1 and one die to
Player 2.

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.

Each mission will also detail


if Interactable Objects are
required.

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.

Each Crew may only have 1


unit of any Sub-speciality. Name - Entry - Seon // Grunt <>
Ex - You may take 2 Fortress
specialists but only 1 may be
a Castle, the other would
need to be a Bunker.

A Specialist gains access to a


“Base Ability”, Subspecialties
add to the cost but allow
that unit even more options.
They gain the Base Ability +
extra, more specific abilities.

Neuro Upgrade : ISp - Eye modification

Weapon : B9 Standard issue laser rifle

Custom / Destiney Delivered Issued

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

Subspecialties The Best Defence... - As a


Bold Commander - Cost: + 2 shoot action.
Barking Orders
Pick up to 2 Targets within
your weapons Range and
Encouraging Monologue - Line of Sight. You may target
Friendly units within 4” may both of them.
reduce the target value of To
Hit rolls by 1. Your weapons profile has
the Non-Lethal & Immobilise
Board
tags, and + 2 Shots for this
Elected Officer- Cost: + 2
Action.
Barking Orders

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.

towards this Unit. CivSec alerted!

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.

<> Ent - Access - Mech


-02114 - // Engage Coolant.

17
Specialisations
The Little Sister Table

Name Range Shots Tags

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)

All Turret profiles have the


Gadget Tag.

A turret can be assigned an Initiative Token in order to take


the Shoot Action. It may never take any other Action.

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

Back up- Cost: + 2


Little Friend
Fixer Upper

The Big Brother - As an Interact Action, this unit may “Build” a


Beacon up to 1” away from themselves.
Place a token or mini at the desired location.

When placing a Beacon you decide which one of the following


profiles it has. It will keep this profile until it is Destroyed.
If at any point the Beacon is Repaired (By any Mech) a new
profile may be selected by the Mech that repaired it.

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.

The big brother table

Name Ability

Enemy Units within 6” and Line


of Sight May not Cloak. Enemy
Note
Heat units that move in to Range
The Beacon is
Scanner and are in Line of Sight of
only directly
the Beacon are De-Cloaked
targetable by
immediately.
Enemy units.
Throwables Friendly Units within 4” and in
within their Line of Sight of this Beacon
Explosive(x) Invigorater reduce the difficulty of their To
range may still Hit rolls by -1. (This ability does
create Hits on the not stack with other Beacons)
Beacon
Enemy Units within 6” and in
Line of Sight of this Beacon
Distracting
increase the difficulty of their
Criticism
To Hit rolls by +1. (This ability
Emitter
does not stack with other
Beacons)

All beacon profiles have


the Gadget Tag.

Each Mech May create up to 2 Beacons. And the Beacons may


not be moved once placed. (Even if Destroyed)
Be mindful of where you place your Beacons and how useful
their position may be for the rest of the game.

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

Base Ability Thick Hide - Once per round.


Medpack Supply - The This unit may ignore the first
Physician starts the Hit taken in Close Combat.
game with 1 Medpack.
Savage - Cost: + 2
Subspecialties Fast Fists
Doctor- Cost: + 2 Reluctant Shooter
Medpack Expertise -
Medpack Training may now Brutalise - Once per game. As
be triggered if this unit ends an Interact Action this unit
its Movement in base to base may prevent an Adjacent
contact with a Downed unit. Downed unit from being
Revived this game.
Medpack Supply - The Doctor
starts the game with 4 Berserker - Cost: + 2
Medpacks. Fast Fists
Reluctant Shooter
Some old Oath - This unit may
NOT take a Primary Weapon. Blood Thirsty - Once per
Combat Surgeon- Cost: + 2 round. After a Close Combat
Medpack Training (Where your enemy chose to
Flee Or where all enemy units
Medpack Supply - The Combat in the Combat are Downed)
Surgeon starts the game this unit may Move up to 5”,
with 3 Medpacks. as long as that Movement
places them in base contact
with an enemy unit.

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.

Old War Trapper- Cost: +2


Extra Pouches
Steady Hands

A Spike And A Bit Of String


- As an Interact Action, this
unit may spend 1 of their Cost
1 Throwables. If they do, treat
that Throwable as an Anti-
personnel Mine. Add the tags
from the base Throwable
to the new mine. Replace
any Explosive(x) Tag with
Explosive(2).

