Delta Green GM Screen

Rules Reference

Basic Skill Check

Roll d100 ≤ skill value to succeed. Critical success on roll ≤ skill/5, fumble on 96-100.

Difficulty Modifier
Easy +20%
Normal +0%
Hard -20%
Extreme -40%

Opposed Checks

Both parties roll. The winner is the one who succeeds with the highest roll. If both fail, the lowest roll wins.

Lethality Rating

Roll d100. If ≤ Lethality rating, target dies instantly. Otherwise, damage = tens digit of roll.

All Skills Reference

Complete list of Delta Green skills with base percentages. Skills marked 0% cannot be attempted without training unless stated otherwise.

Skill Base % Skill Base %
Accounting 10% Medicine 0%
Alertness 20% Melee Weapons 30%
Anthropology 0% Military Science 0%
Archaeology 0% Navigate 10%
Art (specify) 0% Occult 10%
Athletics 30% Persuade 20%
Bureaucracy 10% Pharmacy 0%
Computer Science 0% Pilot (specify) 0%
Craft (specify) 0% Psychotherapy 10%
Criminology 10% Ride 10%
Demolitions 0% Science (specify) 0%
Disguise 10% Search 20%
Dodge 30% SIGINT 0%
Drive 20% Stealth 10%
Firearms 20% Surgery 0%
First Aid 10% Survival 10%
Forensics 0% Swim 20%
Heavy Machinery 10% Unarmed Combat 40%
Heavy Weapons 0% Unnatural 0%
History 10%    
HUMINT 10%    
Law 0%    

Note: "specify" skills require a sub-type chosen at character creation (e.g. Art/Photography, Craft/Mechanic, Science/Biology).

Character Information

Attributes

Attribute Description Average
STR (Strength) Physical power and muscle 10-11
CON (Constitution) Health and stamina 10-11
DEX (Dexterity) Agility and reflexes 10-11
INT (Intelligence) Reasoning and memory 10-11
POW (Power) Willpower and psychic potential 10-11
CHA (Charisma) Personality and leadership 10-11

Derived Attributes

  • Hit Points (HP) = (STR + CON) ÷ 2
  • Willpower Points (WP) = POW
  • Sanity (SAN) = POW × 5
  • Breaking Point (BP) = SAN ÷ 2

Bonds

Characters can have up to 3 Bonds. Total Bond scores cannot exceed CHA.

  • Bonds provide stability and can be used to reduce SAN loss
  • Bonds can be damaged or destroyed by traumatic events
  • Repairing a Bond requires downtime and a successful roll

Experience Points

Award XP at the end of each operation:

  • 1 XP for participating
  • 1 XP for achieving mission objectives
  • 1 XP for exceptional roleplay

Spend XP to improve skills or attributes:

  • 2 XP to increase a skill by 20%
  • 4 XP to increase an attribute by 1

Combat Section

Combat Round Sequence

  1. Roll initiative (DEX × 5)
  2. Highest initiative acts first
  3. Declare and resolve actions
  4. End of round (resolve ongoing effects)

Combat Actions

  • Attack: Make a skill check to hit target
  • Move: Up to DEX in meters
  • Use Item: Interact with an object
  • Take Cover: Increase defense

Firearms Table

Weapon Damage Range Ammo Lethality Special
Glock 19 (9mm) 1d10 15m 15+1 - -
Beretta 92 (9mm) 1d10 15m 15+1 - -
SIG Sauer P226 (9mm) 1d10 15m 15+1 - -
M1911A1 (.45 ACP) 1d12 15m 7+1 10% -
Desert Eagle (.50 AE) 1d12+1 20m 7+1 10% -
Remington 870 (12ga) 2d8 50m 7+1 10% Spread
Mossberg 590 (12ga Pump) 2d6 25m 8+1 15% Spread
MP5 (9mm SMG) 1d10 25m 30+1 10% Full Auto
AR-15 1d12 90m 30+1 10% Full Auto
M4A1 (5.56mm Carbine) 1d12 100m 30+1 10% Full Auto
M249 SAW (5.56mm LMG) 1d12 200m 200 15% Suppressive Fire
Hunting Rifle (.30-06) 1d12+2 200m 5+1 10% Bolt-Action
Sniper Rifle 1d12+2 250m 5+1 15% Scope
Mossberg 500 (12ga) 2d6 20m 5+1 10% Spread, Pump
Remington 700 (.308) 1d12+3 300m 5+1 20% Bolt-Action, Scope
M24 SWS (7.62mm) 1d12+4 400m 5+1 20% Military Sniper, Scope
FN P90 (5.7mm PDW) 1d10 30m 50+1 10% Full Auto, Compact

