DESTINY SKIRMISH






INTRODUCTION
Card and board game for 2 or more players
Abstract skirmish level combat with a Destiny theme. 
One player controls the Guardians.
The other player controls an Alien Faction.

DISCLAIMER
Destiny is a licensed, trademarked, copy-righted property.
This is merely a fan site.

VICTORY
You win if you destroy all opposing Units.

THE CARDS
Players share a common deck. 

THE MAP
Use a 10 x 10 or 12 x 12 Grid.

DICE
Six sided dice are used. 

FIGURES
Use figurines or miniatures to represent Units.

SETUP
Each player places Units on the squares of his back 2 rows or 
According to the scenario description.
Units may not stack. 

ACTION TOKENS
Use glass stones or pebbles. 
These are used to keep track of which units have had their turn. 
Place them next to the unit. 

DAMAGE TOKENS
Use Poker Chips. 
This keeps track of how much Damage the unit has taken. 
Place them under the unit. 

TURN SEQUENCE
Place an Action Token next to each unit. 
Players roll high on 1D6 to see who goes first. 
Players take turns activating one unit at a time. 
When you activate one of your Units, remove its Action Token. 
Then draw 2 Cards for the current Unit. 
Use these cards to have the Unit Move and Attack. 
Note: A Unit may make multiple Moves and Attacks per turn. 
Discard cards when used or if they are un-useable. 
Continue to the next unit until no units have any Action Tokens. 

MOVING
Discard a Move card to move exactly the indicated number of 
Spaces. Moves can be orthogonal or diagonal. 

ATTACKING
Discard an Attack card to Attack. 
The target must be at one of the ranges available to the Attack. 
The Attack hits on a roll of 4-6+ on 1D6. 

DEFENDING
When a unit is hit by an attack, it has a chance to defend.
Immediately draw 2 cards. For each Defense card you draw roll 
1D6: The attack is negated on a roll of 4-6+. 

DAMAGE
Every time a Unit is hit, it gains a Damage Token. 
If a Unit has more Damage Tokens than Hits, it is destroyed.
Note: some attacks do more than 1 Damage. 

CARD LIST NOTATION
# = Copies of that card in the deck
Type = Purpose of card
M = Movement card: Play to move Unit exactly that many spaces. 
A = Attack card: Play to hit a target on a roll of 4-6+
D = Defense card: Play to negate a hit on a roll of 4-6+
K = As a Knight would move in Chess
N = Only useable by a Guardian
P = Primary Weapon Card: Per Weapon or Unit Description
S = Secondary Weapon Card: Per Weapon or Unit Description
B = Ability Card: Per Unit Description 
G = Grenade Card: Per Guardian Description
V = Maneuver Card: Per Guardian Description
T = Training Card: Per Unit Description
O = Modifier Card: Per Unit Description
Z = Tactics Card: Per Unit Description
R = Regenerate: Remove 1 Damage Token
X = Guardian Trait: Draw 2 Cards
H = Race: Per Guardian Description

DESTINY COMMON DECK CARD LIST
Card Name:		#	Range	Type	 
Walk			4	1	M
Run			3	2	M
Jump			2	K	MN
Sparrow			1	3-4	MN
Melee			1	1	A
Primary Weapon		4	-	P
Secondary Weapon	2	-	S
Ability Card		1	-	A
Grenade Card		1	-	GN
Maneuver Card		1	-	VN
Training Card		1	-	T
Modifier Card		1	-	O	
Tactics Card		1	-	Z
Recovery		1	-	R
Agility			1	-	D
Armor			1	-	D
Intellect		1	-	XN
Discipline		1	-	XN
Race			1	-	HN

GUARDIANS
Guardians have 3 Hits each. 
For each individual Guardian determine the following:  
Race, Class, Subclass, Primary Weapon, Secondary Weapon.  

GUARDIAN RACES
Race:		Race Card Effect:
Human		D (Defense: Tough Survivors)
Exo		X (Draw 2 Cards: AI memory Banks)
Awoke		M1 (Move 1 Space: Enhanced Spatial Awareness)

GUARDIAN CLASSES AND SUBCASSES
Class:		Subclasses:
Titan		Striker, Defender
Hunter		Gunslinger, Bladedancer
Warlock	Voidwalker, Sunslinger

GUARDIAN PRIMARY AND SECONDARY WEAPONS
Weapon		Attacks			Notes:
Autorifle	A1, A2, AK, A3		2 Attacks per Card
Scout Rifle	A2, A3, A4, A5		2 Attacks per Card
Pulse Rifle	A1, A2, A3, A4		2 Attacks per Card
Hand Cannon	A1, A2			2 Damage
Fusion Rifle	A1, A2, A3		2 Damage at Range = 3
Sniper Rifle	A4, A5			2 Damage
Shotgun		A1, A2, AK		2 Damage at Range = 1
Machinegun	A2, A3			3 Attacks per Card, 2 Damage, Heavy
Rocket Launcher	A3, A4			3 Damage, Blast, Heavy

HEAVY WEAPONS
Guardians firing a Heavy Weapon Hit on a roll of 5-6+. 

