[DS] daleks (long)

2 posts ยท Jan 24 2000 to Jan 24 2000

From: Beth Fulton <beth.fulton@m...>

Date: Mon, 24 Jan 2000 11:45:16 +1000

Subject: [DS] daleks (long)

G'day guys,

Played another game of DS with my Daleks on Friday night - got beaten
again (so much for being the master race). Basically I think its going to come
down to going in hard and fast before the opposing masses can react (and
resisting the temptation to see figs on the board and buy some ortillery
instead).

VERY Basic AAR: Marine Daleks and Strider move up river valley with strider
killing
everything it hit - until it got Firer's systems down and then it became
a fire magnet... (dropping from D10 to D4 target die HURTS) Daleks on foot
(and Emperor) move into local village and put down roots. Heavy Weapons Daleks
and engineers etc move to and take cross roads.
Smaller walkers, hoverbouts and tanks try to take further-most positions
(objectives) briefly and then get swamped by the masses.

The fact that walkers could see over intervening terrain is very helpful when
you've got long range weaponary, unfortunately they are not shown the respect
they deserve when the opponent gets in close...;)

For those who're interested here's the rules I ended up going with
(below):

Cheers

Beth

> [quoted text omitted]

Unit Quality and Leadership: The 'coloured' Dalek units (imperial, red, blue,
black and gold) may only be Regular or Veteran with leadership value of 1 or
2. There is no restriction of the quality or leadership of the other units,
but they will primarily be Regular 2s.

Confidence Levels: Daleks rally as humans do, but they only drop a confidence
level if they roll half or less of their required score for the
confidence test - this is because Dalek confidence levels are different
to
those of humans - they only have 3 levels:
CONFIDENT, as arrogant as ever, they are ready to take on the universe, thus
the unit acts normally at all times SHAKEN, still sure they can takeover the
universe, though not quite sure it'll all happen today, the unit still acts as
normal ROUTED, it has been decided that it makes more sense to retire and try
a different tack... must withdraw to own baseline, but may return fire.

Confidence/Reaction Test Modifiers: Daleks never panic, but they do
cause
panic. Daleks never check in BIOCHEM/NUKE attacks as they're unaffected
by these events. In addition, Daleks never suffer any effects of being under
fire - they roll on relentlessly.
If the Emperor Dalek is destroyed all units must be given a marker (use the
PANIC marker for convenience) and they must spend their next activation
performing a confidence test (this removes the marker), if they fail they
immediately fall to ROUTED and must withdraw to their own baseline. If
successful they may continue as normal from the next turn (a new C-in-C
must be designated at this time from the remaining unbroken units). If a Dalek
unit is required to change objectives a successful communications roll must be
made. Roll the unit's Quality Die; to pass, the roll must exceed the sum of
the appropriate reaction threat level (see below) and the leadership values of
the units sending and receiving the change in orders. Dalek psychology differs
to that of humans so use the tables below for
confidence/reaction tests:

Event (Confidence Threat Level)
Unit has taken 50% or more casualties in ONE ATTACK (+0)
Unit has taken TOTAL 75% casualties in battle (+1)
UNIT LEADER element is DESTROYED (+2)
EMPEROR is DESTROYED (+4)
Defending against POWER ARMOUR in Close Assault (1st test) (+3)
Defending against LINE in Close Assault (1st test) (+2)
Defending against MILITIA in Close Assault (1st test) (+1)
<50% casualties in close combat (2nd+ test) (+1)
> = 50% casualties in close combat (2nd+ test) (+3)
Event (Reaction Threat Level)
Changing objectives, NO casualties suffered and objective NOT taken (+2)
Changing objectives, casualties suffered, but objective NOT taken (+0)
CONFIDENT attacking in Close Assault (+1)
SHAKEN attacking in Close Assault (+3)

Combat Characteristics: Have 5 damage points, draw 4 chits in firefights,
but only 2 chits in close combat (damage dealt as normal - i.e. use
standard chit validities).

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 marine)

Marine: Essentially small submersible Daleks. Cost +5 per team and
allows for Easy movement in Open Water, Poor in Rivers and Difficult in
Swamps, all other terrain types are impassable with a base movement factor of
15".
Marine Dalek vehicles/individuals use conventional boat mobility
costing,
but they may have armour=size-1, except for size class 1 (Heavy Weapon
Marine Daleks) which may have class 1 armour. If submerged then water =
soft-cover.

Hoverbouts (individual grav sleds): Cost +40 per team and give the unit
the same mobility as a VTOL.

Heavy Weapons Daleks: Class 1 vehicle, with mobility costed as for slow GEV,
but have movement the same as for all other Daleks.

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

Direct Weaponry: Daleks use Power-guns (PGN - based on those from
Slammin' The Dirt), these have the following breakdowns: Class Cost Close Med
Long
PGN/1      18        12"              24"    36"
PGN/2      36        18"              36"    54"
PGN/3      54        36"              60"     -
PGN/4      72        48"              60"     -
PGN/5      90        60"                -            -
Chit Validities are Target Damage
OPEN at CLOSE/MEDIUM     ALL count DOUBLE
OPEN at LONG ALL
SOFT COVER at CLOSE      RED+YELLOW, count DOUBLE
SOFT COVER at MEDIUM     RED+YELLOW
SOFT COVER at LONG               RED+YELLOW, count HALF
DUG IN or URBAN at CLOSE RED only and count DOUBLE DUG IN or URBAN at MEDIUM
RED only DUG IN or URBAN at LONG RED only and count HALF Against Infantry only
Red count. 'Special' damage chits count against vehicles as normal.

APSWs: Daleks do not use the same kind of APSWs as humans rather they use a
smaller version of their main vehicle weapons (PGNs), these have the following
breakdowns: Cost Capacity Range # Chits
PGN/APSW          10          1             8"               5
During ranged fire, damage validities as per infantry firefights: Target
Element Cover Chit Validity OPEN RED and YELLOW SOFT COVER RED only DUG IN or
URBAN AREA YELLOW 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

Vehicles: If a Superior system will fit then that must be installed,
back-up systems are mandatory (i.e. best of everything as these are
super-high tech kinda beings) <I can post the designs if anyone's
interested>

From: Brian Bell <bkb@b...>

Date: Mon, 24 Jan 2000 13:51:31 -0500

Subject: RE: [DS] daleks (long)

I would also have the Pyro-Daleks weapon work agians soft skined or
open-top
vehicles as against infantry in soft cover.

-----
Brian Bell bkb@beol.net
http://members.xoom.com/rlyehable/ds2/
-----

> -----Original Message-----
[snip]

> For those who're interested here's the rules I ended up going with
[snip]

> Pyro-Daleks: Cost +50 per team. As their action for the turn the unit
(up
> to a maximum of 6").
[snip]