Fuse Specialists do NOT


trigger these traps.
<> Ent - Record - fall of
Enmar Grey

21
Head Hunter - Cost: + 2
Specialisations This Is My Rifle

The Hawk [Cost: 2] Jotanium Plated Round -


If you had one shot, or one Reduce the difficulty of To Hit
opportunity, rolls by -1.
One moment, would you You may re-roll To-Hit rolls
capture it or just let it slip? of 1 or 2. (Re-rolls may not
This question is never asked be re-rolled) When using a
of a Hawk. weapon with the Scout rifle
or Sniper Rifle tag.
Base Ability
This Is My Rifle - Change the Recon - Cost: + 2
Range of Scout / Sniper Rifle This Is My Rifle
type Primary Weapons to
4 - 32. Unseen Shadow - Increase
this units Maximum Movement
Subspecialties by 1.
Patient- Cost: + 2
This Is My Rifle At the end of a Move Action,
this unit may Cloak. (This
One Shot - This unit may take a prevents Cloaking later in
special Aim Action, as long as the round but does not use
Aim is the only Action the unit up an Action Token)
has taken so far this round
or if it has taken no other The Agent [Cost: 2]
Actions this round. Smooth, suave, sexy... And
bloody lethal! Agents are
As long as the Unit does sent on behalf of GigaCorps
not take any other Actions, and governments alike. When
they may take the Aim Action something needs to be done
repeatedly. Increase the quietly and quickly. Agents
bonus by -1 each time the are the ones to call.
Action is taken.
Base Ability
Add a -1 Bonus to this units Swift - While Cloaked
next To Hit roll. increase this units
movement by 1.
This bonus is “Spent” in its
entirety during a Shoot Base Ability
Action and must be regained Silent - This units Secondary
through the Aim Action. Weapons have the Silenced
This bonus is lost if any other tag. This modification does
Action is taken. not cost any additional
points and does not
This bonus may be kept count towards the
between rounds. Restricted(Weapon Mod)(X)
Tag.

! 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

Extract Information - If this


unit is within 1” of and has ! Warning !
Line of Sight to a Downed Protocol - This unit may not
enemy unit. They may, as an take Primary Weapons or
Interact Action, “Extract Armour.
Information” and remove ALL
Cloaked markers from units Subspecialties
belonging to the Downed Fighter Coordination Officer
Units team. Any unit that had - Cost: + 2
its Cloak removed in this Protocol
way, is considered Revealed. Strafing Run
A Revealed unit must roll
when performing the Cloak Coordinated Strikes -
action. On a 5 or more the Upgrade your Strafing Run.
Cloak is successful and Increase uses to 3. Increase
the Revealed condition is number of Krak Fighters to
removed. Otherwise the Cloak 3. Increase the “Path” size to
action fails. This unit must 3” x 6”.
perform a different action.
(This Initiative Token may NOT Saturation Officer - Cost: + 2
be given to a different unit) Protocol
This ability may only be used Strafing Run
once per unit per Down. If
that unit is Revived and later Open The Heavens - Uses: 1 Per
Downed again, this ability may Game. Use a Shoot action to
be used against them again. call in Orbital Bombardment
The Fleet Officer [Cost: 3] on a target location within 6”
Although rare to find planet and Line Of Sight. The Target
side, Fleet Officers will must have a clear view from
step foot on solid ground above. Place a marker. At
when required; To dispense the end of the next 2 rounds
fiery justice from above! (Not including the round
Coordinating with low flying Open The Heavens was used)
strike teams and formidable Roll 1d3 Explosive(6) Shots
plasma batteries from the originating on that marker.
capital ships that loom on
high! [460 / 3248] - Ankor
Delivery Delayed -
Rebels
23
Specialisations Subspecialties
Ruck - Cost: + 2
The Pack Mule [Cost: 2] CinderCorp Fan-E Pack
Specialists never have
enough pockets. Luckily, Armour Carryall - As an
those lower on the totem Interact Action, a friendly
pole are happy (after being unit in base to base contact
ordered) to lug around bags may take 1 Armour Token
full of heavy plates and from this unit.
highly explosive ordnance
for your crew to enjoy! This unit starts with 3
Armour Tokens in their
inventory (This is separate
from the Armour Tokens
Base Ability
gained by purchasing
CinderCorp Fan-E Pack-
armour)
At the start of the game,
select one type, of Cost 1
During setup you may buy
Throwable item. This unit
additional Armour Plates at
now has a bag full of that
1FC each. The Ruck may hold up
Throwable item.
to 10 Armour Plates in their
At the end of this units
inventory.
Move action, it may Supply 1
Throwable to a unit within 1”.
If this unit is Downed, remove
1D3 Armour Plates from their
OR as an Interact Action, a
inventory.
unit in base to base contact
may take 1 Throwable from
this unit. Questionable Dealer -
Cost: + 2
Regular Trades may not be CinderCorp Fan-E Pack
used to access items from
the CinderCorp Fan-E Pack. Federation Approved
Stimulant Storage Device -
At the start of the game,
select one type of Cost
1 Stimulant item. This unit
now has a bag full of that
Stimulant.
At the end of this units
Move action, it may Supply 1
Stimulant to a unit within 1”.
Ovides dolorias
de aborro maxim
iur? OR as an Interact Action, a
Uga. Ut laccusId
ullabor erspero unit in base to base contact
vitium ventemquia
cumet lam que et may take 1 Stimulant from this
explabo ruptate
ndebiscipit, aut ommod eat explis am quidunt, tem unit.
sinus sam vollendere pelles cus.
Ide pos mod magnam venis utat. < qui optates susam
eni > volora des Aria quis es acculpa abor modipsam
il iliquiam esequi optaqui tem andeliq uatiatem eum Regular Trades may not be
facculparum aborepe eserae offici utecullam
earion consed eatur am, eturi temporum quibearum used to access items from
sunt vel ma serum rem estions equaection re, ipiendic
tem estia conese dicti oditi ad moloritiunt volest, si the Federation Approved
con nimoluptur, sit voluptatione volorenit pa plabo.
Ga. Epudandit il magnim volo ea et quis etur as utem Stimulant Storage Device.
hiciis experspid ut quibernate ommod maiorepe vel
eaqui conecus et ommolup tatem. Aboribusam

