From: Beth Fulton <beth.fulton@m...>
Date: Mon, 13 Dec 1999 14:55:11 +1000
Subject: [DS] Daleks
G'day guys,
(Sorry about the cross post, but I won't to grab a wider field).
Well I'm finally plunging into DS, I'm not a natural lover of
'modern-like'
wargames so I decided that the only way I was going to be a DSer is to play an
alien race (same with SG, by the way). I couldn't find any 'greys' fro DS, but
I did find Daleks;)
Here are some additional rules I've cobbled together for them - the
HEL/DFFG rules belong to some other inventive soul, thank you who ever
you were (sorry can't remember who's web page I got them off). I'd love some
feedback on these, are they unbalanced? Have I forgotten anything important
(some quintessentially Dalek characteristic)?
Thanks
Beth
> [quoted text omitted]
General design rules:
Use DFFG/HELs as direct fire weaponary.
Have no on/off board artillery, but do have ortillery.
Will use Nukes without conscience if available (i.e. if other players want
to allow them into the game - probably not generally).
Heavy weapons Daleks = size one vehicles
Dalek tanks are available (few in number though - I'm going to
use the GZG Slammer models for these) Larger vehicles = few in number and are
saucer shaped (I'm going to use the war of the world tripods for these) Most
of the force will be Daleks "on foot" or in Hoverbouts (see below) All systems
purchased will be of the best possible standard (i.e. SUP) and
have back-ups
Dalek troops: the equivalent of human 'power armour'
Movement/Terrain effects: Daleks 'on foot' have a base movement factor
of 6" with the following terrain modifications (assuming they have
grav-like
"attractavon" to allow them to move over the ground/up stairs etc) :
Easy = Roads Normal = Open, Light Scrub, Cultivated, Urban, Hills, Light Woods
Poor = Rough, Swamp
Difficult = Dense woods, Mountainous, Rivers/Streams (crossing only)
Impassable = Open Water (unless amphibious)
Amphibious: Cost +10 per team and allows for Easy movement in Open
Water, Poor in Rivers and Difficult in Swamps, all other terrain types are
impassable.
Hoverbouts (individual grav sleds): Cost +40 per team and give the unit
the same mobility as a VTOL.
Suicide Daleks: As their action for the turn a unit of suicide Daleks may
detonate themselves. The player must declare that this is occurring and then
anything within a 2" blast radius (measured from the centre of the squad) is
said to be affected. Infantry elements take damage as if under HEF artillery
attack, while vehicles take damage as per direct fire
attacks, with RED/YELLOW chits being valid as are any "special" damage
chits. 4 chits are drawn regardless of whether the target element is infantry
or a vehicle.
Pyro-Daleks: Cost +50 per team. As their action for the turn the unit
may
set fire to a building/vegetation/other flammable materials, to do this
place a fire/smoke marker up to 1" from the unit - 2" of smoke extends
downwind from that point. On each subsequent turn, unless extinguished by
weather or engineering teams, the smoke from the fire increases by 2" (up to a
maximum of 6"). These weapons may also be used to fire at infantry and
vehicles, though they have little real effect against the latter. If
attempting ranged fire the range is 3" and they pull 2 chits and the damage
validities are: Target Element Chit Validity Normal Infantry RED and YELLOW
Power Armour RED chits only Vehicles "special" damage chits only When these
weapons are involved in close assault, they draw 4 chits and use the damage
validities as per infantry close assault: Target Element Cover Chit Validity
OPEN RED, YELLOW and GREEN SOFT COVER RED and YELLOW DUG IN or URBAN AREA RED
chits only
APSWs: Daleks do not use the same kind of APSWs as humans rather they use a
smaller version of their main vehicle weapons DFFGs and HELs, these have the
following breakdowns: APSW Type Cost Capacity Range # Chits DFFG 8 1 6" 4 HEL
8 1 30" 2 During ranged fire, damage validities as per infantry firefights:
Target Element Cover Chit Validity OPEN RED and YELLOW SOFT COVER RED chits
only DUG IN or URBAN AREA YELLOW chits only When used in close assault, use
the damage validities as per infantry close assault: Target Element Cover Chit
Validity OPEN RED, YELLOW and GREEN SOFT COVER RED and YELLOW DUG IN or URBAN
AREA RED chits only
Confidence/Reaction Test Modifiers: Dalek psychology gives them a -1
stress
level to all confidence/reaction tests. Daleks never panic.