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Game Pieces
These game pieces are essential for playing Dystopian Sky and help keep track of the progress and actions of your Crew throughout the Skirmish.
■ 28mm Figures: Each Crew requires 4 28mm Figures to represent the Units and track their positions and actions on the Skirmish Map.
■ Polyhedral Dice Set: The Polyhedral Dice Set includes 7 dice: D4, D6, D8, D10, D12, D20, and Percentile Dice (D100). The D20 is for attacks, Percentile Dice for Resistance and avoiding Status Effects, and the others for damage.
■ Status Effect Markers: Status Effect Markers are placed on the Skirmish Map beside a Unit to show they are inflicted with a Status Effect like Poison or Bleed.
■ Starting Zone: The Starting Zone is a designated 3-inch x 3-inch square on the Skirmish Map where your Crew begins the game.
■ Terrain Pieces: Terrain Pieces represent obstacles, cover, and hazards on the Skirmish Map, like buildings, rocks, and crates, which can provide Cover or block Line-of-Sight.
■ Measuring Device: A 12-inch ruler is recommended for measuring movement and distance between Units during gameplay.
Set up a skirmish map
Terrain in Dystopian Sky represents obstacles, cover, and hazards inspired by ruined outposts, city slums, space stations, and strange planets. The Skirmish Map should feature structures like buildings, catwalks, crates, and debris that affect Movement, Line of Sight, and strategy.
■ Map Layout: Plan the layout of the Skirmish Map. All players should agree where Terrain Pieces like buildings, rocks, and crates will be placed to create cover and environmental challenges.
■ Designate Starting Zones: Mark a 3-inch x 3-inch Starting Zone for each Crew. These zones should be placed in opposite corners of the map or as agreed upon by all players.
■ Leave Space for Movement: Ensure there are open areas on the map to allow free movement for your Units, making sure there is enough room for tactical positioning and measuring as needed.
Determine Turn Order
Turn Order dictates the sequence in which players take their actions during a game of Dystopian Sky. It ensures a structured flow to the game, with players acting in a specific order to make strategic decisions and carry out their moves. Understanding and planning for Turn Order is crucial for gaining the upper hand in tactical gameplay.
■ Each player places their Crew within their designated Starting Zone on the map.
■ To establish Turn Order, each player rolls a D20 and adds their Captain's Agility to the result. The player with the highest total acts first, followed by the next highest, and so on.
■ Once the Turn Order is set, players determine their Starting Zones. The player who will act last in the Turn Order selects their starting position first, followed by the next highest roller, and so on.
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Turn Structure
Once a game of Dystopian Sky: Skirmish begins, players take their Turns in the order established at the start of the match. Each Turn consists of 4 Phases, one for each Unit in the player’s Crew.
■ Unit Activation: On their Turn, players activate their Units one at a time. Players can choose the order in which their Units activate. Each Unit can move freely and perform up to two Actions in any order, such as moving, acting, then moving again, or performing two Actions after moving.
■ Ending a Unit Phase: Once a Unit has completed its movement and Actions, its Phase ends. A Unit that has finished its Phase cannot be moved or act again until the player’s next Turn.
■ Completing a Turn: After all Units in a player’s Crew have completed their Phases, the player’s Turn ends. The next player in the Turn Order then begins their Turn.
■ Game End Condition: The game continues with players alternating Turns until the match ends. The match typically concludes when all enemy Units are Downed, usualy leaving only one Crew standing.
Movement
During its turn, a Unit can move a distance equal to its Agility in inches. Players should use a ruler to determine how far a Unit has traveled throughout its turn.
■ Movement is a free action and does not require spending Actions.
■ A Unit can Climb a distance equal to half of its Agility, rounded down.
■ If a Unit falls or is pushed from a ledge, it will take 1 D6 damage for each 2 inches it has fallen.
■ If a Unit falls from a height of 4 or more inches it is inflicted with Disarmed.
