click here to see it big! Introduction:

These rules are designed to give a fast-paced game. As mentioned elsewhere, we decided to slant the situation from the point of view of the usual villains of the piece, the Daleks. Rather than a simple 'blast everything' skirmish, however, we have also added some role-playing aspects, i.e. the search for Davros and the different 'encounters' which the teams meet en-route (either for good or ill). By varying the type and set-up of these encounters, no two games will ever be alike.

The other key design requirement was not to use detailed damage charts and order-writing. What we have instead is an 'initiative' system based on the random drawing of 'activation chits' which, coupled with the 'command & control' rules, will give you much food for thought without the need for over-complexity. And whilst luck always plays a part in these games, you can do yourself some good by thinking of your next moves before you are actually called - it is a fast game, and a response of "…err, umm…" is likely to be viewed harshly!

Scenarios:

Scenario wise, we play two sorts of game. We play one where the scenario for the four players is determined by the drawing of scenario cards. These cards amount to 'save Davros' or 'Kill Davros' (following the timeline background). These player scenario cards are drawn in secret so that players do not know whether they are trying to destroy their target or transport him off of the prison complex. This leads to a degree of tentative alliances (usually) until the chips are down when the players usually start betraying each other and opening fire. Mind you, sometimes they just open fire at each other anyway! (they are Daleks after all). The other sort of games we play are just straight forward combat fights, sometimes with an objective, sometimes not.

Teams for the scenario based games (which are what we run at shows for the public to participate in) involve a player having a set team of 7 Daleks to begin with: 6 regular warrior Daleks and a Command Dalek (easily distinguishable in colour from the others in the team). More Daleks can be picked up along the way with encounter cards, along with other goodies like Special Weapons Daleks, hover platforms and so forth, but that's what the teams in the scenario games start with: 7 each.

The game starts with four teams which begin, one in each corner of the boards. We have tried more teams - 5 and 6 - but, to work best, they need our boards arranged in a different way (I'll come on to the terrain later).

There are some umpire run opponents on the board to start with. Davros is usually being guarded by a squad of up to 10 Imperial Daleks. These will attack Dalek player teams indiscriminately /at the whim of the umpires. To stop them being too deadly, though, they only get two action points per chit they pull out and not 4 points like the players' Daleks.

Just for a change, we have tried games with the UNIT team as a player team, which worked quite well (faster than Daleks but lacking in fire power).

The boards we use are very flexible and can be arranged in a number of ways. The individual boards are divided into a 6x6 grid of floor squares and we usually use them about 3 big boards wide by 9 deep (giving 18 squares by 54). Sometimes we play 4 by 7 (giving 24 squares by 42).

Terrain is randomly distributed - most, but not all large boards have a room in them or other free standing feature. The only things we position precisely are rooms in each corner near where the players start, and walls that ensure that the players cant open fire on each other at the very beginning.

Lastly, the central complex that holds Davros is always in a specially locked section that the players need keys for (which they can only get by investigating encounter cards, forcing them to do so).

Finally, a word about tactics - remember that you are playing one of the most evil, callous races ever devised in science fiction, so be prepared to ignore taking casualties as long as they get you closer to your overall objective. It may be fun blasting everything in sight with the new super-ray you've just found, but the other teams may be using that time to accomplish their objective. There is also nothing to prevent you from making (temporary) alliances with other teams, but remember that only one can ever be the ultimate winner…

Set-up:

Players are each allocated or choose an entry point (normally the four corner boards) for their teams - usually 7 Daleks to begin with: 6 regular warrior Daleks and a Command Dalek (easily distinguishable in colour from the others in the team)
Various 'Encounters' are nominated to rooms or areas (markers [face-down] may be used - normally 1 per room).
Place 1 ID chit per model in the 'initiative' pot (preferably different colours per team).
Place Davros in his HQ and distribute any umpire controlled Daleks (etc) around the place, as required.


Turn sequence:

INITIATIVE: umpire draws ONE team ID chit at a time from pot
Player owning that team chooses a Dalek which has not already moved. It may then perform up to FOUR 'actions' (see Appendix A for details of actions):
  Only a maximum of 3 out of the 4 actions may be the same type;
  They may be taken in any order, however i.e 'Move /Fire /Open door /Fire'
  Note also the effects of the 'Command & Control' rules below
Umpire places the chit next to the model concerned (to show that it has moved).
Repeat steps 1-3 until all chits used-up
Collect-in all the active chits, replace them in the pot and start a new turn.