Melee Weapons & Less-Lethal

Weapon Damage Skill Special
Combat Knife 1d6 Melee Weapons 30% Concealable
Baton / ASP 1d6 Melee Weapons 30% Stun: CON check or stunned 1 round
Machete 1d8 Melee Weapons 30% -
Hatchet 1d8 Melee Weapons 30% Can be thrown (10m)
Baseball Bat 1d8 Melee Weapons 30% Stun on max damage
Taser / Stun Gun 0 (stun) Unarmed Combat 40% CON check (Hard) or incapacitated 1d4 rounds; no lethal damage
Unarmed Strike 1d4 Unarmed Combat 40% Grapple option: opposed STR to restrain

Vehicle Chase Rules

  1. Determine starting distance between vehicles
  2. Each round, drivers make opposed Drive checks
  3. Success allows closing or widening the gap
  4. Critical success allows an immediate action (ram, force off road, etc.)
  5. Failed check may result in loss of control (GM's discretion)

Sanity and Mental Health

SAN Loss Table

Event SAN Loss
Mildly unnatural 0/1d4
Severely unnatural 1/1d6
Witnessing a murder 1d4/1d10
Encountering a minor Mythos entity 1d6/1d20
Confronting an Elder God 1d100/1d100

Temporary Insanity

When an Agent loses 5 or more SAN points in a single event:

  1. Make a SAN roll
  2. If failed, suffer temporary insanity for 1d10 rounds
  3. Roll 1d100 for type of insanity:
    • 01-20: Helplessness (cower, flee, or freeze)
    • 21-40: Paranoia (trust no one, see threats everywhere)
    • 41-60: Psychosomatic disability (blindness, deafness, paralysis)
    • 61-80: Violence (uncontrolled aggression)
    • 81-00: Emotional shock (uncontrolled crying, laughing, or screaming)

Disorders

When SAN score drops below Breaking Point:

  1. Roll 1d100
  2. Consult the Disorders table in the Agent's Handbook
  3. Apply the disorder's effects

Investigation Tools

Evidence Collection

  • Photograph the scene
  • Collect physical evidence (use gloves)
  • Interview witnesses
  • Document everything

Research Methods

Method Time Skill
Library Use 1d4 hours Library Use
Computer Search 1d4 × 10 minutes Computer Science
Interviewing 1d4 × 10 minutes HUMINT
Forensic Analysis 1d4 hours Forensics

Bureaucracy

Use Bureaucracy skill to navigate red tape, access restricted information, or expedite processes.