Actions represent a Unit's ability to perform tasks during its Turn. Each Unit begins its Turn with two Actions, which can be spent to perform any of the Game Actions listed below.
■ Move: A Unit can move up to its Agility in inches. This is a free action and does not cost an Action.
■ Sprint: A Unit can spend 1 Action to Sprint, moving half of its Agility in inches, rounded down.
■ Attack: A Unit can spend 1 Action to attack another target Unit with a weapon or fists.
■ Activate a Skill: A Unit can use an Activated Skill by spending the required number of Actions.
■ Consume an Item: A Unit can consume a consumable item from its inventory by spending 1 Action.
■ Ready: A Unit can spend 1 Action to Ready, gaining +2 to all attack rolls until its next Turn.
■ Defend: A Unit can spend 1 Action to defend, subtracting 2 from all attack rolls made against it until its next Turn. Defending does not stack with Cover.
■ Ambush: A Unit under Cover from its target can spend 1 Action to add the Stun Status Effect to its next attack. A Unit Inflicted with Stun cannot react to the attack that Inflicted it.
■ Push: A Unit can spend 1 Action to inflict the Staggered Status Effect on an enemy Unit. A Unit Inflicted with Staggered is moved directly away from the attacker by half the attacker’s Brawn, rounded down.
■ Rest: A Unit can spend 2 Actions to Rest, healing 1 D6 plus the Unit's Tech in Health Points.
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Line of Sight
Line of Sight determines whether or not one Unit can target another. To check a Unit’s Line-of-Sight, get down and look from the Unit's point-of-view.
■ If a clear line of vision can be drawn from the Unit’s point-of-view to any part of the target, then it has a Line of Sight to them. Weapons do not count as part of the target when checking for Line of Sight.
■ If the Line of Sight to the target is partially obstructed, then that target is under Cover from the attacking Unit.
Cover & High Ground
A Unit’s placement on the terrain can sometimes grant advantages, encouraging strategic placement on the Skirmish Map.
■ Partial Cover is when a very small portion of the Unit’s model is obscured by terrain. This grants the Unit a bonus +1 to Agility when being targeted for attack.
■ Full Cover is when a substantial portion of the Unit’s model is obscured by terrain (33% or more). This grants the Unit a bonus +2 to Agility when being targeted for attack.
■ Both players must agree on the level of Cover before an attack is made.
■ High Ground is when a Unit attacks from a height of at least 2 inches above its target. This grants the Unit a bonus +2 to Focus when attacking from High Ground.
Effective Range
All weapons have an Effective Range that determines what distance (in inches) they can shoot a target from.
■ Melee Weapons can only hit targets within their Effective Range.
■ Ranged weapons, like guns, are less effective when attacking targets outside of their Effective Range.
■ Guns take a -1 penalty to both their attack and damage rolls for every inch past their maximum Effective Range, and for every inch before their minimum Effective Range.
Explosives
Explosives, such as Grenades and Molotov Cocktails, operate differently from standard attacks. The Effective Range for an explosive is determined by adding 10 to your Focus.
■ Choose your target, then roll a D12.
■ A roll of 10 is always a direct hit. If the roll is less than 10, add your Focus to the result. If the roll is greater than 10, subtract your Focus from the result.
■ Align the 10 mark on your ruler with the center of the target’s base while maintaining proper Line-of-Sight. The number rolled corresponds to inch marks on your ruler, determining the explosive's landing location.
■ Every Explosive has a Blast Radius that defines the damage and area affected by the explosion.
■ A direct hit inflicts damage equal to the Blast Radius. For example, a Grenade with a Blast Radius of 4D6 will deal 4D6 damage on a direct hit.
■ For each inch the explosive lands away from the target, reduce the damage by 1 damage die.