Winning the Game:

There are two ways to win this game

Davros or the Dalek Supreme is killed. Fire on Davros or the Dalek Supreme in the normal way using the Firing Chart. Destroy him and you win the game.
Transmat/Extract Davros or the Dalek Supreme. Teams whose mission is to extract, can laser designate him to effect a transmat extraction, at short range ONLY, instead of firing at him. This, like firing, costs an Action Chit per attempt and takes place immediately. There is no requirement to hit no roll of D6e's but, for each chit roll three D3 once, as if a hit had been achieved. The results are exactly the same as the chart to fire on Davros or the Dalek Supreme EXCEPT that DESTROYED means you get him away and that ESCAPES means he beams away but you lose him, a minor victory for the team as he is still alive somewhere…




Notes:

Command & Control: Any Dalek Commander's zone of control is all of his Daleks that are within ONE board of that Commander. If outside this zone of control when activated a Dalek may ONLY move directly towards the leader next time it is activated - no other type of action is allowed. A Dalek may move out of his Commander's zone of control in a number of ways. First, it may move too far away from it's Commander, Second, it's commander may move too far away from it. Third, the Commander could be destroyed and the new one created (see later) is out of range. Lastly, there is the special movement afforded by the 'transmat' (matter-transmitter), which has special rules: For Command Radius, the board that a transmat's far end sits on is considered ajacent to the board of the sending end. Lastly, If the group leader is destroyed, no other Dalek in that team may expend actions (move etc) until a new leader is created, so that has to be the next action! This takes one whole action chit.

Effects Of Fire: It may be that a Dalek will sometimes be unable to move/fire etc as a result of previous actions by another team (i.e. it's been shot and 'stunned'!). In that event, it will be marked with an ID chit just as if it had already moved. Such effects only ever last for the current turn, however if a unit is destroyed the team also loses a chit.

'Defenders': During the course of the game other units (guards, neutrals etc) may be activated by encounters. When this occurs, place a single ID chit (distinct from the normal Dalek teams) in the pot. These units then activate when the chit is drawn (normally at a reduced level - say, 1 'move' and 1 'fire' action).

Note: The different Dalek groups objectives in the game are either to destroy or retrieve their creator Davros. Destroying Davros and retrieving/ rescuing him are achieved in much the same way. Shooting him, in the usual fashion, will destroy him (although he's a tricky target…). Rescue is effected by a Dalek from the relevant faction who finishes the end of an activation turn in an adjacent square to Davros expending that team's next available activation chit (if one is available for that team) placing a transponder on Davros. He is then assumed to be 'Transmatted' away by that faction. Whichever faction destroys or Transmats away Davros first wins the scenario.



Rules Appendix A – Actions:

ACTIONS

NOTES

MOVE a Dalek

 

Move ONE square in any direction (includes diagonal movement); there is no cost to turn in any direction at any point during the move.

Note: Basic movement may be enhanced (or restricted) by the effects of any Encounters along the way; check the data card for details. Also, for larger playing areas or smaller scales, you may double the movement rate (but not the number of actions) so that for every action a Dalek may traverse TWO squares.

RESTRICTIONS:

  • May not move across a diagonal if ONE corner is blocked by a wall and the other flank is already occupied (just not enough gap)
  • Only ONE DALEK may occupy a normal square; if on small squares, you must leave a gap of at least ONE small square between the models; overcrowding will be punished!

‘MOMENTUM’ MOVEMENT BONUS:

If a DALEK expends THREE consecutive actions moving in a straight line, it may move another square forward as a momentum bonus (player choice). NO turns are allowed in this instance, however, including at the beginning or end of it’s run.

SLOPES and OTHER 3D MOVEMENT

  • Moving a Dalek on a slope costs 1 Action Point for 1 sloped move (up or down) or 1 Action Point for 1 Sloped and 1 level square (up or down). A Dalek Gravity lift (or any other...) costs 3 action points from entering the lift itself and deposits the user in an adjacent square at the top or bottom (effectively using a whole action chit for a Dalek)
  • Ladders and stairs take one whole action chit (all action points) of a humanoid/cyberman and deposits the user into a square ajacent to the top or bottom as per the lift. Daleks, of course, cannot use stairs
  • Hover Platforms pay no regard to slopes, ramps or lifts and can move into adjacent squares regardless of height although only one 'level' can be traversed in one game turn ie "ground to first" or vice versa) .

