Perverting GW policy...
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Perverting GW policy...
since citadel minis are allowed in Warhammer games. And Citadel used to make the Mini's for the FASA RPG version of Doctor Who.
What would be the 40k stats for Daleks?
What would be the 40k stats for Daleks?
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move of 6" 3+ invulnerable save give em the base stats of a space marine...
weapon range 24 str5 ap3 assault 3
or make the weapon variable.....
mode 1 as above mode 2
str 8 ap1 rof 1
weapon range 24 str5 ap3 assault 3
or make the weapon variable.....
mode 1 as above mode 2
str 8 ap1 rof 1
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Assuming it's time war daleks, be aware that the 'balls' can detach and be used as remote sensor drones, or explosive weapons. This is in the published behind the scenes stuff, and mentioned in the commentry of Dalek.
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Then their is the special weapons dalek.....stats same as other Daleks but including
Chest cannon Range 48 s10 ap1 heavy 1 blast
notes about Daleks...immmune to psychology. Have 12" night vision move 6" over ALL terrain save impassible,like forests and deep undergrowth , they can hover so....
Chest cannon Range 48 s10 ap1 heavy 1 blast
notes about Daleks...immmune to psychology. Have 12" night vision move 6" over ALL terrain save impassible,like forests and deep undergrowth , they can hover so....
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Code: Select all
WS BS S T W A LD SV
2 4 3 4 1 1 9 3+(Inv)
Code: Select all
Dalek Weapons
All daleks are equipped with the basic 'dalek gun' a highly flexible weapon that allows them to kill almost anything. It has various modes of fire.
Range Strength AP Type
Primary Setting: 24" 4 1 Assault 2
Ranged Setting: 36" 2 1 Assault 1
Area Setting: 12" 3 3 Special
Area Setting may only be used on one enemy squad. When fired at one member of the sqaud, the enemy receives D6 hits. Enemies with the "Vulnerable to Blasts" special rule are damaged as if hit by a flame template. Note that all hits must be allocated to enemies within range - on a roll of six, where three enemies are within range, three hits are recieved, one per target. Area setting is unaffected by bionics.
Paralysis Mode: Any enemy reduced to zero wounds may be paralysed for the remainder of the battle, as the Dalek player desires, to comply with mission special rules, or just for the simple pleasure of declaring that your enemy's leader will become a roboman...
Upgrades
Dalek squads may be upgraded with the following:
Surface contact immolators for $pointscost: Any enemy with an armour value of higher than 3+ (not counting invulnerable saves) attacking the daleks in the squad in close combat will receive a strength 3 hit with no AP for each hit they land. - All daleks in the squad must receive this upgrade.
Flamethrowers for $pointscost: Any number of daleks may be equipped with flamers as secondary weapons. They may only use one weapon per turn.
Cutting Torches for $pointscost: Daleks may be equipped with cutting torches. These allow them to do glancing hits on vehicles and bunkers on a D6 roll of 6 regardless of all other factors. Daleks may be equipped with flamethrowers or cutting torches, but not both.
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There's dozens of settings. I could have included Strength 10 AP 0 if you wanted...Imperial Overlord wrote:What about the high powered, blow a huge hole in concrete mode as seen in the end of "Dalek"?
Of course, when they did that, they didn't come out of it too well.
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Nah. This one is a 'no saves whatsoever, including 1+ saves (hey, there's one in warhammer, as I recall)' setting. It's from Dalek Empire where they route capital-ship power through their ground forces. It has the nasty effect of overloading the daleks firing, and thus being certain death for both sides...Matt Huang wrote:Shouldn't that be S 10 AP 1?
An S 10 AP 0 weapon would be the same as S 10 AP -.
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I don't suppose they still sell them, do they? The only hobby store I know of with Dr Who models--Brookhurst Hobbies--has pretty much gotten rid of their entire Dr Who line in the last year... The best I got was the damaged Dalek I found in the bargain bin.
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hmmn, since this thread got revived, you do know that there aren't any 1+ saves in 40k? The best you can get on any kind of save is a 2+.NecronLord wrote:Nah. This one is a 'no saves whatsoever, including 1+ saves (hey, there's one in warhammer, as I recall)' setting. It's from Dalek Empire where they route capital-ship power through their ground forces. It has the nasty effect of overloading the daleks firing, and thus being certain death for both sides...Matt Huang wrote:Shouldn't that be S 10 AP 1?
An S 10 AP 0 weapon would be the same as S 10 AP -.
And you have meltaweapons, which all have an AP of 1.
A 1+ armor save would only make sense in Warhammer Fantasy, and then only barely. Fantasy Battles doesn't use 40k's all or nothing AP.
AP 1 suffices for denying all armor saves, even the theoretical 1+. You just have to match the value to ignore the save. That just leaves you with cover and invulnerable saves.
AP 1 suffices for denying all armor saves, even the theoretical 1+. You just have to match the value to ignore the save. That just leaves you with cover and invulnerable saves.
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Only for meltaweapons. There are non-melta AP 1 weapons as well, most notably the Wraithcannon, which causes a glancing hit on a 4+ and a penetrating hit on a 5+.darth korte wrote:And glancing hits agaist vehicles, are counted as penetrating hits.Raxmei wrote:AP 1 suffices for denying all armor saves, even the theoretical 1+. You just have to match the value to ignore the save. That just leaves you with cover and invulnerable saves.
In addition, if the target is a skimmer that's moved beyond 6", all penetrating hits are automatically downgraded to glancing.