ADJACENCY RULES
Unless specified Diagonal and Orthogonal Units are adjacent. 

BLAST EFFECT
All units orthogonally adjacent to the Target will take 1 Damage on a roll of 5-6+. 

BURST EFFECT
All units orthogonally adjacent to the Attacker will take 1 Damage on a roll of 4-6+.

STUN EFFECT
In Addition to taking Damage, the effected unit cannot move or attack on its 
Next turn. (It loses its action Token. If it already used it this turn, it does not 
Get one next turn)

SUPPRESS EFFECT
Effected unit cannot use the following types of cards on its next 3 turns: 
Ability, Maneuver, Grenade, Training, Modifier, Tactics, Race, Intellect, Discipline. 

PROTECT EFFECT
Counts as a Defense for an adjacent friendly unit. 

ORBS OF LIGHT EFFECT
Adjacent friendly Units get to draw an extra card on their next turn

HEAL EFFECT
Adjacent friendly Unit regains 1 Lost Hit. 

DETONATE EFFECT
All units orthogonally adjacent to the Attacker will take 2 Damage on a roll of 4-6+.
Upon Detonation this Unit is destroyed. 

GRENADES
Each Guardian can use the Grenade card for 3 different Attack effects. 
Two Effects are common to all Guardians: 
1. Heavy Damage: AK for 2 Damage
2. Area of Effect: AK with Blast
The Third Effect is specific according to each subclass. 

=========================================================

TITAN STRIKER 
Card Type:	Effect			Notes	
Grenade 	Flashbang		AK with Stun	
Ability		Fist of Havoc		M1 then Burst
Tactics		Storm Fist		A1 for 2 Damage
Modifier	Shoulder Charge 	M2 then A1
Training	Codex			D or Regenerate
Maneuver	Catapult		M3

TITAN DEFENDER
Card Type:	Effect			Notes	
Grenade 	Suppressor		AK with Suppress
Ability		Ward of Dawn		D or Protect
Tactics		Disintegrate		D or A1
Modifier	Gift of the Void	Orbs of Light
Training	Codex			D or Regenerate
Maneuver	Lift			M2

HUNTER GUNSLINGER
Card Type:	Effect			Notes	
Grenade 	Trip Mine		A4 with Blast
Ability		Golden Gun		A3 for 3 Damage
Tactics		Throwing Knife		A2 (Hits on a roll of 2+)
Modifier	Trance			Draw 2 Cards
Training	Paths and Ways  	D or Regenerate
Maneuver	Double Jump		M2

HUNTER BLADEDANCER
Card Type:	Effect			Notes	
Grenade 	Skip Grenade		A2 and AK and A3 (All must be Adjacent)
Ability		Arc Blade		A1 for 2 Damage
Tactics		Showstopper		Burst
Modifier	Cloak			D or MK then A1
Training	Paths and Ways  	D or Regenerate
Maneuver	Triple Jump		M3

WARLOCK VOID WALKER
Card Type:	Effect			Notes	
Grenade 	Vortex Grenade  	A2 for 2 Damage
Ability		Nova Bomb		A3 for 3 Damage
Tactics		Energy Drain		A1 and Regenerate
Modifier	Vortex Mastery		Draw 2 Cards
Training	Arcane Order		D or Regenerate
Maneuver	Blink			MK

WARLOCK SUN SLINGER
Card Type:	Effect			Notes	
Grenade 	Solar Grenade		A3 for 2 Damage
Ability		Radiance		D or Draw 2 Cards
Tactics		Scorch			A1 for 2 Damage
Modifier	Gift of the Sun		Orbs of Light
Training	Arcane Order		D or Regenerate
Maneuver	Glide			M4

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ALEN FACTIONS
There are 4 types of alien enemy groups: 
Race:	Description:			Race Card Effect:
Fallen	Ruthless Once-Noble Scavengers	A3 (Firepower)
Hive	Ancient Festering Evil		A1 (Ferociousness) 
Vex	Inscrutable Living Metal	M2 (Teleportation)
Cabal	Brutal, Hulking Conquerors	D  (Defensive Measures)

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FALLEN: DREG (1 Hit) 
Card Type:	Effect			Notes	
Primary		Shock Pistol		A2
Secondary	Shock Dagger		A1
Ability		Shock Grenade		AK
Modifier	Shrapnel Launcher	A3 (Hits on 3-6+)
Training	Dual Shock Daggers	A1 (2 Attacks)
Tactics		Cover			D