     

OPERATE a machine

Includes opening/closing doors, turning on machines (hover-platforms, ‘transmat’ (matter-transmitter), or any other devious devices which are discovered as a result of Encounters)… Certain items may require a Dalek to remain with the machine for it to be in operation each turn.

Note: access to Davro’s ‘inner sanctum’ may require a special key or code which can be found in one or more of the adjacent rooms of the complex…

SEARCH FOR an ‘encounter’ marker

Allows for time to examine the item etc; you will be briefed by umpires (once the current Dalek has finished all four of it’s actions) and also given a reference card detailing the range of options and method of operation. Note that some larger rooms may contain more than one ‘Encounter’……

FIRE at another unit

 

  • See Appendix ‘B’ for details of weapons, dice, armour, effects etc.
  • Must have a clear line-of-sight (umpires will adjudicate if necessary)
  • Target must within the firer’s 90 degree forward arc (45 left or right)
  • Check the range to determine the number of dice (this may be adjusted – for good or ill) by the effects of certain ‘Encounters’ by either the firing or target players, or in special circumstances by specifics of the location itself (i.e. firing through ‘windows’ increases the actual range band by one).
  • Determine which dice to use for the particular weapon being fired.
  • Total the dice rolled; for every 6 points a hit is scored
  • Roll 3D3 on the ‘Damage Resolution Table’ to see what happened to each hit

‘Other’!

  • Create a new group leader if the original one is destroyed. This is achieved by nominating a non-activated Dalek from your squad, using all of its four actions, who then takes over command (we find swapping that ‘ordinary’ Dalek for the destroyed commander makes record keeping easier).
  • Possibly ‘gloat’ over Davros once he has been captured (in good villain style…well, they always seem to do it in the films); a definite bonus from umpires, although bear in mind what normally happens to the gloaters…!




Rules Appendix B – Weapon & Range Data:

Weapons - Daleks

Die

Range Bands

No. of Dice

Notes

Exterminator Ray (standard)

D6e

Short: up to 6 squares

3

  • For the ‘Special Weapons Dalek and Human RPG-type weapons, double the number of dice used at each range band (i.e. 6-4-2)
  • Certain ‘encounters’ may provide either increased defensive or offensive bonuses, affecting the number of dice to be rolled or increasing the effect of hits.
Special dice

Exploder Ray (as fitted to Special-Weapon Dalek - see note right)

D6e

Medium: 7 to 12 squares

2

Dalek fitted with Machinegun

D3

Long: 13+ squares

1

Weapons - Other Races

Rocket Launchers (RPG type weapon)

D6e

TO OBTAIN A HIT

  • For each ‘fire’ action, determine the type of dice/range band as necessary (possibly affected by earlier encounters);
  • Add the score of dice rolled (remembering that each fire roll is treated separately)
  • Make ONE ‘effect’ roll using 3 D3 dice for every 6 points of damage rolled (see damage table below)
  • OPTIONAL RULE: Grenades have a thrown range of 2 or 3 d3’s; rifle-grenades have unlimited range on the playing area but must roll 1d3 for dispersion; 1 is ‘under’ by 1d3, 2 is on target, 3 is ‘over’ by 1d3. Daleks are not affected by ‘blast’!

Assault rifles, SMGs

D3

Grenades

D6e

Highly-Energised Baseball Bats

D10

Cyber-ray and Sontaran Mezon Gun

D6e




Rules Appendix C – Damage Resolution:

DAMAGE RESOLUTION (by target type)

Roll
Three D3

Ranking*

Type of Hit

Vs Daleks

Cybermen (and other Bipedal Aliens)

Humans

Davros!

3 – Treble 1

6

DALEK explodes!

Not only is the target destroyed but for anything in an adjacent square roll ONE critical for that also; if operating a machine, that too is destroyed!

Destroyed

Destroyed

Destroyed

4

3

Deflected!

Roll again for effect against any one adjacent unit (chosen by the targeted player); no effect if ‘secondary’

Miss!

Take cover

ONE turn

Miss!

5

1

Take Cover!

Dalek immediately moves a full move away from the firer towards nearest cover; no other action allowed (mark with an ID chit); no effect if already moved

HIT! - but no effect!

Miss!

Loses

Temper!

6

2

Systems failure

Dalek may not be activated this turn; no effect if already activated (advanced game: no moving).

HIT! - but no effect!

Destroyed

Run away!

7

4

Lose temper

Dalek fires once at nearest other Dalek - friend or foe. Chose closest to line of fire but turn to face if required.

Stunned

ONE turn

Destroyed

Escapes!

8

5

Destroyed!

