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.
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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
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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
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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
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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
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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.
LINKS