FALLEN: VANDAL (2 Hits)
Card Type:	Effect			Notes	
Primary		Shock Rifle		A2, A3
Secondary	Shock Blades		A1 (2 Attacks)
Ability		Shock Grenade		AK
Modifier	Shrapnel Launcher	A3 (Hits on 3-6+)
Training	Wire Rifle		A4, A5
Tactics		Cover			D

FALLEN: STEALTH VANDAL (2 Hits)
Card Type:	Effect			Notes	
Primary		Shock Rifle		A2, A3
Secondary	Shock Blades		A1 (2 Attacks)
Ability		Cloaking Device		D
Modifier	Shrapnel Launcher	A3 (Hits on 3-6+)
Training	Wire Rifle		A4, A5
Tactics		Get in Close		M2 then A1 for 2 Damage

FALLEN: CAPTAIN (3 Hits)
Card Type:	Effect			Notes	
Primary		Shrapnel Launcher	A3 (Hits on 3-6+)
Secondary	Shock Blades		A1 (2 Attacks)
Ability		Arc Shield		D
Modifier	Shock Rifle		A2, A3
Training	Shock Blades		A1
Tactics		Teleporter		MK, M4

FALLEN: SHANK (1 Hit)
Card Type:	Effect			Notes	
Primary		Shock Gun		A2
Secondary	Shock Gun		A3
Ability		Hover			M1
Modifier	Tracking Projectiles	AK
Training	Solar Shield		D
Tactics		Flank			MK

FALLEN: SERVITOR (3 Hits)
Card Type:	Effect			Notes	
Primary		Eye Blast		A4
Secondary	Eye Blast		A5
Ability		Void Halo		Heal
Modifier	Void Halo		Heal
Training	Teleporter		MK
Tactics		Teleporter		M4

FALLEN BOSS: DEVIL WALKER (8 Hits)
Card Type:	Effect			Notes	
Primary		Chain Gun		A2, A3 (2 Attacks)
Secondary	Shock Grenades  	AK
Ability		Cannon			A4, A5 for 2 Damage with Blast
Modifier	Laser Array		A3, A4 with Blast
Training	Push Back		Burst
Tactics		Shank Bay		Deploy 1 Shank

=========================================================

HIVE: THRALL (1 Hit)
Card Type:	Effect			Notes	
Primary		Claws			A1
Secondary	Charge			M2 then A1
Ability		Berserk			M1 then A1
Modifier	Quick			D or M3
Training	Rush			M2
Tactics		Swarm			M1 or A1

HIVE: CURSED THRALL (1 Hit)
Card Type:	Effect			Notes	
Primary		Explode 		Detonate 
Secondary	Explode 		Detonate
Ability		Explode 		Detonate
Modifier	Lumber			M1
Training	Lumber			M1
Tactics		Lumber			M1

HIVE: ACOLYTE (1 Hit)
Card Type:	Effect			Notes	
Primary		Shredder		A2, A3
Secondary	Boomer  		A3 for 2 Damage and Blast
Ability		Lurk			M1
Modifier	Pot Shot		A3
Training	Entrenched		D
Tactics		Cover			D

HIVE: KNIGHT (3 Hits)
Card Type:	Effect			Notes	
Primary		Boomer  		A3 for 2 Damage and Blast
Secondary	Shredder		A2, A3
Ability		Cleaver			A1 for 2 Damage
Modifier	Berserk Rage		M2 then A1
Training	Wall of Darkness	D or Regenerate
Tactics		Arc Shield		D

HIVE: WIZARD (2 Hits)
Card Type:	Effect			Notes	
Primary		Darkness Blast		A3, A4
Secondary	Dark Sphere		Burst
Ability		Foul Energy		Protect or Heal
Modifier	Hover			M2
Training	Nimble			D or M3
Tactics		Solar Shield		D

HIVE: OGRE (4 Hits)
Card Type:	Effect			Notes	
Primary		Eye Blast		A2, A3, A4 for 2 Damage
Secondary	Ground Slam		Burst for 2 Damage
Ability		Berserk			M2 then A1 for 2 Damage
Modifier	Rush			M3
Training	Roam			M1
Tactics		Tough			D

=========================================================

VEX: GOBLIN (1 Hit)
Card Type:	Effect			Notes	
Primary		Slap Rifle		A2, A3
Secondary	Torch Hammer		A3, A4 with Blast
Ability		March			M1
Modifier	Evasion			D
Training	Rampage 		M3
Tactics		Blink Walk		M2