Clue Generator

Operational Planning Reference

Briefing Structure (SMEAC)
Situation What Delta Green knows. What the threat is. What has been observed or reported. Keep brief — agents do not need the full picture.
Mission The single tasking statement. Who does what, where, when, and why. Should fit in one sentence.
Execution How the mission is to be carried out. Phase lines, entry/exit routes, contingencies for compromised cover or armed contact.
Admin & Logistics Green Box location and contents. Cover identities in use. Vehicles, safe houses, local resources. Medical evacuation plan.
Command & Comms Who is cell leader. Emergency contact procedure. Duress code. Exfil signal if comms go dark.
Threat Assessment Levels
Level 1 — Mundane No confirmed unnatural activity. Human actors only. Standard law enforcement precautions apply.
Level 2 — Suspicious Unnatural indicators present but unconfirmed. Possible cult or artifact involvement. Approach with caution; maintain cover.
Level 3 — Confirmed Unnatural Active unnatural entity or ritual confirmed. Standard firearms likely insufficient. SAN risk is high. Do not engage alone.
Level 4 — Critical Potential mass-casualty or reality-threatening event. Containment priority. Agents may be considered expendable. Escalate immediately.
Level 5 — Extinction-Class Entity or ritual capable of catastrophic harm. Nuclear or other extreme options authorised by Program leadership only. All cells on alert.
Agent Resources
Federal Credentials FBI, CDC, FEMA, or DoD cover IDs. Opens doors with local law enforcement and government agencies. Use sparingly — can be traced.
Safe Houses Pre-arranged locations known only to the cell. Stocked with 72-hour emergency supplies, basic medical kit, and one burner phone.
Delta Green Favors Call on Program contacts for forensic analysis, legal extraction, records access, or specialist knowledge. Each favor costs operational goodwill.
Emergency Funds Cash reserves for equipment, bribery, or rapid exfiltration. No receipts. No paper trail. Amount determined by Handler.
Specialist Support Temporary attachment of assets: field medic, signals intelligence, demolitions expert. Arranged through Case Officer with 24–48 hours notice.
Cell Structure
Agents Frontline operatives. Need-to-know only. Do not know the identity of other cells.
Cell Leader Coordinates 2-5 agents. Receives orders from Case Officer. Takes point on field decisions.
Case Officer Handles tasking and debriefs. Insulated from direct field exposure. Reports upward only.
Green Box / Opera Box Handling
What is a Green Box A pre-positioned cache of supplies and equipment. Usually a storage unit, rented garage, or locker rented under a false name, paid in cash.
What is an Opera Box A classified intelligence package — documents, recordings, or artifacts — held separately from field equipment. Higher access controls than a Green Box.
Weapons & Ammo Unregistered firearms, spare magazines, cleaning kit
Comms Burner phones (sealed), encrypted radios, one-time pad
Documents Cover IDs, cash (mixed denominations), false plates
Medical Trauma kit, painkillers, antibiotics, tourniquet
Intel Target photos, area maps, emergency contact numbers
Access Protocol Only the assigned cell accesses the box. Location shared on a need-to-know basis. If the box is burned, report immediately and do not return.
Sanitisation After a operation, remove or destroy anything that could link back to the Program. Wipe prints. Replace unused items. Do not leave biological material.
Cover Identity Management
Legend Backstory must be verifiable — employer, address, social media presence
Documentation Driver's license, credit card, matching receipts in wallet
Behaviour Stay in legend. Do not contact real-world associates. Limit anomalies.
Burn protocol If cover is blown: abort, sanitise site, go to emergency RV point
Depth of Cover Shallow cover (24–72 hours): minimal backstory, single ID. Deep cover (weeks+): full legend, employment history, social ties, online footprint.
Communication Protocols
Dead Drops Pre-arranged physical locations. Chalk mark signals deposit. Never meet in person.
One-Time Pads Unbreakable if used correctly. Each page destroyed after use. Never reuse.
Burner Phones Purchased with cash. Calls kept under 90 seconds. Discarded after first use if compromised.
Recognition Signals Verbal challenge/response pairs. Rotate every operation cycle.

Supernatural Elements

Unnatural Entities

Entity SAN Loss HP Notable Abilities
Deep One 0/1d6 12 Amphibious, superhuman strength
Mi-go 1/1d10 14 Flight, advanced technology
Shoggoth 1d6/1d20 50 Shapeshifting, immense strength
Byakhee 1/1d8 16 Interstellar flight, resilient
Ghoul 0/1d6 10 Burrowing, pack hunters

Spells and Rituals

Casting a spell usually requires:

  • Ritual components
  • Time (often hours or days)
  • SAN cost
  • POW roll or Unnatural skill check

Example: Summon Dimensional Shambler

  • Components: Chalk, candles, blood
  • Time: 1d4 hours
  • SAN cost: 1d6
  • Check: POW × 3 or Unnatural 30%

Ritual Components

Component Symbolic Meaning
Candles Illumination, purification
Blood Life force, sacrifice
Salt Protection, purification
Silver Mystical power, lunar associations
Chalk Drawing symbols, creating boundaries

Combat Tracker

Initiative Order

    Combat Rules Summary

    1. Roll initiative: DEX × 5
    2. Highest initiative goes first
    3. On your turn, choose one action:
      • Attack
      • Move (up to DEX in meters)
      • Use an item
      • Take cover
    4. To attack: Roll under your skill value
    5. Damage: Roll weapon damage, subtract armor
    6. Lethality weapons: Roll under Lethality rating for instant kill

    GM Tools

    Handler Notes

    Session notes, intelligence, leads. Saved locally. Agents are not to be trusted with this document.

    Physical Evidence Log

    Track items, documents, and artefacts recovered during the operation.

    Agent Quick Reference

    Track bond damage and Unnatural skill per agent.

    NPC Generator

    Random Event Generator

    Mythos Knowledge Check

    Test an Agent's grasp of forbidden lore. Success always costs Sanity.

    Ritual Casting Simulator

    Simulate a ritual attempt using base Unnatural 30%. Costs SAN regardless of outcome.

    Bond Test

    Call on a Bond to resist SAN loss or stabilise a disorder episode.

    Session State

    Save and restore combatants, sanity, and mission timer between sessions.

    Equipment List

    Item Cost Effect
    First Aid Kit $50 +20% to First Aid checks
    Flashlight $20 Removes darkness penalty
    Laptop $1000 +20% to Computer Science checks
    Body Armor $500 Reduces damage by 4
    Night Vision Goggles $2000 See in darkness up to 50m

    Dice Roller

    Mission Timer

    00:00:00