Combat
To attack, a player chooses a target, rolls a 20-sided die (D20), adds the relevant weapon skill, then compares that number to the targeted enemy Unit's Agility. If the result is higher than the targeted enemy Unit's Agility, it's a hit. The attacking player then rolls for damage, adding their weapon skill to the damage roll.
■ A roll of 20 is always a Critical Hit. Damage for a Critical Hit is rolled using double the normal amount of dice, but you only add your bonuses once.
■ A roll of 1 is always a Critical Fail. On a Critical Fail, the attacking Unit is inflicted with Disarm and suffers damage equal to the relevant weapon skill.
■ When a Unit’s HP reaches 0, it is considered Downed. A Downed Unit is removed from the game and must immediately roll for Trauma.
Reactions
Reactions are special actions that a Unit can take immediately after being attacked, before the attacking Unit's Turn is over.
■ A Unit can choose to either attack back or perform a dash up to 3 inches. Reactions do not cost any Actions.
■ The Reaction attack or movement happens right after the Unit takes damage from an enemy.
■ Unless a skill specifically allows it, no other actions can be taken as a Reaction.
■ A Unit inflicted with the Stun Status Effect cannot make a Reaction.
Status Effects
Status Effects are temporary conditions that alter a Unit's performance in battle. They can weaken, disable, or inflict ongoing damage, and are typically Inflicted through weapons, attacks, or special abilities.
■ Stun: A Unit Inflicted with Stun is unable to react to the attack that Inflicted it.
■ Arc: A Unit Inflicted with Arc sparks electricity to the nearest enemy within 5 inches, causing that Unit to lose 1 D6 Health Points.
■ Bleed: A Unit Inflicted with Bleed loses 1 Health Point at the beginning of each of its Turns for each instance of Bleed Inflicted on it.
■ Burn: A Unit Inflicted with Burn loses 1 D6 Health Points at the beginning of each of its next three Turns.
■ Disarmed: A Unit Inflicted with Disarmed cannot attack with a weapon until it spends 1 Action to rearm.
■ Fear: A Unit Inflicted with Fear must move at least 5 inches directly away from the attacker at the beginning of its next Turn.
■ Poison: A Unit Inflicted with Poison loses 1 D8 Health Points at the end of its next Turn.
■ Staggered: A Unit Inflicted with Staggered is forcefully moved directly away from the attacker by a distance equal to half the attacker’s Brawn, rounded down.
Resistances | 20.2
While some may have a natural Resistance to effects, Resistances can also be gained through purchasing gear and abilities while leveling up.
■ A Unit's base Resistance is calculated by multiplying its Agility by 2 and adding its Focus. For example, a Unit with 12 Agility and 6 Focus starts with 30% Resistance. That means it has a 30% base chance to Resist any incoming Status Effect.
■ When a Unit is subjected to an effect that can be resisted, roll a D100 (a set of percentile dice).
■ If the result of the roll is equal to or less than the Unit’s Resistance chance, the effect is resisted, and the Unit is unaffected.
■ If the roll is higher than your Unit’s Resistance chance, the effect is applied to the Unit as normal. For example, if your Unit has a 30% Resistance to Burn, when attacked, you roll a D100. If the result is 30 or lower, your Unit resists the Burn effect. If the roll is 31 or higher, your Unit suffers the Burn effect.
Trauma
Trauma represents the lasting consequences of intense battles and near-death experiences. When a Unit is Downed in combat, there's a chance they might develop Trauma.
■ Trauma is not simply a negative consequence. It adds a layer of depth and realism to the game, reflecting the toll that combat takes on your Crew.
■ To determine if a Unit sustains Trauma, roll a D100 and compare the result to its Base Resistance (Agility x 2 + Focus).
■ If the roll is greater than the Base Resistance, the Unit sustains Trauma. Otherwise, it resists.
■ If a Unit has a sustained Trauma, roll a twenty-sided die and consult the Trauma Table on pages 27-28 of the rulebook.