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.

! Warning ! the opponents Unit


Weapon Overheat - If “Say Hello..” must then cease
was used, after dealing hits, any their move action
un-modified results of 1 cause until Shooting is
the weapon to require a reload resolved. Should
before it can be used again. the enemy unit live,
it may resume its
Subspecialties movement. If it is downed, it is
Ambush - Cost: + 2 downed immediately, without
Say Hello.. completing the movement.
Weapon Overheat
Once the shoot action has
Lay in wait - concluded, this unit is no
As an interact action this longer in ambush mode and
unit may enter “Ambush” mode. must perform a reload in
In this mode, if an enemy unit order to use their weapon
starts a move action within again (For this ability or a
this units Line of sight, or as regular shoot action)
soon as it moves into this
units line of sight. This unit
! This abilities triggered shoot
action does not require an
May perform a shoot action additional action token.
against that enemy unit. The
ambushing player must ! This units weapon profile
declare that they are using gains Inaccurate(2) while
this ability using this ability.

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.

Each weapons profile is split in to 6 sections.

Name

1 The name of the weapon. Although this may come up for


specific abilities, it is mostly just used to differentiate
between the weapons.

Type The kind of weapon you are using, Shotgun,

2 Rifle etc. These tags are more heavily referenced within


abilities and gear. So ensure that you have the correct
type of weapon for the unit you’re building.

Range

3 As described in the Combat - Shooting section of the rule


book. Range determines how far your weapon can reach.

Shots

4 This indicates how many D10 you will roll when attempting
to Shoot your target.

Tags

5 Tags are how the weapon interacts with the rules.

Cost

6 How many Federal Credits it costs to add this weapon to


your unit.

