Daleks for Galactic Heroes
Daleks |
The Daleks were engineered by the scientist Davros during the final years of a thousand-year war between his people, the Kaleds, and their enemies the Thals. With some Kaleds already badly mutated and damaged by nuclear war, Davros genetically modified the Kaleds and integrated them with a tank-like, robotic shell, removing their every emotion apart from hate. His creations soon came to view themselves as the supreme race in the universe, intent on purging the universe of all non-Dalek life.
Supreme Dalek
|
Leader
|
Shoot: d12
|
Close Combat: d8
|
Traits
|
|
Leader: Leaders of a crew receive this Trait for free. They
give a +1 to the die roll to any model attempting to make a roll to recover from
being Shaken or Wounded. The model must be within 12” and within line of
sight (not blocked by terrain) of the Leader to give this “encouragement”.
Killer: You may add +1 to Wound rolls when Shooting.
Ranged Fighter: You have a d12 when it comes to Shoot actions,
but a d8 for Close Combat.
Fearsome Presence: Enemies wishing to attack you in Close
Combat must first roll a d10. If they roll a 5+, they may attack as normal,
if not, they may do something else with their action, but not attack. Once an
individual makes this roll, they don’t have to roll again against the
Fearsome enemy.
|
|
Weapons
|
|
Mazer
|
Davros
|
Leader
|
Shoot: d10
|
Close Combat: d10
|
Traits
|
|
Leader: Leaders of a crew receive this Trait for free. They
give a +1 to the die roll to any model attempting to make a roll to recover
from being Shaken or Wounded. The model must be within 12” and within line of
sight (not blocked by terrain) of the Leader to give this “encouragement”.
Cunning: Re-roll any task roll once per turn.
Concealed Weapon: You may roll 2 dice and pick one result for Close
Combat. This may only be used once per game.
Smart: Add +1 to any task roll.
|
|
Weapons
|
|
Mazer
|
Heavy Weapons Dalek
|
Specialist
|
Shoot: d12
|
Close Combat: d8
|
Traits
|
|
Killer: You may add +1 to Wound rolls when Shooting.
Ranged Fighter: You have a d12 when it comes to Shoot actions,
but a d8 for Close Combat.
|
|
Weapons
|
|
Heavy Laser
|
Daleks
|
Regular
|
Shoot: d12
|
Close Combat: d8
|
Traits
|
|
Ranged Fighter: You have a d12 when it comes to Shoot actions,
but a d8 for Close Combat.
|
|
Weapons
|
|
Mazer
|
Ogrons
|
Grunts
|
Shoot: d8
|
Close Combat: d8
|
Traits
|
|
Determined: You ignore Shock and Wounds penalties in Close
Combat.
|
|
Weapons
|
|
Laser Pistols
|
Armored: This can be naturally tough skin or
man-made. Either way, you have a -1 to be hit in combat, and a -1 to wound rolls
against you. Reduce moves by -1” per action.
Flier: You have a jetpack or wings and can move over
intervening terrain at no cost. You can also use your move to cover vertical heights.
You are assumed to land between moves.
Mazer guns have a short range of 8” and long range of
16”. They ignore cover and one level
of armor (AP). They are also Ammo Hogs (they go “Out of Ammo” on a Shoot roll of 1 or 2).
Laser Pistols have a short range of 8” and a long
range of 16”. In addition, they have armour penetration (AP) value of 1.
Heavy Lasers have
a short range of 24” and a long range of 48”. They have armour penetration
value (AP) of 2, meaning they ignore both heavy and regular armour. Heavy
Lasers use the 3” Burst template at short range.
Comments
Post a Comment