Daleks: definitive edition(for now)

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Daleks: definitive edition(for now)

Post by motorhead fan » Wed Apr 30, 2014 6:21 am

So then!

ARMOR
Takes a roll of 16 to kill and then with luck the mutant inside will climb out and escape(Spiders work well for this)
The armor regenerates at the end of the turn if it not killed.
WEAPONS
It fires one shot that does 4d of damage to whatever it hits,
and the sink plunger is a flame pistol.
MOVEMENT
A Dalek can move about 4".
It can also fly incase it meets some stairs
OTHER STUFF
A Dalek can also hack any computer system it can touch with it's plunger.

I think that's all, might add other stuff if I remember anything else

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Re: Daleks: definitive edition(for now)

Post by Battlegrinder » Wed Apr 30, 2014 12:46 pm

I'm pretty sure the phrases "definitive" and "for now" are mutually exclusive. But let's not nitpick wording. Also, I have seen Dr. Who, so I understand what Daleks are like there.

Armor
I'm not sure what you mean by "requires a roll of 16 to kill". If you're saying it has 16 armor, that seems a bit much, given light tanks might not be that tough. Also, its customary to have a roll for armor, so you should really have something like "1d10 1d6 armor". Armor shouldn't really be "regenerating" either, that's more in line with how shields work, IIRC.

Weapons
Given that Dalaks are size 1 creations, the largest gun the could fire would be 2d6, not 4d6 (which is what I'm assuming your saying they have). And even if you elect to :fudge: the weapon size, your Dalaks won't be able to hit anything smaller than a car with a gun that big, given how high the Use roll would be. Assuming you're stating the "flame pistol" as a size one gun or blast gun with added fire damage, that seems fair.

Move:
Given minifigs with a fraction of the armor your daleks sport can barely move, giving daleks 4' of move seems a bit unfair, unless you've stated out thier really move to be n the mid 20s and all that armor is bringing it down to 4'(speaking of which, what does one of these things cost in CP? even if you don't plan on using CP in battles, its handy to have that figure for balance purposes).


L33t haxing skillz:
Technically, anything with a mind can attempt to hack computers. Just have to make a Use roll.

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Re: Daleks: definitive edition(for now)

Post by motorhead fan » Wed Apr 30, 2014 2:34 pm

yeah but Daleks are geniuses who can hack a billion locks in a second.

Also, I don't play the official rules so The "use" roll has never reached my ears, as for the rest, well, it makes them strong enough for my games

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Re: Daleks: definitive edition(for now)

Post by Battlegrinder » Wed Apr 30, 2014 2:38 pm

motorhead fan wrote:yeah but Daleks are geniuses who can hack a billion locks in a second.

Also, I don't play the official rules so The "use" roll has never reached my ears, as for the rest, well, it makes them strong enough for my games
As long as they work for you, that's just fine, though pointing out or clarifying some aspects of whatever house rules you use might help reduce confusion.

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Re: Daleks: definitive edition(for now)

Post by motorhead fan » Wed Apr 30, 2014 2:40 pm

Battlegrinder wrote:
motorhead fan wrote:yeah but Daleks are geniuses who can hack a billion locks in a second.

Also, I don't play the official rules so The "use" roll has never reached my ears, as for the rest, well, it makes them strong enough for my games
As long as they work for you, that's just fine, though pointing out or clarifying some aspects of whatever house rules you use might help reduce confusion.
ok thanks

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Re: Daleks: definitive edition(for now)

Post by IVhorseman » Wed Apr 30, 2014 5:40 pm

motorhead fan wrote:Also, I don't play the official rules so The "use" roll has never reached my ears, as for the rest, well, it makes them strong enough for my games
Woah, this makes a lot more sense in the context of your rules questions. You've asked many times before if your daleks were overpowered, and I said yes. You had a battle at some point where 4 daleks won against something like 50 minifigs which prompted you to slightly (read: barely) nerf their stats.

If you're worried about something being OP, I can answer that question right now if you don't make use rolls. Whichever team goes first in your battles will win the fight. Use rolls give the opportunity to miss, but since you're ignoring that, then whichever side gets to go first will simply obliterate their opponents on the first turn of the game.
motorhead fan wrote:yeah but Daleks are geniuses who can hack a billion locks in a second.
some other guy wrote:yeah but Master Chief kills aliens and doesn't afraid of anything.
someone else wrote:yeah but Batman has a gadget that instantly solves every situation.
These are all the same argument that always devolves into a boring, one-sided game. If winning is all you care about, then yeah that's cool, but don't expect anyone to have fun in the mean time.

Here's how I'd stat your daleks:
Size: 2
Armor: 2d10 + Shielded
Skill: 1d8
Move: 4" ground, 2" flying

Armaments
Flame Pistol (size 1 flamethrower)
Laser (size 4 gun)

Technically shielded units can't fly, but that's a minor enough detail to handwave away.

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Re: Daleks: definitive edition(for now)

Post by motorhead fan » Thu May 01, 2014 5:44 am

yes that seems reasonable(mind you I will have to go and read the rulebook to understands some of it) Thank you

And also, I do use a use roll, I just never change the how much you need to hit something roll

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Re: Daleks: definitive edition(for now)

Post by motorhead fan » Wed Jul 23, 2014 4:32 am

Right then everyone, I am going to make a slight change to the Phaleks, because, When I don't enjoy using one of the main things of my army, then something must be done!

Due to the fact they can only hit minifigs on a role of 6 or more and my dice seem to be naturally unlucky, the Phaleks miss a lot and I don't have any fun.

Due to the fact that Daleks are usually very good shots, and the Phaleks are heavily inspired from them, I will be using D8s, but from now on, it will be from a roll of 4 or more on which they hit their target.

Go ahead, tell me off, just remember that in the rules it says that you shouldn't do stuff you don't enjoy and with this new way, I had loads more fun.

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Re: Daleks: definitive edition(for now)

Post by IVhorseman » Wed Jul 23, 2014 12:01 pm

OR you could drop to a size 2 gun, with a use roll of only 4. Less damage, higher reliability.

d8 for a dalek doesn't seem that out of the ordinary though.

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Re: Daleks: definitive edition(for now)

Post by motorhead fan » Thu Jul 24, 2014 3:52 am

Yes that seems reasonable, but just 1 more question, does an average minifig die on a roll of 4 or 5? I never understood that part, so I just assumed it was 4.

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Re: Daleks: definitive edition(for now)

Post by stubby » Thu Jul 24, 2014 8:13 am

motorhead fan wrote:Yes that seems reasonable, but just 1 more question, does an average minifig die on a roll of 4 or 5? I never understood that part, so I just assumed it was 4.
Minifigs survive when the Damage and Armor are tied, so it takes a 5 to kill them. On the other hand (ha ha):
10.2 The Medik wrote:Dismemberment
Normally, when a minifig's Armor exactly matches the amount of Damage he receives, nothing happens - he survives without consequence. As an optional rule, players may elect to use the Amputation effects to make minifig combat more interesting.

If players decide to allow Dismemberment, then minifigs are no longer immune to Damage that exactly matches their Armor, but the effect depends on the type of attack. If the minifig was hit by a cutting weapon, it immediately suffers one Amputation of the defending player's choice. Any other type of damage causes the minifig to be knocked over and Disrupted.

Dismemberment rules only apply to minifigs. Chopping off larger Creatures' limbs is handled by Component Damage as usual.
http://www.brikwars.com/rules/2010/10.htm#2
Natalya wrote:Wtf is going on in this thread?

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Re: Daleks: definitive edition(for now)

Post by motorhead fan » Sat Aug 09, 2014 12:49 pm

Image

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