27
Weapons Table - Primary
Name Type Range Shots Tags Cost

B9 Laser Rifle Rifle 4” - 12” 1 Two Handed 2

B12 Auto Laser Rifle 4” - 12” 2 Two Handed 3

Sportsly Co. -
Adventurers Scout Rifle 6” - 18” 1 Two Handed 2
Hunting Rifle

Two Handed, Non-


BHA Tracker Rifle Scout Rifle 6” - 18” 2 2
Lethal, Revealed

Black Mask - Single


Sniper Rifle 12” - 24” 2 Two Handed, Heavy 3
Target Rifle

Cinder Corp
-Designated Shotgun 2” - 5” 2 Two Handed 2
Blaster

Federation Anti Two Handed,


Shotgun 2” - 5” 3 3
Personnel Blaster Inaccurate (1)

Federation Riot
Shotgun 2” - 4” 4 Inaccurate (2) 4
Control Gun

Two Handed, Heavy,


Grenade
Dice Co. - NL-BGL 6” - 12” 2 Blind, Non-Lethal, 4
Launcher
Explosive (2)

Federation
Grenade Two Handed, Heavy,
Anarchist 6” - 12” 2 4
Launcher Explosive (2)
Dispersal Device

Two Handed, Heavy,


Grenade
Dice Co. - NL-SGL 6” - 12” 2 Stun, Non-Lethal, 5
Launcher
Explosive (2)

Pest Removal Flame Flamethrower, Two


6” 3 4
Device Thrower Handed, Reload

Echelon Peasant Flame Flamethrower, Two


4” 4 4
Disperser thrower Handed, Reload

Two Handed Melee Melee M 1 Two Handed, Melee(-2) 2

MaxDamage(1), Knock
Heavy Melee Melee M 3 3
Back(2)

Weapons Table - Secondary


Name Type Range Shots Tags Cost

Secure-Corp -
Pistol 0” - 6” 1 1
Standard Issue

BHA Marker Dart Non-Lethal,


Pistol 0” - 6” 1 2
Pistol Revealed

SC - SI Illegal Full
Pistol 0” - 5” 2 Inaccurate (1) 2
Auto Mod

Bucky Self-Defence Pistol,


0” - 1” 3 Inaccurate (1) 2
Blaster Shotgun

SDZap Stun Gun M - 1” 3 Stun, Non-Lethal 2

HEGL Riot Control Grenade Explosive (1),


2” - 10” 3 2
Launcher Launcher One-Shot

One Handed Melee Melee M 1 Melee(-1) 1

28
Weapons Table - Throwables
All Throwables have the tags [One-Shot, Restricted(Throwable)(2)]

Name Range Shots Effects Tags Cost

Non-Lethal,
BHA - Grunge
2” - 6” 1D3 Explosive(1), 1
Grenade
Slowed

Cinder Corp - Blind, Non-


Blinding Light 2” - 6” 1D3 Lethal, 1
Grenade Explosive(1)

CivSec Rabble Non-Lethal,


Removal 2” - 6” 1D3 Explosive(1), 1
Grenade Knock Back (2)

Lethal Hits to Non-Lethal,


EMP Grenade 2” - 6” 3 1
Gadgets. Explosive(2)

Federation
Material 2” - 6” 2 Explosive(1) 1
Erasing Device

Federation Non-Lethal,
Suspect Seizure 2” - 6” 1D3 Explosive(1), 1
Equipment Immobilise

Place Fire Tokens


equal to the Shots Fire,
Flaming Spirits 2” - 6” 1D3 1
within 2” of the Explosive(2)
Target.

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

From one board


edge to the opposite,
place 3 markers
Destiny
equidistantly. At the
Delivered Drop 2” - 6” - 2
start of the next
Beacon
round place a Crate
on each of those
markers.

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.

29
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.

Trigger: When you


assign this Unit an
Action Token, you Defusable,
Triggered
0” - 1” 1D3 + 1 may Trigger this Fragile(2), 3
Explosive
Throwable. Explosive(2)

(If you have multiple


Triggered Explosives
deployed, you may
only Trigger one per
Action Token)

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)]

Name Ability Cost

All Skill No Luck


Decrease the difficulty of this To Hit roll by 1. 1
Liqueur

Reduce the number of dice rolled during a Fall


Bone Mender Shot 1
by 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

Gravity Inhibiting Chem Increase your minimum Jump Distance by 2.


1
Shot (Before Rolling)

Play during Close Combat where you have taken


Thick Skin Stim 2
at least 1 Hit. Ignore 1 Hit.

Use when this unit is selected to activate. Remove


Rewire Fire ALL Stun markers before placing your Initiative 2
Token on an action slot.

Remove all Armour plates from this unit. Then


Kami’s Kaze Brew Down this unit. Then, each unit within 4” of this one 3
and in Line of Sight gains 1 On Fire marker.