Remove the model from play

Destroyed

Take cover

ONE turn

Destroyed

9 – Treble 3

6

DALEK explodes!

Not only is the target destroyed but for anything in an adjacent square roll ONE critical for that also; if operating a machine, that too is destroyed!

Destroyed

Take cover

ONE turn

Destroyed

Treble 2

6

DALEK explodes!

Not only is the target destroyed but for anything in an adjacent square roll ONE critical for that also; if operating a machine, that too is destroyed!

Destroyed

Take cover

ONE turn

Destroyed

NOTES:

  • Note that ALL TREBLES ARE KILLS/DESTROYED
  • When rolling for ‘secondary effects’ (i.e. losing temper, being adjacent to an exploding Dalek etc), ignore any further secondaries, otherwise you could be going back and forth all day!
  • When inflicting multiple hits, always take the worst result of any given set of hits (i.e. ignore stuns or ricochets if the target is also destroyed, but do roll for adjacent units if the target Dalek explodes!)
  • Davros "Loses his temper", means he will return fire on the Dalek who attacked him, rolling 1d6e.
  • Davros "Escapes!" means that he will use a secret panel to move into the adjacent corridor (if in his "chamber" this will mean exiting from a secret door behind the ladder). The panel, of course, closes behind him……

* Ranking - this is the 'ranking order' with multiple hits. If a target receives more than one hit then only the 'worst' is acted upon. 'Worst' is defined as having the highest number in the ranking order. ie if a Dalek takes two hits with the result of a 7 and an 8, it doesn't "7: lose temper" (ranked 4), it is "8: Destroyed" (ranked 5).

 




Rules Appendix D - Examples Of Play

 


The diagram on the left is a stylised representation of part of the playing area.

Dalek {D1} is desperate to get to point (3) for some reason. It uses the first two of it’s actions to move straight ahead to point (1). It now has 2 actions remaining so it uses it’s third (and final) ‘move’ action allowed to move to (2) then (3) – no restrictions on turning. Of course, being a Dalek it could always use it’s 3rd action to try and destroy {D2} instead to (hopefully) clear a path….

Dalek {D3} decides to check in the room for an ‘encounter’. It uses one action to open the door (in grey), another to move through the small square (4) in the doorway, then turns. and moves diagonally to point (5). It’s third action is used to search the room, and it still has one action to spend (it might fire once at the Cybermen that have just been released in to the room, for example, or it might retreat back out through the door)

Dalek {D4} is in an aggressive mood and wants to fire at {D2}. At present, however it’s at medium range (7-12 large squares), so it will only get 2 dice per shot. It would normally be much better to fire at close range (up to 6 large squares = 3 dice), but there’s a problem – the floor area in front of {D4} is ‘bad going’ (denoted by each large square being split into 4 smaller ones), and so it will cost three actions to progress through points 6-8, leaving only one action left for firing. At point (8) Dalek D4 is still at medium range (7 squares away). Alternatively, D4 could stay put, rolling 3 shots with 2 dice, rather than 1 shot with two (remember, it cant use all four action points to fire, only three).

A third alternative exists: D4 could use 3 actions to go via point (9), turning the corner though to point (10) and then to point (11), which would still leave it with an action point to spend on 1 short-range blast (range 6 to Dalek D2)




Rules Appendix E - Examples Of Firing

A basic Dalek {D2} with no special weapon attributes wants to fire at Dalek {D3} before it gets to the room.
Assuming that {D3} doesn’t have any special defensive measures, at a range of up to 6 large squares each shot would roll 3d6e (Warlord’s Extreme Dice).
Although it can also see {D4}, it must declare all targets before rolling, and so uses three actions (the maximum) at {D3} to try and ensure a ‘kill’. In any case, at medium range (7-12 squares) each shot is only 2 dice – tricky… although not as bad as long range (13+ squares) when you only get ONE dice.
You get ONE hit for every 6 points scored, so on a total of 14 for the first roll this would be TWO straight rolls on the ‘Damage Resolution’ table. If these only score a ‘miss’ and ‘stunned’ (thus blocking the doorway) it would have to try again.
The 2nd roll scores a total of 5 – no hits at all!
The third roll scores 18 – 3 hits! One of the subsequent effect rolls finally destroys poor old {D3}. If the Dalek had been destroyed on the second roll - the player having already declared all three shots at the start - this last action is effectively ‘void’.

NOTE: If Dalek {D2} had been one of the special ‘Special-Weapons Daleks’, it would have been rolling twice the normal number of d6e’s!