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
- Roll initiative (DEX × 5)
- Highest initiative acts first
- Declare and resolve actions
- 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
- Determine starting distance between vehicles
- Each round, drivers make opposed Drive checks
- Success allows closing or widening the gap
- Critical success allows an immediate action (ram, force off road, etc.)
- 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:
- Make a SAN roll
- If failed, suffer temporary insanity for 1d10 rounds
- 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:
- Roll 1d100
- Consult the Disorders table in the Agent's Handbook
- 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
- Roll initiative: DEX × 5
- Highest initiative goes first
- On your turn, choose one action:
- Attack
- Move (up to DEX in meters)
- Use an item
- Take cover
- To attack: Roll under your skill value
- Damage: Roll weapon damage, subtract armor
- 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 |