Use during a Shoot action. Ignore terrain when


Wall-Hax Tonic checking Line Of Sight / Cover. This Shoot gains 3
Inaccurate(2)

Reveal this unit. Then Move it up to 3” in to base


Witness Me Elixir contact with an enemy unit. Gain Melee(-3) for this 3
round of Close Combat.

When this unit is Downed roll 1D10. 3+: this unit is


Immortal Body instantly Revived. 10: you may choose to Revive 4
them at the start of the next turn instead.

Gear table - Armour


Restricted(Armour)(1)

Name Ability Tags Cost

Light Armour Maximum Armour Capacity = 1 Plate. 1

Medium Armour Maximum Armour Capacity = 2 Plates. 2

Heavy Armour Maximum Armour Capacity = 3 Plates. Heavy 3

31
Gear table - Body Mods
Restricted(BodyMod)(2)

Name Ability Cost

Bio Reinforced Increase the maximum Range of Thrown Weapons


2
Latissimus Dorsi by 3.

Echelon
Upgraded Increase your maximum Movement by 1 2
Quadriceps

If this unit is higher than their target, -1 To Hit when


OBi-1 Neural Chip 2
Shooting.

I-Sp Eye Mod -1 To Hit enemy units when Shooting. 3

Reinforced Os
This unit does not take Hits from falling. 3
Coxae

Gear table - Tools


Name Ability Tags Cost

Deflective When taking more than 1 Hit from explosions,


2
Plating you may reduce the number of Hits by 1.

Choose a target location within 4” and in Line


One-
Flare Gun of Sight. All units within 2” of that point are 2
Shot
Revealed.

After an Action that removes your Cloak


Refractive
marker, roll 1D10. On a 9 or 10, regain that 2
Plating
marker.

Increase the difficulty of To Hit rolls made


Federation against this unit by +1. Take instead of a
Personal Riot Primary Weapon. You may use a one handed 2
Shield Secondary weapon and still gain the
benefits of this Tool.

Increase the difficulty of To Hit rolls made


against this unit by +1. Friendly units that
are Flanking and within 1” of this one also
Breachers Heavy
gain the above benefit. Take instead of a Heavy 4
Shield
Primary Weapon. You may use a one handed
Secondary weapon and still gain the
benefits of this Tool.

Data Loading//

Echelon Log: Sales Rep : Sales of


Body enhancements on Lokir have
increased by 300% due to Echelon
influence. Those that can not afford
them are being ridiculed and attacked.
Note - Social Pressure tactics are
working effectively.

32
Gear table - Movement Enhancer
Restricted(Movement Enhancer)(3)

Name Ability Tags Cost

BHA Ascension When Climbing increase maximum


1
Line Movement by 2”.

BHA Descension When Descending increase maximum


1
Safety Line Movement by 2”.

When performing a Jump action


Astro Miners
increase the standard Jump Distance 2
Thrust Booster
from Two to Three Inches (+1D3)

As a Shoot action move up to 3” in a


Boost Thrusters 2
straight line.

Federation
Emergency As a Move Action swap the places of
One-Shot 2
Officer this unit and a different friendly unit.
Replacement Kit

Federation Riot After completing a Fall, Roll for 1


Entry Dispersal Explosive(2) Hit. (This unit ignores any Explosive(2) 2
Device hit made)

During a Move action, you may Move


vertically upwards, up to 6 Inches
(This counts towards your Movement
BHA Emergency
Maximum). At the chosen height, you may One-Shot 3
Exfil Pack
move horizontally for your remaining
Movement. If you don’t end this
Movement on a solid surface, you Fall.

When performing a Jump action,


Echelon Plunge when rolling 1D3 to add to your Jump
3
Prohibiter Distance roll two dice and use the
highest result.

GravPiston
Increase your Maximum Movement by 1. 3
Enhancers

As an Interact Action move up to 3” in a


Charge Pack 4
straight line.

Gear table - Clothing


Restricted(Clothing)(1)

Name Ability Cost

Veil Enhanced This unit gains a +2 bonus when Cloaking instead of


2
Cloak the normal +1.

Destiny
Delivered Work Difficult terrain no longer affects this unit. 2
Boots

Astro Miner When affected by Knock Back. Halve the distance


2
Quake Boots that this unit must move.

When you start a Movement adjacent to a solid


Matter Shifting
obstacle or wall. As long as it is no thicker than 1“. 5
Suit
You may move through it.