VEX: HOBGOBLIN (2 Hits)
Card Type:	Effect			Notes	
Primary		Line Rifle		A3, A4, A5
Secondary	Slap Rifle		A2, A3
Ability		Stasis Shield		D
Modifier	Slap Grenade		AK
Training	Suppressive Fire	A3, A4 (2 Attacks: Hits on 5-6+)
Tactics		Blink Walk		M2

VEX: HARPY (1 Hit)
Card Type:	Effect			Notes	
Primary		Twin Slap Rifles	A2, A3 (2 Attacks)
Secondary	Flock			M1
Ability		Bypass Cover		M2 then A2, A3
Modifier	Scout			MK
Training	None			-
Tactics		Arc Shield		D

VEX: HYDRA (4 Hits) 
Card Type:	Effect			Notes	
Primary		Torch Hammers   	A3, A4 with Blast 
Secondary	Bombardment		A3, A4 with Blast (2 Attacks)
Ability		Float			M1
Modifier	Explode 		Detonate
Training	Impregnable Shield	D
Tactics		Logic Barrier		D

VEX: MINOTAUR (3 Hits)
Card Type:	Effect			Notes	
Primary		Torch Hammer		A3, A4 with Blast
Secondary	Slap Rifle		A2, A3
Ability		Armored Fist		A1 for 2 Damage
Modifier	Void Shield		D
Training	Rapid Teleports		M4
Tactics		Blink Walk		M2

=========================================================

CABAL: LEGIONARY (2 Hits)
Card Type:	Effect			Notes	
Primary		Slug Rifle		A2, A3
Secondary	Projection Rifle	A3, A4 with Blast
Ability		Bulk			D
Modifier	Heavy Armor		D
Training	Flank			MK
Tactics		Jump Pack		M3

CABAL: PHALANX (2 Hits)
Card Type:	Effect			Notes	
Primary		Slug Rifle		A2, A3
Secondary	Heavy Combat Shield	D
Ability		Bulk			D
Modifier	Heavy Armor		D
Training	Blind Fire		A2, A3 (Hits on 5-6+)
Tactics		None			-

CABAL: CENTURION (3 Hits)
Card Type:	Effect			Notes	
Primary		Projection Rifle	A3, A4 with Blast
Secondary	Slug Rifle		A2, A3
Ability		Bulk			D
Modifier	Heavy Armor		D
Training	Solar Shield		D
Tactics		Jump Jets		MK

CABAL: COLOSSUS (4 Hits)
Card Type:	Effect			Notes	
Primary		Heavy Slug Thrower	A2, A3 for 2 Damage
Secondary	Seeking Rockets 	A4, A5 with Blast
Ability		Bulk			D
Modifier	Heavy Armor		D
Training	Massive Frame		D
Tactics		Ground Slam		Burst

CABAL: PSION (1 Hit)
Card Type:	Effect			Notes	
Primary		Slug Rifle		A2, A3
Secondary	Psionic Blast		A1 for 2 Damage
Ability		Rapid			M2
Modifier	Sneaky			MK
Training	Hide			D
Tactics		Void Shield		D

=========================================================

BASIC 9 POINT SCENARIO
Guardians have 1 Titan, 1 Hunter, and 1 Warlock. 
Aliens have 9 Hits worth of Units. 

BASIC 18 POINT SCENARIO
Guardians have 1 Unit of all 6 Subclasses. 
Aliens have 18 Hits worth of Units. 

CRUCIBLE CHALLENGE SCENARIO
Guardian vs Guardian. 
Each side has an equal number of Guardians. 

RESPAWN OPTION
After being killed, a Guardian will Respawn in 3 turns. 
If playing with this rule, triple the hits worth of Alien  
Enemy Units, and Triple the Hits of Enemy Bosses. 
Crucible Challenges are unchanged. 

TERRAIN TYPES
Type:			Notes:
Open 			No Effect
Hard Cover		Can use Move cards as Defense Cards
Choke Point		Must Stop upon entering
Impassable		Cannot be Entered
Gap			Can be Moved Through but cannot end turn on
Height 			Attacks get +1 Range
Obstructed		Attacks out of this Space are at -1 to Hit
Rise			Cannot attack past
Loot			One time only: Guardian pick a different Secondary Weapon
Energy Source		When entering remove 1 Damage Counter
Blocked 		Cannot be attacked past or Entered
Way Point		On your turn get M1 or M2 for free
Difficult		Unit on this space draws 1 less Card
Good Ground		Unit on this space draws 1 extra Card
Clear View		Attacks out of this Space are at +1 to Hit
Exposed 		Attacks into this Space are at +1 to Hit
Light Cover		Attacks into this Space are at -1 to Hit
Depression		Cannot Attack out of or into unless Adjacent or Indirect
Note: Some spaces can have 2 or more Types of Terrain. 
For Example, a space may be a Way Point and a Rise simultaneously. 


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