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[DS] daleks (long)

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

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

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>

------------------------------------------------------------------------
----
------------------------------------------------------------------------
----
Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538
HOBART 
TASMANIA 7001
AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax 03 6232 5053 International +61 3 6232 5053

email: beth.fulton@marine.csiro.au


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