33
Gear table - Weapon Mods
Restricted(Weapon Mod)(2)
This restriction is per weapon, and multiple weapon
profiles may have multiple modifications.

Name Ability Tags Cost

Increase the Shots of this Units


Illegal Rapid Fire
Primary weapon by 1. That weapon Inaccurate(1) 2
Conversion
gains Inaccurate(1).

When Shooting with a Shotgun. You


Ladium Slugs May change the Shots value to 1, to 1
double the weapons Range.

Increase the Range of a weapon that


Long Range
has the word Rifle anywhere in its 2
Scope
Type by +6.

You may carry a second Primary


Shoulder
weapon as long as the second
Mounted 2
weapon has the Grenade Launcher
Launcher
Tag.

Kinetic Enhanced This Units Primary weapon now has the


Knock Back (2) 3
Puncher Rounds Knock Back (2) tag.

The attached weapon now has the


Suppressor Silenced Tag. Can only attach to Rifles, Silenced 3
Pistols, Scout Rifles, Sniper Rifles.

Target Outlining -1 To Hit enemy units. Rifles / Pistols


3
Sight only.

Can only be equipped to a weapon with


BHA
a Shots value of 1. When Shooting roll
Experimental
2D10. Use the highest value. 4
Self Aiming
If either result is a 1. Both miss,
Rounds
regardless of the higher value.

Federation Incap This Units Primary weapon now has the


Stun, Reload 4
Rounds Stun and Reload tags.

High Capacity A weapon with the Reload tag may now


4
Magazine Shoot twice before having to Reload.

Gear table - Deployment


Restricted(Deployment)(1)

Name Ability Cost

Forward Hideout Increase any “Deploy Within” values by 3”. 2

Deploy off the board. At the start of any turn you


L8 Arrival
may place one of your Action tokens on this units 4
System
Move to deploy within 6” of any board edge.

34
Tag List
Name Effect

Place a marker on this unit. Increase this units target value of To


Blind Hit rolls by 1. Remove the Blinded Marker during the Refresh step of
the next round.

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.

In a straight line up to the Range of this weapon, place Fire Tokens


equal to the number of Shots. Roll 1d3 for each token, this is its
Flamethrower
duration. At the start of the round reduce this duration by 1. If the
duration is 0, remove the token.

An item / object with the fragile X tag may be targeted directly by


the Shoot Action and takes damage from Explosives or other area
Fragile(X)
of effect abilities. X indicates how many hits the Fragile item can take
before being destroyed without effect.

Gadget This item can be affected by any ability that affects Gadgets.

Heavy Reduce the units Movement speed by one. (Cumulative)

Increase the target value of a To Hit roll by X. (Making it harder to


Inaccurate (X)
Hit) (Cumulative)

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.

Increase or Decrease the target value of a Melee To Hit roll by X.


Melee (X)
(Cumulative)

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)

One-Shot This gear may only be used once per game.

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.

Volatile(X) The same as Fragile but will Trigger when destroyed.

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.

A unit may only have 1 instance of a single condition. Even


though they may have multiple conditions at one time.
Name Effect

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.

-2 to To Hit rolls against Revealed units. A Revealed unit must


roll when performing the Cloak action. On a 5 or more the Cloak is
successful and the Revealed condition is removed. Otherwise the
Revealed
Cloak action fails and the Revealed marker remains. This unit must
perform a different action. (This Initiative Token may NOT be given to
a different unit). (Max 1 per unit)

Place a marker on this unit. The units Movement speed is reduced


Slowed by 3” to a minimum of 0”. Remove the marker after this unit takes the
Move Action.

Place a marker on this unit. When it is next assigned an Action Token


Stun
it removes the marker instead of taking a normal 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)

Items that have this


symbol next to
them may only be
bought once.

36
Once you have your units written down, with their gear
and abilities, it’s time to start playing!

We will be releasing Test Missions on our Patreon for you


to play. Or you can create your own and get straight to
blasting and beating each others crews!

This document will be updated with new gear,


specialisations and extra QoL features.

If you have any thoughts or feedback please do share


them with us! Help us make Delta Sector the best game it
can be!

We hope you have an awesome time playing Delta Sector.


happy gaming!
Matt & Ben

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

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