Perverting GW policy...

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The Yosemite Bear
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Perverting GW policy...

Post by The Yosemite Bear »

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?
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Post by Typhonis 1 »

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
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Post by weemadando »

What era of Dalek - new Daleks would have a "float" special so that they are unaffected by terrain.
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Post by The Yosemite Bear »

what ever era I seriously doubt that they will have marine level Weapon skills....
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Post by weemadando »

Their weapons will however be awesome.

Also - they should be immune to psychology.
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Post by Raxmei »

Make them vehicles. You're immediately immune to psychology and lasguns.
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Post by Lancer »

Hmmn, I'd guess WS-0 BS-4 S-0 T-4 W-1 A-0 LD-9 SV-3+(Inv) or something along those lines.

Weapons given by Typ sound about right.
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Post by NecronLord »

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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Post by The Yosemite Bear »

It get's at least 1 attack, so it can shoot it's weapon
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Post by Pcm979 »

Don't forget that the plunger arm counts as a close-quarters weapon! :D
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Post by The Yosemite Bear »

*just spit my tea!*

oh no look it's the Einy Daleks currupted by Slannesh


why are the khornates running

BUTTSEX
BUTTSEX
BUTTSEX

wait those close combat weapon's aren't toilet plungers....
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Post by Lancer »

The Yosemite Bear wrote:It get's at least 1 attack, so it can shoot it's weapon
A is only the number of close combat attacks. The number of ranged weapon attacks are listed separately in the weapon profile.
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Post by Typhonis 1 »

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....
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Post by NecronLord »

Code: Select all

WS BS S  T  W  A  LD  SV
2    4   3  4  1  1  9    3+(Inv)
They can do close combat, they just suck at it. Right from the first episode they appeared in they were able to knock people on their ass with a good swipe. Similarly, close combat also represents close range fire, and while they're hampered by the limitations of their gunstick, the new ones can pivot quite a bit...

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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Post by The Yosemite Bear »

as far as slannesh currupted daleks I was RIGHT!!!

http://www.ghastlycomic.com/
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Post by Imperial Overlord »

What about the high powered, blow a huge hole in concrete mode as seen in the end of "Dalek"?
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Post by The Yosemite Bear »

I can just picture someone manageing to collect like 30 of them for a tourney, hey they are a GW product....
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Post by NecronLord »

Imperial Overlord wrote:What about the high powered, blow a huge hole in concrete mode as seen in the end of "Dalek"?
There's dozens of settings. I could have included Strength 10 AP 0 if you wanted...

Of course, when they did that, they didn't come out of it too well.
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Post by Lancer »

NecronLord wrote:
Imperial Overlord wrote:What about the high powered, blow a huge hole in concrete mode as seen in the end of "Dalek"?
There's dozens of settings. I could have included Strength 10 AP 0 if you wanted...
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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Post by NecronLord »

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 -.
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... :lol:
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Post by Bob the Gunslinger »

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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Post by Lancer »

NecronLord wrote:
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 -.
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... :lol:
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+.

And you have meltaweapons, which all have an AP of 1. :twisted:
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Post by Raxmei »

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.
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Post by darth korte »

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.
And glancing hits agaist vehicles, are counted as penetrating hits.
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Post by Lancer »

darth korte wrote:
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.
And glancing hits agaist vehicles, are counted as penetrating hits.
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+.

In addition, if the target is a skimmer that's moved beyond 6", all penetrating hits are automatically downgraded to glancing.
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