■ Trauma is cumulative, meaning Units can accumulate multiple Traumas over time, further shaping their abilities and limitations.
■ Trauma can manifest as both weaknesses and strengths. Your Units will be forced to evolve and adapt to their new stats over time.
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Using The Roster
The Roster is where you track your Crew and their progress throughout the game. It helps monitor each Unit’s Name, Affiliation, Level, Health, Stats, Skill Points, Credits, Background/Trauma, Resistances, Skills, and Inventory, allowing Units to develop and become more powerful and versatile over time.
■ Crew Name: At the top of the Roster, give your Crew a unique and memorable name, such as the name of your gang, corporation, enterprise, spaceship, or other collective entity.
■ Name: Record each Unit’s name here for identification during the game. Use name generators if needed to help generate fun or thematic names for your Units.
■ Affiliation: Track each Unit’s Affiliation, which influences their starting stats, abilities, and available Skills.
■ Level: Units begin at level 1, while Captains start at level 2. As Units earn XP, they level up, gaining stat increases, new Skills, and other abilities. Record the Unit’s current level on the Roster.
■ Health: Health represents the Unit’s durability, which is calculated by Agility x 2 + Brawn. Track the Unit’s starting and current Health on the Roster.
■ Stats: Stats are determined by Affiliation and then modified by Backgrounds and Trauma. These include Agility, Brawn, Focus, and Tech, which affect Movement, combat performance, and other gameplay factors.
■ Skill Points: Track any Skill Points a Unit has earned, which can be spent to enhance the Unit’s abilities or unlock new Skills that provide tactical advantages.
■ Credits: Credits represent a Unit’s available resources for purchasing upgrades, Weapons, and other in-game items. Track the Unit’s current balance on the Roster.
■ Background/Trauma: Record the Unit’s Background and any Trauma they’ve sustained. Trauma can affect a Unit’s stats and overall effectiveness in battle.
■ Resistances: Track the Unit’s Resistances, which are calculated by Agility x 2 + Focus. These Resistances help protect a Unit from Status Effects and other detrimental conditions.
■ Skills: Record the Skills a Unit has acquired. Skills provide unique abilities that can be used in combat and other gameplay situations. Each Affiliation starts with one free Bonus Skill.
■ Inventory: Track all items, Weapons, and Tech a Unit possesses. This includes information such as Tech Requirement, Effective Range, Value, and any special abilities or modifiers associated with the item. Keeping track of this information ensures that your Unit’s gear is properly managed and utilized during the game.
Leveling Up Your Crew
When a Unit levels up, that Unit receives an additional 1 D6 + Brawn in Health Points, 1 Skill Point, and 250 Credits to spend in The Armory. Units must acquire Experience Points (XP) in order to Level Up. Experience Points are tracked on The Roster. There are 3 ways a Unit can earn Experience Points.
■ When a Unit Downs an enemy Unit. If that Unit was a Captain, they are awarded a bonus Experience Point.
■ If a Unit is still standing (not Downed) at the end of a match, that Unit earns an Experience Point.
■ All Units earn an Experience Point at the end of the game just for participating, even if they have been Downed.
■ When a Unit levels up, that Unit receives an additional 1 D6 + Brawn in Health Points, 1 Skill Point, and 250 Credits to spend in The Armory.
Weapon Upgrades
Tech Weapons can be upgraded to improve their effectiveness in combat. Upgrading increases a weapon’s Damage and Tech Requirement, making it more powerful but also more difficult to wield. Players can upgrade their weapons to keep pace with stronger enemies and changing battlefield conditions.
■ A Tech Weapon can be upgraded by paying its current Value to the Armory.
■ Upon upgrading, the Weapon gains +1 Damage Die and +1 Tech.
■ Each upgrade increases both the weapon’s Value and the Tech Requirement needed to wield it.
■ Some modifications, such as Scopes, can be purchased as Attachments from the Armory, providing additional effects separate from standard upgrades.
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